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Everything posted by Athlonic
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The 0.25 Waiting Room, now boarding passengers heading to Hypetown
Athlonic replied to Rowsdower's topic in KSP1 Discussion
OMG this i it !!!!!!!!!!! -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
Athlonic replied to Rowsdower's topic in KSP1 Discussion
It is happening !!! -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Athlonic replied to Starwaster's topic in KSP1 Mod Releases
About drogue chutes : Ok, this is what I feared. So Realchute mod's default 30km drogue chute opening is not suitable. And maybe ablative material should ablate slower in order to be still available for the critical 30km heat peak ?- 5,919 replies
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Wow ! Just wow ! Congrats, can't wait to see them
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Athlonic replied to Starwaster's topic in KSP1 Mod Releases
I used defaults "Realchute" settings (1.25m stack combo chute, auto predeployement drogue @ 30km / main chute pre @ 900m full @ 700m) I thought like you about opening drogue chute so high being weird, but actually the heat shield should protect it from burning up (I think)- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Athlonic replied to Starwaster's topic in KSP1 Mod Releases
Ok, I confirm I am quite pleased with 5.3.2 I just did a direct re-entry from the Mun (4 try needed though ^^ ) So I started at an orbit of 11400km aiming a Pe of 0km which gave me the desired re-entry angle of 20° when reaching 70km. I had to use a drogue chute (from Realchute mod) otherwise I wouldn't loose enough speed and would burn up @ 20km Ship : MK1-2 pod with its standard DRE shield, 3 suicidal Kerbals onboard with orange suits. Velocity : around 3200m/s @ 70km G-Force peak : 8.9 Temp peak : shield around 1250C° for some secs after ablative shield went out Real Solar System class shields : NO Stock sized Kerbin default DRE 5.3.2 settings So my points and conclusion so far : 1/ these settings actually makes re-entry "deadly" if not properly planned 2/ they makes heat shield usefull 3/ they makes drogue chutes usefull 4/ direct Mun re-entry is still possible and honestly I think any direct re-entry from farther shouldn't be possible with standard heat shield In order to survive a re-entry with 5.3.2, do not ever aim for a 30km Pe anymore ! Because this will lead in a <10° re-entry angle and you will definitely burn up before reaching 25km The key is a 20° re-entry angle when reaching 70km and less than 3200m/s velocity and you should be fine. (ie. a 250km orbit need a Pe of -100km to achieve a 20° re-entry angle) I must admit that all this will make return from interplanetary ... interesting- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Athlonic replied to Starwaster's topic in KSP1 Mod Releases
I have absolutely no clue about how to predict re-entry angle. The old mod "Re-entry Heat" I mentioned had this little popup windows providing these info : It is a (very) old screenshot, don't look at actual altitude and explosions, this popup windows displayed as soon as you trajectory would make you re-enter. Maybe someone can bring this back, Starwaster ? This mod used this chart by the way, actually best re-entry angle was around 20° when entering at 70km : Maybe we can ask PakledHostage if he still have the source code somewhere ? original thread : http://forum.kerbalspaceprogram.com/threads/21050-0-17-Re-entry-Heat-Module-and-Mk-1-Pod-Heat-Shields- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Athlonic replied to Starwaster's topic in KSP1 Mod Releases
Just did a re-entry from my space station (250km) with a MK1-2 Pod (with its shield) aiming at 30km Pe : Kaboom ! Quickloaded and then circularized @ 150km orbit aiming @ 30km Pe again : and it just passed, all ablative gone temp peak at around 1300C° ! Loving the changes, now re-entry are dangerous again, excellent I remember, back in the days, with the first "Re-entry Heat" mod we had to aim for a re-entry angle as close to 15° in order to not burn up. My scenario above gave me something like 5° angle, so I guess it is way to low, isn't it ? Does a direct from Mun re-entry (Apollo 13 style) still possible with 5.3.2 ? Is 15° still the aim to be on the sweet spot between heat & G-force ? Thanks again for your great work, I definitely love to fear each re-entry again Edit: I forgot the best part : seeing my previous stage's parts burning/exploding in the distance ^^- 5,919 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Athlonic replied to Athlonic's topic in KSP1 Mod Releases
