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KSP2 Release Notes
Everything posted by Wahgineer
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Time Dilation only applies if you are accelerating conventionally. If you use something akin to an alccubiere drive, then it doesn't apply, since the ship uses a sort of gravitational 'loophole' to get around this and the light speed barrier.
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Time to resurrect old ghosts: Remember the Tiberdyne Explorer Shuttle, Pirate?
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There's a missing launchpad detail
Wahgineer replied to ultrasquid's topic in KSP1 Suggestions & Development Discussion
This. Random failure is something like: "random number generator decides to blow your rocket up the next time you stage." Circumstantial failure would be like: "your rocket was torn apart by high winds because you were an idiot and tried to launch your rocket in a hurricane." Player induced failure is like: "your NERVA won't reactivate because you ran it too hot for too long. A few radiators would have easily fixed the problem before it happened." (damage through abuse). -
Tweakable effects (and more!)
Wahgineer replied to xxjetterxx's topic in KSP1 Suggestions & Development Discussion
1. That's what the RTGs are for 2. Almost all of the engines have alternators for generating power. If you're talking about using fuel+oxidizer to create electricity without the engine running, the devs at some point want to add fuel cells, which generates electricity and produces water as a byproduct. -
Tweakable effects (and more!)
Wahgineer replied to xxjetterxx's topic in KSP1 Suggestions & Development Discussion
1: Thank god that somebody knows how NERVA engines work. 2: I used 'ignite' for the lack of a better word. 'Super heat' seems more accurate. About the rest of your post: Both jets and rocket engines (in the game) use liquid fuel for simplicity. We don't need two separate fuels to do virtually the same job. -
I heard that by giving a rocket a flared out bottom should stabilize it.
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I think your mod just became the best shuttle mod, period. Your mod has what the other two big shuttle mods lack: inter-compatibility. Where as the Component Space Shuttle and Bobcats Buran are fine on there own, they only function well on there own. Your pack, on the other hand, goes the extra mile to allow each and every part of the shuttle to work well when used for another purpose. By adapting a stockalike look for most of the parts, the shuttle looks like it belongs in the game, where as CSS and Bobcats Buran stick out like a sore thumb. By making every piece modular, it allows you to use it for something else, ex: the new liquid boosters will be made of separate parts so that they can be used for inline stages, the SRB will have a separate nosecone so that you can build an Ares 1, the SSMEs/Broncos have been separated to be used as launcher engines, etc. Bobcats Buran can only use its parts, nothing else. CSS is either too big or looks ugly/out-of-place when used anywhere else. Also, your shuttle no longer relies on a plugin, where as Bobcats Buran relies on a PLETHORA of plugins just to get off the ground. In My book, this shuttle mod is the best shuttle mod ever made, and is the ONLY one that truly combines form and function while staying close to its stock roots.
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the reason I made the text bold was because I realized that problem, too. Also, think about it: how many times do you put docking ports radially on the Hitchhiker? In Fact, why would you, with the dangers of a craft or new module hitting too hard and destroying the hitchhiker? That is what the 6-way hub node is for: for connecting modules to a central point.
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I know it was (watched a documentary on youtube), I just didn't expect them planning on building such MASSIVE vehicles!
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Tweakable effects (and more!)
Wahgineer replied to xxjetterxx's topic in KSP1 Suggestions & Development Discussion
ARRGH! Why does everyone get it wrong with the fuel?!?! Everyone thinks that the LV-Ns will run on Blutonium: That is a common misconception. The Blutonium will be used as the catalyst to ignite regular fuel, which is what the real life NERVAs would have run on. The LV-Ns will use tanks of regular fuel, not tanks of solid radioactive elements. Yes, Blutonium will need to be replaced, but only after 7-8 round trips to JOOL, where as the tank(s) of regular fuel will have to be gassed up after every trip or so. RTGs will also run on Blutonium, but should last WAAAYYY longer then the Blutonium in an LV-N. NERVA/LV-N 101: the engine runs on fuel, the Plutonium/Blutonium is used in the reactor that iginites the fuel. -
Something tells me that Jeb would still say: "it needs more boosters" Those statistics are INSANE
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Kerbin's Gone Kablooey! What about the astronauts?
Wahgineer replied to Borkless's topic in KSP1 Discussion
In my 0.22 sandbox save: a single satprobe in kerbin orbit In my 0.22 career save: no one in space currently, but all my ships have space for only one kerbal. So... yeah, the kerbals are screwed. BUT, if I had the Orion drive mod, was in sandbox, and had fair warning, the Kerbals would have a good chance. Especially considering that I might be able to build the ships to carry 128 kerbals each, with NO orbital construction, launch them directly from the GROUND, and launch 5-6 of these vessels a DAY. Never underestimate the power of nuclear explosives. -
The war against lag: Anti-lag fairings
Wahgineer replied to Psycix's topic in KSP1 Suggestions & Development Discussion
With the whole "lag spike in space", sure your station module AND launcher combined might mean <5fps during launch, but when you open the fairing in space the only thing left is the module and most likely the last stage to perform maneuvers with. Know-one seems to realize the fact that most of your launcher will be gone by the time you open the fairing. The whole point of the anti-lag fairing is to reduce lag until payload sep, and by that time the part count should be low enough for the fps to improve. -
bi-elliptic transfer to GKO
Wahgineer replied to codepoet's topic in KSP1 Gameplay Questions and Tutorials
^ In layman's terms: Your probably better off going with just the hohmann transfer (faster, easier to comprehend, less burns/maneuvers, etc). Or even better, launching into a suborbital trajectory, circularize your orbit, but don't stop burning, keep going until Apoapsis is at GKO, ride to Ap (or just before it), than circularize. Done, and in less time and with less maneuvers than the standard get-orbit-then-boost and/or bi-elliptic. -
If NASA had more funding...
Wahgineer replied to Sax Man Aeronautics's topic in Science & Spaceflight
You two obviously didn't pay attention to the (hypothetically) and the Though technically not modern,. -
Amen to that. KSP 101: Jeb or one of his cohorts at KIS must always be the first to set foot on the Mun. Any attempt by another party (Rockomax or otherwise) will always meet with failure as a result do to Jebs EXTREME awsomeness.
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The point of making a wet workshop was to save time, money, and materials. If you wanted to make a tank into a wet workshop, you might install the ducts (which don't have to be that big) and electric cables on the ground, then install everything else (which could be made modular to reduce complexity) in orbit. This would allow the 'station module' to boost itself into the proper orbit, then be converted on site.
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And then they'd say the post dates of the vids had been edited to earlier dates to make it look like they (Scott, Robbaz, etc) had been around before pewds.
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@sumgahi What I meant by adaptable textures was that if you attached a port radially, a collision less, 3d texture would appear on the inside corresponding to the location of the port on the outside. By right clicking it, you could either insta-transit to an attached port (granted there is one), or actually go into the port and crawl through it to the other side. Considering the IVA is loaded even while in EVA/free cam/chase cam/orbit cam/flight scene, this shouldn't have an adverse affect on performance, as well as aid in navigation within a spacecraft (allows you to find a specific port more easily).
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Wahgineer replied to Cepheus's topic in KSP1 Mod Releases
Tiberdyne shuttles can be used by mechjeb, you just have to alter the ascent profile, or hit Cancel Rot on the Smart A.S.S and fly it yourself. Performance wise, I' d go for TD, since it was and always has been balanced with stock.