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asmi
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Everything posted by asmi
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As I've said, it's totally possible to make this happen in 32bits, I just don't know how to do it in Unity (in Orbiter plugin I was working directly with DirectX interfaces).
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I'm sorry but you just don't know what are you talking about... These maps look AMAZING!
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
That is correct - stock pods don't (yet) have Oxygen and therefore crew suffocates... -
I've managed to implement that in Orbiter, and Orbiter is 32bit process. So it definetly can be done
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
Just want to remind all of you guys, this update WILL BREAK your saves!! So make sure to start over! -
I've got SUPER detailed textures, normal and height maps for the Earth, Moon and Mars (leftovers from my work on Orbiter's graphics plugin). The problem is they are HUGE (2-3 Gb for EACH of texture maps, normal maps and height maps) - about 14 Gb in total or so - don't remember exact numbers. http://www.asmitech.com/Stuff/Orbiter/wide/orbiter9.png http://www.asmitech.com/Stuff/Orbiter/wide/orbiter10.png
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
asmi replied to Starwaster's topic in KSP1 Mod Releases
I'd also suggest you to decrease crashTolerance to something much lower as right now heatshield survives free fall from 500 meters I've set it to 10 here, and it seems to be good enough. The only question I've got - is there Linar-return-rated heatshield as looking at my reentry experience, that default heatshield won't survive Lunar free return reentry.- 5,919 replies
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
Yea - BobCat is working on updating all his pods' IVAs to include that panel, but potential issues with other mods's IVA is one of the reasons we've decided to release the mod as part of BobCat's packs first, and then we'll figure out what to do about the rest of them. -
[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
Don't worry - let me assure you - you won't miss it It's displayed (or can be displayed) in just about any mode: normal flight map view IVA EVA and even in the Tracking Station And even if despite all of that, you'll somehow manage to miss it, the system will halt the game and kindly display a nice friendly reminder: If all of that won't be enough for you, you have a serious problem and should probably see a doctor -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
Oh, I'm sorry - just found out that I use modified configs from here: http://forum.kerbalspaceprogram.com/threads/54327-Realism-Overhaul?p=768850&viewfull=1#post768850 This is "real" version of the capsule.- 14,073 replies
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
asmi replied to sarbian's topic in KSP1 Mod Releases
The only question I've got is wheither 1.5 is 100% backward-compatible with 1.3? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
Yea, you're right on that one - sorry I was confused But my point that CoL have to be somewhere inside the body still stands as right now it's very counterintuitive as to what exactly this indicator shows...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
This is what is really happening: As you can see, moment arm is different since it depends on the point of application. Since I happen to own and drive real-wheel drive car I know a thing or two how it behaves- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
asmi replied to Starwaster's topic in KSP1 Mod Releases
Just tried that without KJR - same thing. Looks like there is something wrong with the heatshield itself. UPDATE: adding this: fixed the problem.- 5,919 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
It's not unless you live in a parallel universe with different laws of physics Hint - the moment arm for the force (which is a definition of torque) depends on the point of application What derivatives of force and torque are you talking about? Torque is another word for force (specifically, it's component that is perpendicular to the line connecting center of mass with the point of application) applied to a certain moment arm (t = F * d) And why exactly there is a need to produce certain torque? The point of aerodynamics is to calculate the force and it's point of application - everything else will be handled by PhysX. So I would like that exact point and force to be displayed.- 14,073 replies
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
That's exactly why we have at least three different places where remaining time is displayed. It would be hard to miss! -
[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
I have no insight into what exactly BobCat is changing in configs beyond what I've already told here. After update you could just have your very own MM config file that would add whatever you wish You won't have to edit BobCat's configs anymore, which also makes updating much easier. I've like to have it just as bad as you do But it's up to BobCat if and when will he make that happen... -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
asmi replied to Starwaster's topic in KSP1 Mod Releases
I've said 1.2 pod which is stock 3-seat pod. And yes I do have KJR.- 5,919 replies
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I'm not sure if that's the elegant solution or not, but here is how I do it: Before you begin a design, you need to know three things - maximum payload mass, maximum payload dimentions (to make sure the fairing you use is large enough to accomodate the payload), and destination orbit. From what I see on forums, PLF size is often neglected during design, which leads to a problems with aerodynamics so make sure your PLF is not too wide. Now, if your target orbit is beyond low orbit, I generally choose three-stage design with first two orbiting a payload coupled to the last stage which will provide dV necessary for orbital maneuvers (I call it "orbital unit" or OU). First build that OU - since once you're on orbit TWR doesn't matter anymore, the only limitations here are your patience (if you're willing to wait for long burns to gain more efficiency) and availability of engines at your disposal. Put on the Stretchy Tank(hereinafter ST) and engine and keep extending it until it has enough dV for orbital operations and deorbit (keep in mind that deorbit will be performed without payload, so dV will greatly increase after payload separation). Now, for the hard part - launch vehicle. That part is largely limited by what kind of engines you've got, but the goal is to distribute ~9.3 km/s of dV needed to get to the parking orbit (I generally use orbits in 180-250 km range) among your stages. I usually try to split it more or less even. They way you do it is you strap ST to the OU (via decoupler of course), put engine that has thrust of approximately 4-5 times of your OU full weight, and extend your tank until you hit initial TWR of approximately 1 (in practice I use values in the range of 0.8 to 1, except for Altas Centaur stage). After that, strap first stage and do the same, but this time make sure your SLT (sea level thrust, use "show all stats" button in MJ to display it) is at least 1.1. Check your total dV budget at that stage, if it's enough for the mission, put on stage separation motors, strut stages together and go for a test launch. If your dV is too low, you'll need to use strapon boosters. If your dV budget's deficit is less than ~600 m/s, go for a pair or quartet of solids (depending on what kind of solids you've got handy), and extend your first stage. The idea is that by the time your solids are gone, your TWR needs to become at least 1.1. If you're short by more than that amount of dV, consider using liquid boosters with the crossfeed, or without it. I usually go without CF if my deficit is below 1 km/s, in this case I do essentially the same thing I do for solids above - enlarge the core stage so that bt the time of boosters sep its' TWR would exceed 1.1. In case you go with crossfeed, do not change your first stage, but add 2 or 4 boosters (depending on the engines you've got) so that you make up for the deficit. Remember these things: 1. ALWAYS strut your stages together on top of interstage (you can make lower stage a bit wider if something - typically decoupler - gets into the way of struts) AND decoupler to the lower stage. 2. Check all places where heavy part is connected to MUCH lighter one (by "much" I mean more than ~50 times difference) - these are spots with risks of structural failures. Strut them as necessary or at very least keep them in mind so you'd know what to do in case rocket starts falling apart on the launchpad. It requires some practice, but trust me once you do it first few times you'll get a hand of it!
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
asmi replied to Starwaster's topic in KSP1 Mod Releases
Hey Nathan! Now I'm gonna post a complaint here as well to round it up Ok, the problem I've got is that heatshield for the 1.2 pod keep failing off that very pod Do you know if there anything I could do to fix that - it really annoys the hell out of me- 5,919 replies
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
I have never seen a plugin that would have any sort of porblem whatsoever with MM installed. Infact I had it installed at all times since FAR uses it, and I've tried god knows how many different mods and plugins and none of them had any issues. That makes mod installation a insanely difficult for most of the users, and most of users advanced enough to go into trouble of config-editing are usually know which mods changes what, so that's not really a problem. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
asmi replied to rbray89's topic in KSP1 Mod Releases
Not neccesarily. By default KSP runs on DX9 on Windows which limits to SM3, while Mac/Linux versions use OpenGL which doesn't have such limitations. So by forcing it to DX10 you bring Win back to the table for SM4, or if there is a way to force-run it on DX10, there should be a way to force-run in on OGL even on Windows. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
asmi replied to rbray89's topic in KSP1 Mod Releases
BTW, during last Squadcast devs have told that it's possible to force KSP to run in DX10 mode, which would allow using SM4.0 and SM4.1. That would allow for some very advanced shaders (like geometry shaders to generate cloud sprites)! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
Thank you - I appreciate it! I may sound a bit dense, but drag is being applied to... the empty air? If my understanding of the laws of physics is correct, CoL couldn't possibly be outside the vessel since you can't apply a force to the object at a point that is outside of that very object...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
And I've noticed that CoL in SPH is going crazy:- 14,073 replies
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