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Everything posted by J.Random
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
J.Random replied to Starwaster's topic in KSP1 Mod Releases
At this point, you lost me entirely. *walks away mumbling and waving hands, supposedly in the grc.nasa.gov general direction- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
J.Random replied to Starwaster's topic in KSP1 Mod Releases
But Earth and Kerbin have different scale heights with the same surface pressure. To get the same air density as at 25km altitude at Kerbin, SR-71 would have to fly as high as... 42km at Earth, I guess? Speed and density? Sounds like dynamic pressure to me. I guess I'll have to look into the code.Sorry for stupid questions. I think I understand less and less as I try to relearn how to fly with DRE.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
J.Random replied to Starwaster's topic in KSP1 Mod Releases
The point being, to give you relevant bug report, player (in this case, me) needs to understand the rules. For me the rule of thumb was always "look at the Q". It's the dynamic pressure which matters, right? In beta it seems that it doesn't matter. If anything, I see temperature going up while Q decreases (with constant thrust). I don't use AJE. DRE and FAR are the only mods which change game aero rules. Log showed that first things to explode were B9 intakes (1500 degrees limit), then bicoupler (1250 degrees). I especially like the part where engines run at ~250 degrees while bicoupler gets up to 1000. Same goes for reentry: I see that shield already started ablating, and yet there is no "DON'T DEPLOY CHUTES IF YOU WANT TO LIVE" warning. Then in the lower atmosphere shield isn't ablating, everything seems to be cool, and yet it's unsafe to deploy chutes until I'm slower than 300m/s. So, there you go. It's the same nothing you've got in my previous post, only with screenshot of exploded craft in it. It's counterintuitive, I don't know what to report and what is intended behavior. Also, I know, it's a lot to ask, but for debug/tests it would be nice to have visual clues, like FAR AeroViz: part tinting when it closes to its temperature limit.- 5,917 replies
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Spring Theory?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
J.Random replied to Starwaster's topic in KSP1 Mod Releases
Well, I switched back to 6.2.1. I don't know enough fizziks to effectively playtest the new version, tuning its settings, the only thing I know is that my almost stock spaceplanes are way too flammable in it (default settings which I expected to be the same as 6.2.1 defaults). Especially SPP bicoupler - explodes all the time. Hope it will become playable again.- 5,917 replies
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Climberfx, well, no idea what's going on. Another thing I would try to find out: why is there two SPU modules on a single part?
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Climberfx, can you reproduce it without MechJeb?
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
J.Random replied to RoverDude's topic in KSP1 Mod Releases
1. You don't land manned spacecraft with airbags. Especially with DRE (G-limit may kill them). 2. For stock capsules I recommend floaties from Klockheed Martian Special (http://forum.kerbalspaceprogram.com/threads/84224-DISCONTINUED-Klockheed-Martian-Special-Parts-V2-1-1-23-Aug-Dev-Thread). To my knowledge, they work, even if development is discontinued. There are really small ball floaties and heatshields with integrated inflatable floats. -
Click on commit id, read the code?
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That's because they don't have RT's SPU module. MM config like @PART[*]:HAS[MODULE[ModuleCommand]]:FOR[RemoteTech] { %MODULE[ModuleSPU] {} } should do the trick. Not sure if spelled right - away from KSP PC, feel free to correct me.
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This guy sounds A LOT like one of Mad Fellows from Futurama.
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Weird Ring on modded install
J.Random replied to superm18's topic in KSP1 Technical Support (PC, modded installs)
I have no idea. Why don't you check it yourself? -
Eggs term in eight.
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Weird Ring on modded install
J.Random replied to superm18's topic in KSP1 Technical Support (PC, modded installs)
Looks kinda like selection marker from EVAFollower, although I don't see it in the mod list. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
J.Random replied to Starwaster's topic in KSP1 Mod Releases
Does it depend on chute settings if it will be ripped off? I mean, all right, normal chutes are too dangerous for M1+, but drogues should be OK, right?- 5,917 replies
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I think that's exactly what OP asked for.
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This one? 10chars
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PTK NP: future russian spaceship interior (2013 video)
J.Random replied to 1greywind's topic in Science & Spaceflight
It's a mockup made to test ergonomics. In the video they're checking where to set up screens and handles, ladders and all the thing they may need in real flight, and as the journalist says, they're working on egress procedure during emergency splashdown event. Quite an old video, btw. -
One omni is generally enough, yes. Two, if you count 500km dipole for ascent. But (1) there's an option to enable multiplier in options - then several omni antennas will amplify each other, and (2) even with default settings, multiple "strategically" placed omni antennas look cool on satellite. PS Manuals are here for everyone interested: http://remotetechnologiesgroup.github.io/RemoteTech/
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1. Not really. You may target a planet, then you'll be in contact with all satellites around that planet in your dish cone if they point their dishes back at you or your planet (if you're in their dish cone, of course). 2. No automatic antenna selection. 3. Antennas consume EC when activated, irregardless of having a target assigned.
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Umbra Space Industries - (Roadmap and WIPs)
J.Random replied to RoverDude's topic in KSP1 Mod Development
I'm not sure yet (testing), but it seems that USI_ClearIVA conflicts with JSITransparentPod/JSINonTransparentPod. I get all sorts of glitches when vessels are in the same scene. Like, getting kerbal portraits from the wrong vessels, being able to see another vessel's IVA in kerbal portraits view, or even IVA floating around in external view. -
Finally? Do you mean Proton never existed?