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RocketSon4
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I was going to use the temperature and pressure with the adiabatic index to find the density of the atmosphere because I did not find an equation in my research which governs density. Is there an equation which governs density? Also, to clarify, my program is not intended to determine heating on reentry. Instead, based on the craft's current orbit, my program will determine the best periapsis to change to for the least g-forces on reentry with a user defined amount of skip reentries.
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I've been trying to create a program that can simulate reentry in Kerbin's SOI. However, I cannot figure out the temperature of Kerbin's atmosphere. There is a graph of the temperature of Kerbin's atmosphere on the KSP Wiki https://wiki.kerbalspaceprogram.com/wiki/Kerbin I have been trying unsuccessfully to use. I also cannot figure out the method the wiki proposes. Does anyone have a set of equations that governs Kerbin's temperature? Right now, I am not including day night temperature fluctuations into this program. Thank you.
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I believe they developers should bring back the weekly update from Nate Simpson/dev team. But this time they should keep doing it every week even after each update. It felt like the weekly updates stopped with the release of For Science! Even if there is virtually no news that we have not heard before, the KSP community will appreciate the communication from the dev team.
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I would like to play realism overhaul, but having to manage the launch complex is aggravating. How can I turn that specific mod(s) off and which one? I just want to play KSP with realistic parts included and also a realistic solar system. Can someone please show me how to do this? Thank you very much. I posted this elsewhere but never received a comment.
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I would like to play realism overhaul, but having to manage the launch complex is aggravating. How can I turn that specific mod(s) off and which one? I just want to play KSP with realistic parts included and also a realistic solar system. Can someone please show me how to do this. Thank you very much
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 12th Gen Intel Core i9-12900H | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB I was doing the Tylo Monument mission, and had landed about 600 meters from the monument. When I got a kerbal out to EVA, the kerbal walked about ten meters then stopped and looked like it was in no gravity. I had to keep quicksaving and quickloading about 50 times to get the kerbal in the monument area. Each time I would quickload, I could have the kerbal run one step or jump, and then the kerbal would look like it was in zero gravity again. Even using RCS to thrust downwards did not help. Also, whenever the kerbal was near the rocket I had landed, the rocket would start bouncing up, down, sideways, crashing 90% of the time. Included Attachments: .ipsImage { width: 900px !important; }
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When a rocket, rover, etc, is landed, can the development team please allow us to set SAS control. For example, if you have a rocket that lands on a slight slope, and you are doing a kerbal rescue mission, the rocket tends to fall over once you swap to the kerbal, even with landing gear. The same goes for splashing down in an ocean. My suggestion is that once a rocket is landed or in water, allow us to set SAS to up or down, EVEN WHEN VELOCITY SAYS LESS THAN 1.0 m/s. Down in case someone is flying with their command module orientation inverted. I have had problems with this because of a kerbal rescue on Laythe. I splashed down completely vertical around 700 meters from a beached rocket. By the time I got one of the kerbals within 50 meters, the rocket was tipping over, and I had no way to reorient the rocket, except quickloading and redoing the entry and landing of the rescue rocket. If we could set the SAS control to up or down even when below 1.0 meters/sec, AND LANDED OR SPLASHED DOWN, then rockets tipping over would be much less of a problem.
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Not in much of an order except for number 1, 2, and 3. !!!!!1. Metallic Hydrogen engines and necessary components. I have looked forward to this ever since I heard about it. 2. Personally, I think KSP2 needs more powerful solid rocket boosters than the Clydesdale. There needs to be a Large category of boosters, not just medium. You can slap on a pair of large mammoth II engines to get more power than a pair of the most powerful solid rocket boosters in game. 3. Mining equipment for fuel. 4. Kerbal personal parachutes. 5. A better saving system in the VAB. My rockets are almost never saved without personally clicking on the save button. I liked how KSP1 just autosaved the rocket and kept it for you in the VAB until you either saved it or overrode it. That's about all I can think about now.
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For the fun of it, I launched the stock kerbal-k2. After setting up a near orbit with the periapsis roughly where the rocket is, I clicked the timewarp to point, which I set near the apoapsis. When the altitude of the rocket crossed the 70 km mark, the game acted as if it had crashed in the tracking station and destroyed the rocket completely.
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What is going to be in the update? I have not seen anything telling us what will be new in the update? Are there going to be more engines!?
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Will liquid engine ignition on the launch pad be changed to be closer to real life? As it stands right now, the kerbal counts down to zero, then you see the engine flash and ignition. Will that be changed so liquid engine ignition starts at T-3 seconds like most rocket engines? Also, it would be awesome and informative if you and the other developers changed this to add a section on how much tonnage of fuel each engines consumes prior to liftoff. Thank you. Also, will there be any more engines derived from Soviet Rocket engines? Because we have a few derived from the Soviet engines, but they created some of the most efficient keralox engines ever. Or will there not be any more due to those engines are keralox and KSP2 engines are methalox? I just think it would be cool having more two to four belled sea level engines in game.
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 12th Gen Intel(R) Core(TM) i9-12900H | GPU: 8.0 GB | RAM: 16.0 GB In every manuever node I have created over the past few weeks, I have noticed that when I burn when the indicator tells me to, I always have to do a correction burn later in flight to fix my flight path. I think I might have figured out the problem. The timer on the burn indicator tells us to burn at the start of the manuever node, not 50% of the burn time short of the node. So now, I always make the burn start at 50% short of the node, and I have started having successes on my burns. Please fix this soon. This is a highly, highly annoying bug that should be easy to fix from what I know of programming. Thank you.
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 12th Gen Intel(R) Core(TM) i9-12900H | GPU: 8.0 GB | RAM: 16.0 GB I created a small satellite for fun and launched it into a rough 1000 km orbit of the Mun. The satellite consists of the 100G Relay Antenna, four gigantor XL medium solar arrays, the drone core command unit, the small 0.70 ton xenon tank, and four ion engines. After deploying, I planned a trip to Minmus, and the burn indicator told me it would be a 11 plus minute burn. Therefore, I started my burn and started to time warp. However, when time-warp began, my orbit immediately stopped changing. I started and stopped time warp several times to verify this and every time it kept stopping my orbit from changing. Every time, I had the audio and the visual of the ion engines firing. I have not tested other engines for this problem yet. Included Attachments: