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KSP2 Release Notes
Everything posted by Supernovy
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In the tracking station / map view there are buttons at the top of the screen representing every type of craft. By right clicking them, you can toggle whether they are shown in the tracking station / map view. This will not remove them from the "flights in progress" number attached to your save, and you cannot hide individual ships. But for simply removing flags from the tracking station list, it works well.
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2425 m/s is much too high, LKO is 2300ish and everything above that will be slower. Let's try going to first principles: The force of gravity must be the same as the centripetal force, GMm/r^2 = mv^2/r , then cancelling: GM/r = v^2. Taking the square root gives the equation in the OP, sqrt(GM/r) = v. Taking the gravitational parameter from the wiki (again, same as in OP) and 800000 metres radius, sqrt(3.532x10^12 / 8x10^5) = 2.101x10^3 m/s. 2101 metres per second. I think at 240ish kilometres it hits 2 km/s exactly, so this seems like a sensible result.
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Has anyone tried RAPIER + Turbojets or RAPIER + rockets yet? I wonder if hybrid hybrid propulsion would be better in some form than separate jets and rockets or purely RAPIERs.
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If you open up the persistence file in a text editor, you can see several changeable options, including whether quicksave/load is allowed and whether KIA crew respawn. You can even block off access to certain buildings (e.g. Spaceplane only mode with a locked VAB).
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How to pitch and roll on EVA?
Supernovy replied to federicoaa's topic in KSP1 Gameplay Questions and Tutorials
You can mitigate the camera orientation thing by going in to the settings.cfg file and - wait, they put it into the in-game settings in 0.23 didn't they? Okay then, go in to the settings and find the setting that turns off the Kerbal camera orientation, then the left click drag pitch/yaw changes will be preserved under thrust. -
I can think of two ways: Use two decouple modules, with different explosive node IDs (could be difficult as spacebar will activate both). Or use a regular decoupler and set the engine above's fairing jettisonmodule to "isfairing = false" and set its jettison direction to downward. if you separate the engine and decoupler in staging, the lower stage should decouple on the first hit of spacebar and the interstage should fall off on the second. I'm not 100% sure of how the fairing colliders interact, though.
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I'm almost certain that something similar is planned. I speculate that a way to make money (along with an economy system) will be the next focus for the development of career mode. I'd also hazard a guess that this would include completing contracts for money. Time will tell whether this is actually what will happen.
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I like this idea, you could also list all the "firsts" the Kerbal has achieved, e.g. Jebediah Kerman, First Kerbal in Space, or Bob Kerman, First Kerbal to fly by the Mun. It could work using the current Progress Tracking system. Also, This is untrue. All Kerbals will respawn unless you set "MissingCrewsRespawn" to false in the persistence file.
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Pure Oxidiser fuel tanks for SSTOs
Supernovy replied to Specula's topic in KSP1 Suggestions & Development Discussion
I would personally use a rocket tank and tweak the oxidiser level down. From what I can tell, a 0-oxidiser rocket fuel tank actually has a better liquid fuel mass ratio than the 1.25 metre jet tank. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Supernovy replied to HoneyFox's topic in KSP1 Mod Releases
A simple fix for that would be adding non-zero minThrust values for all the engines. -
It'll help with maxing out the transmission cap before returning to get the most out of a single experiment. I'm currently thinking of ways I could land this thing and use it with rovers.
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Can't get crew out of science lab modules?
Supernovy replied to Kerbolnaut's topic in KSP1 Gameplay Questions and Tutorials
It's left click on the hatch to get Kerbals out. -
I use the small science parts on my probes, the thermometer, barometer, accelerometer and gravioli detector. These ones are re-usable from what I've seen, which is good for doing transmissions from multiple situations.
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I'm looking forward to messing with sepratrons, I think a shorter burst of thrust could be more useful in some situations, and a longer lower-thrust burn in others.
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Not to mention that tweaking fuel levels will let you see the dry centre of mass in the VAB, which will be useful for planes, spaceplanes, and re-usable boosters.
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You can't handle the truth!
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Welding and Engine Fairings
Supernovy replied to little square dot's topic in KSP1 C# Plugin Development Help and Support
I've found that if you have as many jettison modules in the config as you have fairings, they'll all jettison properly on decouple. They still won't hide, however. -
A distance from surface determiner.
Supernovy replied to TYRT's topic in KSP1 Suggestions & Development Discussion
For a proper orbital altimeter, showing distance from the centre of the planet might be a better idea. -
Action Group Addition
Supernovy replied to Themorris's topic in KSP1 Suggestions & Development Discussion
Indeed, but as far as I can tell that's just a regular action group that is activated by spacebar. What would be interesting is if things entered into the stage action group became icons in the stage list. Perhaps even the other way around - have every stage activated thing in that group and taking something out would remove it from staging. -
A distance from surface determiner.
Supernovy replied to TYRT's topic in KSP1 Suggestions & Development Discussion
The speed gauge on the navball does a similar thing (auto switching over) but can also be toggled, perhaps automatic with the option of toggling would be the best way to go about this? -
Please Squad, support Oculus Rift!
Supernovy replied to -RanZ-'s topic in KSP1 Suggestions & Development Discussion
Moved to Suggestions and Development Discussion. -
RLA Stockalike v10 released 11th August
Supernovy replied to hoojiwana's topic in KSP1 Mod Development
Well I did notice that it had no alternator, intended? Also noticed that the linear aerospike is still using 0.1 drag even though the stock aerospike was corrected to 0.2 drag. -
[0.22] Extraplanetary Launchpads Legacy Thread
Supernovy replied to skykooler's topic in KSP1 Mod Releases
Closed at skykooler's request. -
In the past I've used an Ion probe to perform propulsive capture and orbital manoeuvres around Eve, the closer proximity to the sun means fewer solar panels are needed to run the engine.