Oh ! I see now, that's actually a nice idea ^^ I will see if I can implement this action group option- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Athlonic replied to Athlonic's topic in KSP1 Mod Releases
Not sure I get what you mean ? Mayday loop ? I think putting a "Mayday" sound file and replace/rename it with any beep sound and make it loop should do the trick. This one ? http://forum.kerbalspaceprogram.com/threads/25367-0-24-Chatterer-v-0-5-9-4?p=1134650&viewfull=1#post1134650 Sorry I don't have any Linux experience maybe someone who have might help here ? Does Linux file management differ from Windows ?- 751 replies
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Absolutely no problem here Thourion What I wanted to say is that Steam workshop is simple and handy regarding mods management. But honestly, after seeing how Curse was "accepted" by the community here, I don't think we will see Steam Workshop support for KSP. Personally with around 50 Mods installed, I am using the old (but still perfect) JSGME mod manager, and with "KSP AVC Add-on Version Checker" Mod (thanks Cybutek) I am pretty happy for now.
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How many modulemanager patches does your install have?
Athlonic replied to John FX's topic in KSP1 Mods Discussions
A few... -
Funny thing here. It annoys me a lot to have to register and download manager software here and there. Yet I have 320+ games on my Steam account. If Steam didn't exist, how many accounts would I had to create and on how many different sites would I had to register to download stuff from ? Once you got Steam you are one click away to install/uninstall games, chatting with friends/community, joining friends in MP, installing/uninstalling Mods when Workshop is supported. Steam is definitely the easiest way to manage games on PC. Now everyone is free to like Steam or not of course, but the above is the truth. Also some says Steam is evil, Steam is DRM ... really ? Let me LOL at this. ^^ The only downside I see from Steam is : it makes you buy tons of games @-80% during the Steam sales, which you will probably never play
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That's an easy one ! Toggling the ice cream machine on/off ?
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[WIP] [Dev thread] Dang it! A random failures mod
Athlonic replied to Ippo's topic in KSP1 Mod Development
Great ! Well done looking forward your next update. -
[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Athlonic replied to Athlonic's topic in KSP1 Mod Releases
To be honest I am not pleased with my first pass on the Kerbalized audio, as well I made it more as a place holder, I used google's spanish speech translation + highpitch/reverse/tweaks. Now that I "own" Chatterer, I will definitely make a Chatterer audio set, I am just lacking free time at the moment. Apollo 11 audio set, on the other hand, is really enjoyable ! Did you try it ? -
New version working fine here. Did you tried a clean reinstall ?
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Athlonic replied to Athlonic's topic in KSP1 Mod Releases
Sorry but this is not gonna happen, probes doesn't speak nor understand Kerbalish. Probes only use binary language, sending them some life form spoken language may trigger the Space Kraken or made them explode instantly. In the best scenario they could still survive but may league together with the only goal of terminating their incomprehensible creators... And you don't want that, don't you ? ^^- 751 replies
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Athlonic replied to Athlonic's topic in KSP1 Mod Releases
This one ? : http://forum.kerbalspaceprogram.com/threads/93891-0-24-2-LaunchCountDown-Extended-%28version-1-0b%29 BTW the modder is belpyro who posted just above you ^^ -
Loading KSP 32, Windows 8
Athlonic replied to daffy's topic in KSP1 Technical Support (PC, modded installs)
This is by far the best method, if you plan to do other stuff while playing KSP. In fullscreen mode, I had occasional crashes on loading when ALT-TABing, also KSP will spam "GFx lost focus...." exceptions messages bringing your log file to some MB in size if you keep KSP unfocused for too long. -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
Athlonic replied to DMagic's topic in KSP1 Mod Releases
V2.0 changes sound just glorious ! Definitely looking forward to it, thanks