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Everything posted by Starwaster
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It requires the original model's source files and a 3D modeling program. I don't have the former and am not even sure what it is about the animation that triggers the problem. Do not expect a solution or you will be disappointed. Use the ADEPT deployable that I linked to in the OP
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I think that's hard. (0, 1, 2 = Easy, Default, Hard)
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You can look at your save file. One of the scenario sections is to store DRE difficulty setting.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
I'd strut them if you're having trouble.- 2,647 replies
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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
Animated Decouplers is my work. But I'm not even sure I understand the question. You tried the 32 bit version of Animated Decouplers instead of WHAT? Instead of the 64 bit version of that mod? Does what have to be separate mods? Please be precise because I can't even tell from that if you actually have a problem.... -
Boil off was a problem for the real life Saturn as well Even with the highly efficient insulation finally developed for the S-IV and S-IVB, an LH2 tank topped off at 100 percent capacity before launch needed constant replenishment, since the boil-off required compensation at rates up to 1100 liters (300 gallons) per minute. Source: http://history.nasa.gov/SP-4206/ch6.htm that's probably more than you'll even see in Real Fuels.....
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Yeah well the thing is, 'even' liquid hydrogen doesn't compress that well to begin with, no matter what Northstar thinks. If you look at what it takes to liquefy it, a hell of a lot of energy goes into it, a lot of compression and cooling and even more compression and cooling on top of that and what's the end result? ~70kg per kiloliter at -253C. And that's as good as it gets for us, at least right now with today's technology. Actually, there's also slush hydrogen which is about ~85kg per kiloliter and has to be kept even colder, basically to the point of freezing. But we don't use (nor have ever used) slush hydrogen in anything even though it's a density increase of 20% (NASA calls 10%-20% significant btw). A proposal as an alternative fuel is as far as it's ever gotten. So, liquid hydrogen, 70kg / KL. That's it. That's the best going today because NASA doesn't want to deal with the logistics of frozen hydrogen slurpies in a tank that's just going to start boiling off as soon as it's filled.
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The shielding just hasn't made it in yet. I did write up some configs for it and they're in the next update. You can grab it from the Github site. Link is on the front page; the file shouldn't be too hard to find. I posted it a few pages back....
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Get me 10 FAR players that can agree on a group of DRE settings.
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Sorry. I should have clarified that. If you applied those settings on top of the other Hard settings then you're really getting toasted Shockwave Multiplier 1 Shockwave Exponent 1.12 Temperature Exponent 1 Multiplier 20 Density Exponent 0.5 That's an alternate method of raising the temperature
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Well, to be fair: Wikipedia often has some pretty good information. It's just wise to fact check it against something reliable. NASA has a lot of good documents archived on its servers. So does faa.gov, on aeronautics and space travel. (including reentry)
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
The main thing you use them for is for something like the Saturn V lunar module adapter with its 4 petals. They have two attach nodes. The first top node is released when the fairings are jettisoned. There is another top node on the base which has no decoupler unless like me you hack it to have one. As you can see in my album, I probably abuse them a bit though what I do is I enclose my entire giant payload in between and then mount four giant boosters with two feeding into the other two. (I refuse to use the 'A' word to describe the arrangement) -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
That's because the payload struts only strut the fairing base to the bottom of the payload.If you REALLY want a well secured payload:Two interstage adapters above / below the payload. That payload will not wobble at all. Or use standard fairing and place struts connecting the fairing wall to the top of the payload.Look at the album below starting at image #18 through about #26. -
As stated previously, drogue chutes are not treated any differently with regards to velocity by Deadly Reentry. Also, 350 m/s is in the area of the maximum possible safe velocity for drogues. In real life they're probably deploying at even slower velocities than that. (so, no. They should NOT be able to work at faster velocities. 350 is already pushing the envelope of what would be realistic)
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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
Irrelevant. I make no claim as to viability. To clarify: I focused on actual hardware with real test data to back it up. Whether a theoretical design was or was not feasible was not a factor. Are you sure that should be directed to me? What hydrolox? Unless you're talking about the LANTR (trimodal) changes then I had nothing to do with any rollbacks. And nothing you're posting above is relevant to that. (if it matters, those changes were made because the LANTR config was expending too much H2 in H2/O2 mode) -
[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Sorry but nothing in that log file is of any use to me. Other than SDF being loaded and a few debug messages indicating that it is doing its job, there is nothing in that log about SDF. It does have errors from other mods however, including MechJeb. Now then, did you also happen to turn on the "show landing prediction" feature when trying to land? And watching in map view while it does this? Because, if you do, you will see its own landing predictor move past your selected landing site. And then turn around to course correct its previous burn? The predictor is moving past the target and yet it continues to perform its burn while the marker moves past. That's not an SDF issue and coincidence doesn't equal causality. And the log file does not support what you're saying.