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Everything posted by tomf
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Is there a mod that will allow me to compare the drag of different designs for stock aerodynamics? For example if I'm traveling prograde on Kerbin, at an altitude of 15,000m and a speed of 1000m/s how much additinal drag will adding a solar panel cause.
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Impact, Station Science Continued
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I've captured 4 or 5 myself in my current career and never noticed anything special about them, but then I never knew that there was anything special to find. I certainly have never seen anything on these forums about it so I'm not sure if anyone has ever found anything. I have a feeling though that whatever these special properties are they might be pretty subtle. So, I'll rephrase my question for now. Has anyone ever captured a glitteroid and noticed something unusual about it, without giving away what the property was?
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Accourding to @bewing the magic glowing asteroids have special properties Does anyone know what they are?
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I saw reports that the missile launched yesterday landed in three separate pieces. Is this likely to be an indication of something having gone wrong or would it deliberately have split up. In that case what might the pieces be?
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If you have the base stations of Kerbin turned on, which they are on most difficulty levels IIRC then you don't need to work about relays around Kerbin. As for the mun I use a single relay in a very eccentric polar orbit so it spends almost all its time well above one of the poles. That way a probe in an equatorial orbit can see it almost all the time.
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It's a slightly odd selection of information that the game is giving you. If you were observing the planet with a telescope the period is going to be one of the easiest things to measure, much simpler than the velocity or distance.
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KSP interstellar extended has a thrust while warping feature so you might want to look at how it does it.
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What is the ratio of Liquid Hydrogen to LOX
tomf replied to Spaced Out's topic in Science & Spaceflight
You can work out the stoichiometric ratio for LH/LOX pretty easily The reaction is 2H2+O2->2H2O so for every molecule of oxygen you need 2 of hydrogen. A molecule of Oxygen weighs 32 and a molecule of hydrogen weighs 2 (from their atomic weighs) so the mass ratio is 8-1 -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
tomf replied to sarbian's topic in KSP1 Mod Releases
You are correct that the addition is between the same type operands, In this case the +'s are acting as string concatenation. When concatenating the numeric values they are automatically converted to strings (whether or not that counts as a cast I couldn't say, the documentation calls it a conversion). -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
tomf replied to sarbian's topic in KSP1 Mod Releases
There is only one cast in that statement. the first output is computing as 6.999... and geting truncated in the cast. The second calculation has a result type of float which is then being converted to a string. The default formatting of the float is a little bit smarter in some environments and it formats 6.999 to 7. -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
tomf replied to sarbian's topic in KSP1 Mod Releases
Is this still the right place to report exceptions from flight integrator? In my heavily modded game MKS, scattter and dozens of others) I have a base on Vall. Whenever a kerbal tries to run they lift of the ground and start movign accross the surface at a steady 2.2m/s nothing will stop them until they hit some object. At the same time my log file is getting spammed with TimingFI threw during FixedUpdate: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[OcclusionData].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusionSolar () [0x00000] in <filename unknown>:0 at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0 at FlightIntegrator.FixedUpdate () [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.TimedFixedUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at TimingFI.FixedUpdate () [0x00000] in <filename unknown>:0 -
I am getting the same NullReferenceException: Object reference not set to an instance of an object at scatterer.RefractionCamera.OnPreCull () [0x00000] in <filename unknown>:0 that @GamesLinx was getting above, except that I am getting it on an unmodified Vall. Disabling the ocean refractor seemed to fix it.
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Why is so much harder to get to Earth Orbit?
tomf replied to Spaced Out's topic in Science & Spaceflight
Also Kerbin's gravity drops of much more quickly with the inverse square law. Adding 100km to kerbins 600km radius means that the acceleration due to gravity there is only 7.2m/s^2 whereas adding 100km to Earths 6400km radius means gravity has only decreased to 9.5m/s^2 -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
tomf replied to RoverDude's topic in KSP1 Mod Releases
My Konstruction wheels keep pushing through the surface of vall, and seems randomly rotate the bottom section by 90 degrees from time to time. The image shows the front wheel on the right rotated though 90 degrees from where it should be and appeared in the SPH when I built it and the left wheel has pushed through.- 1,473 replies
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IIRC one of per situation -low orbit, high orbit, landed etc You should be able to modify the StnSciZoo config to make it use kibbal at a fraction of the rate and to produce Bioproducts at matching fraction so you won't need to rebalance the storage etc
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In general pretty much every concept that anyone has ever had for rocket engines seems to be covered in teh atomic rockets list. http://www.projectrho.com/public_html/rocket/enginelist.php . There are plenty of fusion ideas in there.
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I think the whole point of this mod is the requirement to get large and heavy parts to distant bodies. I think it leads to interesting choices such as do you attempt to transport your cyclotron from the mun to minmus to do kuark experiments or do you launch a new one?
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I'm not at my computer fit a few more days but that looks very weird, do you know if and how it is reproducible? Does the party look ok in game? CoH - you are recovering the whole experiment component on kerbin?
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Kibbal can only be created on Kerbin
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Super heavy-lift launch vehicles - What do you launch on them?
tomf replied to Codraroll's topic in Science & Spaceflight
The problem with the submarine analogy is that there are much easier ways to see the sights of the ocean, just use a boat on the surface and then dive under when you are over something interesting as huge numbers of people already do. You cant just pop into space for an hour in the same way. I imagine that a space trip would involve a few days on the surface being trained in some basics which should be interesting, followed by the excitement of a launch which will put you at the top of a giant tube of explosives, even after the reliability has bee increased to a "safe" level the noise and g forces will still be pretty thrilling. Once in orbit I can think of quite a few things you could do in zero-g that you couldn't do on earth, some of which are a little bit sinful. And apparently ISS astronauts take a very long time to get bored of looking at earth spinning below them. At realistic prices I agree that the number of people buying a ticket would be small and it would be a challenge to build a long term business. I would certainly do it if the price was affordable though. -
I made a request a few weeks ago that might have been missed and I'm hoping that you can look into it now. I often launch probes that are never going to return to Kerbin, e.g. a mapping probe to the moons of Jool. I will probably include a Gravioli detector. If I try to use the here and now window it stops the warp at every biome transition even after I have transmitted the gravity data from that biome even though no more science can be transmitted. I still want it to kill the warp when we cross over one of the more elusive biomes that haven't been gravity scanned yet. Can the here and now window have 2 modes, one that stops warp for any possible science and one that only stops the warp if you can do an experiment that will return transmittable data. No problem at all.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
tomf replied to TriggerAu's topic in KSP1 Mod Releases
Is there a reason why the Closest approach alarm only works for target vessels? I have a probe in an elliptical orbit around eve that takes it out to Gilly's orbit. If Gilly were a craft I could use KAC to do a small burn at my AP that would ensure that there was a rendevous in say 7 orbits time. As it is with stock tools I can only put a node at my AP in 6 orbits time which requires a large burn to ensure that I achieve my rendezvous on the 7th orbit. The target distance mode in this case just seems to be constantly flickering with an alarm 59 seconds ago. -
Cheat/recover vessel? [SOLVED]
tomf replied to crekit's topic in KSP1 Gameplay Questions and Tutorials
Hyperedit him to the surface and then land the rescuing craft as if the kerbal was on board -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
tomf replied to RoverDude's topic in KSP1 Mod Releases
Thanks, I was sure I had pressed every button- 1,473 replies
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