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Everything posted by fleventeen
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Hypothesis: There is a bug with that thread that causes it to randomly toggle states between locked and unlocked when clicked. I propose a test where someone observes the thread as it is being clicked. If true, it means that users technically have the ability to unlock a thread, a power that the tyrannical mods fear could be exploited elsewhere. They can't simply delete the thread however, because it has worked its way deep into the fabric of the forum, hence the elaborate disinformation campaign, going back nearly a decade, to try and gaslight us into thinking that the thread doesn't exist. If this is my final post, you will know who is responsible. The people need to know!
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I have spent more time thinking about Kerbal Space Program than actually playing Kerbal Space Program.
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I could see an application, for example with stations/large structures that have modules sticking out every which way, you might run into clearance limitations, and having an adjustable panel that "fits just right" would be ideal. This is also true on a smaller scale with things like rovers. Another application would be a determined player deciding to brute force an outer system mission early on in the game, before they acquire the more advanced tech you mentioned. Sure, it's not efficient, and probably won't work well, but opening up this possibility gives the player a chance to learn why we don't use solar panels in the outer solar system (and why we have to use gigantic solar panels even at places like Jupiter). Seriously, has anyone seen JUICE? The thing is huge! 85m2 huge.
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This is hilarious. It reminds me of the time I got fixated on building a little paramotor. Kerbals can actually deploy their parachutes from a command seat, which leads to some interesting possibilities.
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Yes. Just don't be like me and strand Jeb at Eeloo. It is not fun to have to make that trip twice at max warp.
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This may technically be true, but for new players I would still recommend a circularizing burn. The delta-v losses are minimal, and it gives the player freedom to pick a landing spot at their orbital leisure.
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Congrats on the huge milestone! Agreed with the posts above. You have the opportunity to visit additional biomes on Mun, and with more science experiments (you will need to scan in order to see the biome boundaries though). If you can swing it, a Minmus mission can be a great science boost early on, and it is even easier to land on than the Mun (though a bit harder to intercept due to the orbital inclination). You will need to time your transfer burn such that you arrive at Minmus when it passes one of the ascending/descending nodes. I forget the rule of thumb for Minmus (you can usually eyeball transfer windows by the body's relative position in orbit), but you can play around with the maneuver tool to figure out the right time to burn.
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How to get more detailed debug logs
fleventeen replied to Amity's topic in KSP1 Technical Support (PC, unmodded installs)
If the above doesn't give you what you need, there is an option in the settings menu to enable verbose logging. -
I'll be damned, its a thing. https://www.angelo.edu/faculty/kboudrea/demos/copper_HNO3/Cu_HNO3.htm I wish I had paid attention in Chemistry.
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I found a reference stating 211 seconds for this mixture. Not great, but I guess they make up for it by the fact that the propellant is quite dense, meaning they can carry more, and they can also use a more compact rocket design. Page 44. https://www.proquest.com/openview/ab32245a2e8aaaa0eb8f6a81d1c14ec8/1?pq-origsite=gscholar&cbl=51922&diss=y I guess I can see a draw for this propellant choice, given the breaking badesque, take an RV out into the desert type rocketry. I just wish they would fully commit and wear bunny suits and gasmasks in their promotional material. Maybe if they add a bit of chili powder they can squeeze a few more seconds of ISP out of it?
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False. I like planes in general, temperature has nothing to do with it. TUBM realized they didn't have enough delta-v, and had to have a kerbal get out and "push".
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@Pythom if you see this, please read "Ignition! An Informal History of Liquid Rocket Propellants", and stop messing with nitric acid! Or at least don't stand downwind of a test article... At least they ran the test outdoors. I guess we can give them that. Oh sweet Jesus... Per their site re: the Asterex Rocket Engine: "Nitric acid (HNO3) or "white fuming nitric acid" is environmentaly friendly and common ingredient in fertilizers." Makes you wonder why they were running away from that plume. This gets worse the deeper I look...
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Are we witnessing the physical manifestation of a terrible meme? (also, still trying to figure out what a "pythom" is. I am pretty sure they just mushed together 2 or more actual words, much like how they mushed that rocket together to make something burn.) RIP...
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Здравствуйте. У меня вопрос про полет на муну.
fleventeen replied to Саша's topic in KSP1 Gameplay Questions and Tutorials
Hello, The community delta-v map is a great resource for planning missions. It tells you how much delta-v you need to get to each location (and return). You can see the delta-v for each of your stages in the VAB and in flight. Sorry if you can't read it, I don't think it has been translated to Russian, but there is a short "how to use" on the forum thread that you should be able to translate. -
It never occurred to me to build an entire plane out of fairing body, but this looks like a cool idea! At first glance, it looks like when you go into the roll, the craft starts picking up a large amount of body lift as it starts slipping sideways (the cyan arrows), causing a yaw moment, which kicks the nose to the left. This is likely due to inadequate yaw stability. I would start by building a larger vertical stabilizer. And now that I look at the craft as a whole, the vertical stabilizer looks quite small given the girth of this beast. Here is an image of the spruce goose as a reference for proportions, since your craft looks quite similar . Edit: Someone correct me if I am wrong, but I believe the aero forces for fairings are applied solely at the fairing base, and proportional to the size of the fairing? If this is the case, you may get more stability by putting the fairing base for the main fuselage section at the rear of the plane. You would then obviously need to put the cargo door at the front. This may however have the consequence of working too well, creating a plane that is "overly stable", so I would consider it a plan B if the above doesn't work.
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I haven't actually used them, but when I was finding that link I thought I read somewhere that you have to be going below 500m/s. Edit: Per the original thread - NOTE: DO NOT USE THIS AS YOUR SOLE DECELLERATION MECHANISM! These are fun and bouncy, but will not allow you to collide into mountains at 500m/s! I looked at the configs, and each size has a different crash tolerance. Small: 150 Medium: 200 Large: 250
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There used to be a standalone mod for airbags, but it has since been rolled into this pack.
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You will need to open up the persistent.sfs file located in the save folder, search for "Jebediah Kerman", and change the line "state = Dead" to "state = Available".
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My engines Will not fire
fleventeen replied to JackHasArrived's topic in KSP1 Gameplay Questions and Tutorials
Jokes aside, It is important to check the staging sequence before any launch, as the game doesn't necessarily put things in the the places you would expect. -
The apoapsis point doesn't appear
fleventeen replied to MarceloGames_BRBR's topic in KSP1 Gameplay Questions and Tutorials
mmmm lunch. Sorry I couldn't help myself... This is a great tip I didn't know! -
Some people might not know this, but some of the wing parts can actually hold fuel. They start empty by default, but you can right click them like a fuel tank and fill them up. These also have the advantage of putting the fuel mass close to the center of lift. These wings can hold fuel: FAT-455 Aeroplane Main Wing Big-S Wing Strake Big-S Delta Wing -- Musings on SSTO -- Early on I made the mistake of overestimating the amount of fuel I needed. With SSTO it is important to get on an ascent profile that allows you to get as high and fast as possible using your jet engines, continually accelerating, before kicking over to rockets. Lugging too much fuel can really hinder your ability to do this. When done right, you can actually get to orbit using a surprisingly small amount of fuel, which should fit comfortably in a single fuselage design. You probably won't go interplanetary using this method (without orbital refueling), but honestly SSTO is not a very practical concept (but still fun to play with ). FAR makes the above method a bit easier, as it makes the atmosphere a bit more "slippery".