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Everything posted by thescientist
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The 6-way parts, do they need docking ports?
thescientist replied to Ruthgar's topic in KSP1 Gameplay Questions and Tutorials
1. Yes, they're not included. 2. Yes, but you don't need the decoupler. Just right click on the docking port and tap "decouple node". It works like a decoupler. Click here and scroll down, the tip #1 of the 67th post shows an example. 3. It's a bit weak. To have stronger joints you might use bigger or multiple docking port -
Is the throttle logarithmic?
thescientist replied to qazsedcft's topic in KSP1 Gameplay Questions and Tutorials
KSP throttle uses a linear equation to caculate the thrust output; the big notches just divide the throttle in three parts to help you to remember the throttle level easier. -
Science for Vessel Recovery
thescientist replied to meatballcannon's topic in KSP1 Gameplay Questions and Tutorials
Luckily the amount of science that "recovering a vessel that has landed..., orbited..." is minimal, so you don't need to worry too much about (unless you have 4999 science point:)) -
How does KSP's water physics work?
thescientist replied to cantab's topic in KSP1 Gameplay Questions and Tutorials
Water physics is really, really bad at the moment. In KSP water is an extremely dense fluid, and each parts tends to float (exept for full jumbo tanks and similar ultra heavy object). Intakes are very light and they have a very high water line. The game calculate the floating line without considering that clipped parts subtract volume, so your packed intakes are have an enormous volume for the game physics, and this, combined with their minimal mass, makes your intakes to be a perfect float. The water physics makes also splashing more dangerous than landing. Instead of increasing your crash tollerance, if you came in hard the parts that collide with water just explode without reducing your speed (instead this happens on solid ground), so "lithobraking" landers don't work in water. -
Engine reusability - possible implications for the SSTO economy
thescientist replied to eempc's topic in KSP1 Discussion
SSTO and engines reusability has pros and and cons. First, let's talk about SSTO. In real life there isn't any, because: 1. It's very very hard to fit 8 Km/s of Dv into a single stage 2. They're inefficient to bring payload to orbite (low payload mass percentage over total mass) 3. Reusing them might be dangerous The third point came up when the Challenger exploded 73 seconds after launch, due to an heavy hot exaust leakage in the right booster. The reason has been attribuited to the low temperature, but since that tragic day the SRB have not been reused any more. Reusing it's a big word for space ingeneers: it means saving loads of money. However it's not so easy. Re-igniting doesn't mean reusing: engines (and pumps and takns and heating coils and auxiliary power units...) are designed to work for a certain number of seconds or minutes, either for a determined amount of times, so yeah, reusing and Arian V engine mean likely creating an huge hole in the ground (and in your capital:)). The worse thing is that usually the more is powerful, the less is resistant. Your RAPIER could hardly go past the third use without heavy manteinance, not to talk about your booster. Reusing is hard, requires high expenses in manteinance and needs advanced ways to check damage on the components without being invasive or distructive. -
Symmetry options?
thescientist replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
I think the game has some problems to simulate exactly the position of x7 simmetries and such. Anyway, I think the goal of the mod is exacly filling that gap to give you a better playing experience. -
Con la 0.23.5 i motori ionici sono stati pesantemente potenziati, il che li ha resi assai interessanti per molti applicazioni prima inaccessibili o troppo difficili. Dopo aver rivalutato questi motori assurdamente efficienti, ecco un paio di prototipi dalle mie officine: Anche voi avete fatto il vostro più o meno trionfale ingresso nel mondo dei motori elettrici? Postate le vostre creazioni e tenete vivo questo subforum!
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Banned because you posted two blog articles
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"can a Kerbal collect science from a probe that has an unmanned control center?" It is a 0.23 feature, so yes, you can.
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Banned because you are reading this post
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Meet the 2,200-Ton Titan Thirteen Fuel Lifter
thescientist replied to Camaron's topic in KSP1 The Spacecraft Exchange
This craft mean two thing. First: if you need it, check you ISP, they should be over 3-4 at least. If they aren't, it's a good idea to change them. Second: your VAB is bigger inside. It's a TARDIS model 86? Anyway great job. My laptop is crying with terror just looking at the photos:) -
a question about spaceplanes
thescientist replied to Cirocco's topic in KSP1 Gameplay Questions and Tutorials
If you don't like intake spamming, you might use your jet as well as possible. As usual, experience helps you, but there are some way to squeeze all the power your engines can give. Here there are some: 1. Throttle down as you get higher (and faster). Your engines should work for some extra km without flaming out, because reducing the throttle also reduce the required fuel/air to keep them going. 2. Steep ascent are good only for takeoff. Keeping your vertical speed low as well as your AoA should let you go faster. 3. Keep the intake straight. If they aren't, the intake air will fall resulting in flameout. 4. Use a smart design. Remember that a big plane needs more fuel and engines that a small one. Big spaceplanes might be very inefficient at getting high speed without falling apart. 5. Use ram intake (because they have an higher intake area with a small physical footprint) and bicoupler to increase intake without "spamming" them. -
Banned for having filled your Duna spaceship with rotten snacks
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Moar Boosters Yeeeaaaaa
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Banned for being in an existing location
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Cosa hai fatto su KSP oggi? Versione Italiana.
thescientist replied to Fagiano's topic in International
...... /\/\/ ........ \/\/\ :confused:BOOOOOOM:confused: Rende l'idea dei miei ultimi progressi? Comunque, credo che il trovare l'easter egg del kraken sia veramente una roba mostruosa, che starebbe bene insieme alle altre. Considera che c'è chi va solo sulla luna con un razzetto della domenica, figurati se non puoi postare qualcosa te! -
Remember the Second Rule of Wisdom: "If your flight is going remarkably well, something was forgotten" - unknown original poster (I forgot his name, sorry:))
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Banned because you forgot that a Kerbin year last more than 400 days
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how to spend less fuel to get to the munn
thescientist replied to ulujm's topic in KSP1 Gameplay Questions and Tutorials
Remember: you need more engines to lift more fuel, but you need more fuel to power your engines. The efficiency comes with practise and many, many kerbal error. -
Banned because you joined this forum after 12.12.2012 and before 13.31.3113 Kerbal Date
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Landed rovers with constant speed
thescientist replied to SHiRKiT's topic in KSP1 Gameplay Questions and Tutorials
Clipped part and low graphic settings are common causes of flickering:huh:. Check your graphic settings. -
If your aircraft gets ot of control when you try to turn, probably: 1. You have too much control (high torque/too many big control surfaces) 2. Bad stability at high speed 3. CoM shifted due to lower fuel level than liftoff (but your case looks to not be this one) 4. Heavy fingers The solutions are: 1. and 4. Press caps lock and take it easy* 1.b Reduce your control surfaces and your torque-devices (SAS, ASAS and such) 2. Shift your wings a little backward 3. Rebalance fuel with RMB+Alt on two tanks and pressing "in" or "out" *remember that the faster you are, the slower your craft turn with higher load on structure - So do your 180° turn just after liftoff, not while you're flying at mach 3!