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Everything posted by Starwaster
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It balances max temps of various parts (both skin + internal) If things get too hot they can catch fire It has an in-game picture of the sexiest cat who ever lived. (mostly to make up for the fact that I still didn't fix the menu) (also extends the stock heat shield to enhance its lack of protectiveness after ablator has depleted, but honestly, after the previous info item, what's the point of further listing features?)
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OH NOES! IT IS THE END OF DAYS! PLANET NIBIRU COME TO KILL US ALL!!!
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Weird shuttle behaviour
Starwaster replied to Mat2ch's topic in KSP1 Gameplay Questions and Tutorials
Because I'm a coder who understands the code required to make it happen and who doesn't have to speculate as to its feasibility. I write code on a regular basis for several KSP mods and have coded my own from scratch. -
Weird shuttle behaviour
Starwaster replied to Mat2ch's topic in KSP1 Gameplay Questions and Tutorials
No, having a center of drag indicator in the VAB wouldn't be a difficult thing; you're overestimating the difficulty involved. Its usefulness however is debatable and it's a topic that's come up often over the past few years. Probably too often or you'd already have excessively knowledgeable people coming in this thread already to tell you why it's a bad idea. (like @ferram4) I won't go into the reasons why here but you can find a good discussion on the topic at https://www.reddit.com/r/KerbalSpaceProgram/comments/3bbbv8/mod_idea_center_of_drag/ -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
To put some numbers to this, the shuttle's OMS was rated for 1,000 restarts and 15 hours of operation. (which is actually quite a lot of reusability) -
Woeful lack of information here. How is your ship oriented? If you're relying on those airbrakes then... I have to assume (hate assuming, give more information dammit) that you're coming in low angle of attack? That would be fatal for space plane parts (like those wings and the rudder that you're using as a canard, assuming not altered by KSPI). Not sure what the thermal properties are of some of those parts, but for a space plane, (given space shuttle like protection, tiles) you need shallow reentry and high angle of attack. The space shuttle had an angle of attack of 40 degrees, but again, I don't know what some of those parts are in the main stack so I don't know if they can survive direct exposure. But, as far as the size that's not an issue. I've landed craft that big or bigger. The problem is you're just not generating enough drag, so again, you need a high angle of attack. Another thing to consider; 70 km pe might actually be too shallow... not sure really for that plane of yours.
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There were analytic changes that might be taken advantage of in analytic mode (which kicks in at the next time warp above 100x) but aside from that no. The important parts haven't changed.
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Deadly Reentry and its associated parts and resources pre-date KSP's inclusion of reentry heating and heat shield parts. It retains those parts and resources in order to maintain compatibility with older save games. Gryphon's reply is probably what you need re: attachment issues though I'm not sure I understand the reference to having to 'rotate' them...
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RF used to support active refrigeration. That functionality was removed. I've spun that off into its own plugin: Heat Pump (posting from phone; not convenient to hunt for link sorry) which is updated for the new thermal model.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
Ser Use service module type. It has better insulation. Don't use it for very large stages if you care about realism. Only use it in actual service modules as there are no procedural restrictions on its use. -
As answered in the RF thread (don't post the same question in multiple threads plz) some of your LO2 is boiling off. It is not unusual to run out of it before your fuel.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
Liquid O2 (LOX, commonly) is cryogenic and begins boiling in its tank ( as soon as it is filled IRL, and requires constant topping off) It's not uncommon to run out before something like RP1 (kerosene) and should be planned for -
might be fixed (worked around) in Deadly Reentry's configs. Are you using DRE? If not I'll post the relevant cfg... But basically there is a problem with the mesh's normals IIRC. (@NathanKell went over their rendered drag cubes and they were a mess... and I'm not sure I've properly tagged him because, mobile )
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Like the post. It's not that much different from the old forum except that you only have to click once.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
He's probably mistaking the pilot chutes for drogues. -
It should have duct taped patches next to the dart board.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
Starwaster replied to RoverDude's topic in KSP1 Mod Releases
Ok, so the point of this is that it's supposed to be neutrally buoyant then at all times, no flooding or blowing tanks? (also, has anyone tried this the tank treads mod?) -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Damn clever these humans. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
The purpose is to simulate the steering motor that real launch escape towers have. Do you have a better idea for doing that? If so, put it on the table. The way it's done in stock is too powerful and should never have been added to the stock LES. -
The only changes made thermally are changes to parts: conductivity, max_temp (both skin and internal) and radiative. Skin-skin is increased for some parts (space plane parts), max_temps are lowered where needed so that everything doesn't behave like it's made of tungsten. Space plane skins are designed to behave more like space shuttle tiles (very low heat capacity but very high radiative and low conductive) so that they insulate the internals and can survive shallow reentries but fail (YMMV) on steep reentries. tl;dr, part temperature tolerances are re-balanced. (and rebalanced again when fire damage was re-introduced so that the max temps were bumped up a bit because fire starts at 85% of the max temp) (and as kcs123 mentioned; g-force damage)
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Since you put it like that, no, because it's not broken. Edit: Let me clarify my position on the issue in general: Real Fuels boiloff code is operating within its design scope. It is not designed for generating actual boiloff resource. That is outside its design scope and at this time there are no plans to change that. RF is designed to handle realistic fuels and where applicable, loss of cryogenic fuels due to thermal leakage. Therefore, the behavior that you find repugnant does not constitute a bug. The subject has come up before and while the idea has not been rejected, it's also not something I'm going to spend valuable coding time manner for an edge case scenario. At least not if it's going to be done half-assed.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Ooooops NO! OMG no I was tired when I posted that. Outer is the only one I set to roll. Outer = pitch + roll inner = pitch only Edit: Thinking about real life aircraft here... isn't that how they do it? To actually only have one set of control surfaces that provide roll authority? And also thinking that maybe whatever surfaces do provide roll should be around the center of mass...... I think that would help. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Install Dynamic Deflection. It limits control surface response as dynamic pressure increases. (higher dynamic pressure increases the effect of control surfaces) And make sure you have sufficient stabilizing parts on the tail. Wings should have two sets of elevators each, only one of which should roll. (I set outer to allow roll & pitch and the inner to do pitch only) And try using precision mode (caps lock) when it gets hard to control.