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Everything posted by Starwaster
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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
Yes, he has all the older releases in the Github release section. (I think Kerbalstuff also has older versions but I won't swear to it)- 2,647 replies
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
The crashes? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Yes relax! I swear, if you post one more update before that ship returns to land we're gonna hit you or something! -
Hard mode non-RSS, try setting Multiplier to 20-25, shockwave exponent to 1.12, temperature exponent to 1 density exponent / FX exponent to 0.5 - 0.6
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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
Huh, that's a long standing Unity issue. Good job...- 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
I'm writing up one for AnimatedDecouplers as I'm assuming it needs to be included for CKAN as well but I'm waiting to hear back from pjf regarding a question I had. (namely whether or not there's a way to stop it from showing up to players unless it's actually a dependency for something else that they're downloading. Doesn't do a player much good otherwise...) Edit: Ah, actually it looks like you guys have that covered already? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
Ok, as I understand it, the CKAN folks need a file written up to support it. I've gone ahead and done that but two things are missing. First, I'm not sure what the Real Chutes identifier is. I mean I'm sure it's probably as simple as RealChutes, but I don't know that for sure, so the script below could be wrong. The second thing is that I also need to write up one for AnimatedDecouplers, or else that part of it is also wrong. But at least this is a start: { "spec_version": 1, "identifier" : "SDHI_ServiceModuleSystem", "$kref" : "#/ckan/github/sumghai/SDHI_ServiceModuleSystem", "name" : "SDHI Service Module System", "author" : [ "sumghai" ], "version" : "2.4", "abstract" : "Service Module and accessories designed specifically for use with the stock Mk1-2 Command Pod, vaguely resembling NASA’s Orion MPCV.", "ksp_version" : "0.90", "license" : "CC BY-SA 4.0", "depends": [ { "name": "AnimatedDecouplers" }, { "name" : "ModuleManager" }, { "name" : "RealChutes"} ], "download": "https://github.com/sumghai/SDHI_ServiceModuleSystem/releases/download/v2.4/ksp_sdhi_sms_v2_4.zip" } -
Yeah, My time using it has definitely made me more capable without it but I wonder how I got along without it before I found it. I actually managed to fly to Eve without it and was in a close orbit.... and I didn't immediately equate the purple glow flooding the cockpit with being 'in atmo'. My first attempt to stabilize my orbit was not enough 'cause I didn't realize that Eve's atmo went all the way out to 97km. My second attempt was a hard burn to break out of orbit and I exhausted most of my fuel and ended up in solar orbit with no way to get home. I had to send a rescue mission to get them home. Ah those were the days...
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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
No probablies about it. Didn't download the Animated Decouplers? Then I hope you like your service module because you're going to be looking at it for a Long LONG time -
I didn't really use those settings before though. I don't know if they'll have the same exact effect or not. Some things are definitely calculated differently now. If you use the legacy aero option, that would probably give you a better guarantee (but not 100%, sorry) of them working. (non-legacy-aero means non-Kerbin planets have different atmospheric characteristics. Jool for instance is assumed to be mostly hydrogen so its atmosphere is treated as lower density, which means less heating. Which is good overall because reentries there can be tough. Especially if you're using RSS where it becomes Jupiter with 45km/s reentry speeds. Yikes!)
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For the most part, probably. For Kerbin at least. Probably.
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I tested a new heat model for Deadly Reentry. Also, what the HECK is a 'brazillian km'? How many 'brazillian' kilometers to a metric kilometer?
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Yes, I'm well aware that Isp derives from exhaust velocity. You can't know a rocket's Isp without first determining exhaust velocity. That's fairly basic. But you don't get there by heat alone. Otherwise you'd just stick with chemically fueled rockets of which there's quite a few with higher chamber temperatures than NERVA. Try some other propellant and your exhaust velocity will be considerably lower than with H2. And Timberwind / NERVA are two different projects with very different types of reactors. NERVA was born of Project Rover (1950s - late 1960s) and Timberwind was part of SDI in the 80s. Timberwind didn't even really get out of the theoretical stage whereas Rover had actual reactors with dozens of test firings.
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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
No, it's static objects too. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Your problem is not what version of ModuleManager you have. ProceduralFairings doesn't come with nor does it require ModuleManager. Have you located the ProceduralFairings folder as instructed? It needs to be inside your GameData folder. It should look like this: KSP*/GameData/ProceduralFairings If you have something that looks like KSP*/GameData/GameData/ProceduralFairings then that is the problem. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Then you did it wrong. The contents of that zip file start with a GameData folder, so if you really did what you say you did then you have a GameData folder sitting inside your GameData folder. What you were meant to do was to unzip into your KSP folder (KSP_Win if on Windows). So find that rogue GameData folder and move the ProceduralFairings folder out of it and into your real GameData folder. Then delete the GameData folder that is inside your GameData folder. Do you understand? -
As far as I know, all reentry effects issues were resolved when DRE updated for KSP 0.90. This is the first I've heard since then that there were either new issues or unresolved old issues. If you have an issue with them, please file a bug report describing the issue clearly and concisely and provide output_log.txt (or player.log if Linux or Mac)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
So chutes. Much drag. Wow. -
Put another way, Launch to Rendezvous and Launch into Plane do not share functionality at all. It's either one or the other. And it's always been that way. To expand on that with my own technique, I'd launch the second craft into a lower orbit (and into the same plane) an probably Match Planes. Then do a Hohmann's transfer. Then Fine Tune. Then Match Velocities With Target.