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Everything posted by Starwaster
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When do you think humans will land on Mars?
Starwaster replied to Pipcard's topic in Science & Spaceflight
One thing that was disheartening for me was to see the timetable for Orion. Lockheed Martin has started work on another. It is not scheduled to fly until 2018. What that says to me is that we're not really serious about this thing after all. I forget the rest of the timetable but there wasn't anything in it to tell me that the US is going to be sending its astronauts into space using its own spacecraft anytime soon. If you compare Orion's planned flight timetable to Apollo launches, once we started launching, first it was something like 1 a year then we were doing several launches a year just to test things. And finally started sending multiple manned launches a year until we were on the Moon. If anyone gets us to Mars in my lifetime I expect it will be Elon Musk. If the Russians or the Chinese get there first... well, I'd LIKE my country to be first but truth is I'll cheer anyone on loudly who puts the first humans on Mars no matter which country it is. As Tallahassee would say (Zombieland): It's time to nut up or shut up! -
Apparently it's something Porkjet is working on for Squad. It'll be in a future version of KSP. Hopefully 0.90, but there's no guarantee of when exactly it'll appear. (and some pieces might be released before others)
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RCS thruster graphics messing up
Starwaster replied to colin_in_space's topic in KSP1 Technical Support (PC, modded installs)
It's RCS Balancer, part of MechJeb. It throttles RCS and when it's active, the Vernor FX sprites scale up too much. It's probably because of how its FX are configured. I've been meaning to try transplanting another rocket's FX config over to the Vernor... one that doesn't have that sort of problem. That would probably fix it. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
It embarrasses me to say that for some strange reason, I don't have my own plugin installed and recently found myself unable to decouple my command module! I was forced to do a reentry with the service module still attached. Sure enough, back at the KSC I discovered that uh... Kerbal Engineers had attached the adapter to the wrong node -
It does increase drag by quite a bit, but I've never had it destroy anything before. Except by occasionally flipping upside down and exposing the payload to 9000 degree superheated kerbal-cooking plasma.
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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
Spoiler alert: He's almost certainly going to want the entire output_log.txt file. I know I would. Put it on dropbox and then post the link here. If you don't have a dropbox account then you should go get one right now.- 2,647 replies
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Unfortunately there seems to be a fine balance between Not burning up on ascent Having Deadly Reentries. Maybe I'm wrong about this but I think the current issues with ascents stemmed from trying to make descent more deadly since people complained it wasn't hard enough. (then again they complain that it's too hard so I guess you really can't please everyone) I've tried to tweak things a little in the beta so that ascent's aren't so hard but feedback is a little sporadic. I mean, I know that there's an issue with ascents but I don't experience it myself. I think it mostly affects you RO guys and I don't use RO myself. Not even the RO heat shields since as of the beta they are no longer a requirement for Real Solar System. It would help if feedback on the subject happened in the DRE thread instead of just here which I only monitor sporadically. Unless the consensus is 'wait for RealHeat' in which case I can just worry about whether or not DRE works ok in Stock KSP, which it does. But I'm open to feedback because I'd like things to work for everyone, at least as much as is possible.
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I have to agree with Starman, it's unclear exactly what problem you have. Since you asked about the parachute twice I'll assume that you're having trouble in that area. To answer the question, its placement looks ok to me as far as I can tell from that one picture and from past usage of that part. If you find that it burns up then rotate your pod to keep the parachute facing the way you came from. Make sure you do not open the chute until your speed has dropped below approximately 350 m/s. An altitude of 7000 meters should be safe.
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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
Ah crap I thought he was talking about a different part.... -
MJ2 has a window editor built into it. You can access it from the main menu and certain of the default windows can be edited by clicking on the E near the tops of the window. (E for Edit) You don't even really have to do anything with that value. Something is wrong somewhere else in your ascent profile. Make sure that you do NOT have Corrective Steering enabled. Set your turn start to an altitude at which your rocket will reach 100 m/s For stock Kerbin set turn end to 50 km For RSS I like to play around with a turn end of 120km. (the RSS Wiki recommends a different turn end but I forget what...) Final angle 5% Turn shape 50% That works for me. Depending on my rocket and how much control authority it has I might let it have a 15deg AoA. You can get away with that even in FAR as long as you set it before launch and then don't touch it after you've launched. (for instance if you decide in the middle of your ascent to switch from 5deg to 15deg you're going to DIE)
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Skylab*cough*heatshield*cough*solarpanel*coughcoughcough*
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Damn it, sorry, I'll fix the download. It's supposed to be in there Edit: I have no idea what the Odin heat shield is from. I'm not involved with that at all.
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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
Unless you disabled logging then you have logs. Follow the instructions you were directed to and you will see how to find your logs. -
Unfortunately it's not an issue with the part config file so there's not much I can do about it at the moment.. I suspect that it's actually an issue with its animation and one that I don't see in other animated parts. If it ever gets inflated then deflated (either because you did so in the VAB or you edit the part config file to change its oneShot field to True) then it always thinks its inflated. Something about the way the animation was configured in Unity confuses the animation module. I suggest using this deployable shield instead: http://forum.kerbalspaceprogram.com/threads/98178-NASA-Adaptable-Deployable-Entry-Placement-Technology-%28ADEPT%29-by-OLDD-%2826-04-14%29 Quality is 69,105% superior to DRE's inflatable and it doesn't have the state issue that the inflatable has. Win/win.
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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
Working as designed. -
Not a good idea to restrict the toolbar button at this point in time because it would no longer be possible to access the debug menu if the keybinds for it went away too. Look for the parachute multiplier. Large numbers increase survivability of the chute. Easy is set to double the value of Normal / Hard. Ugh, multiple things to address in that post. The engine's maxTemp is probably too high. It should be reduced along with other parts which also requires that the engine's heat production has to be reduced as well. Unfortunately Real Fuels engine configs also try to set the heat output which undoes the reduction. I don't have an answer for that right now. Bottom line is that engines are too effective as heat shields. So basically, your engine was keeping you from being destroyed. Shockwave multiplier of 10 is probably way too high. I don't think I need to see the log file to know what's going on but I will take a look at it later. To insert a decimal point into that field is a little tricky because it tries to parse what you're doing as you're doing it. Put the cursor in FRONT of the number. Then add the decimal. Then change the individual numbers to what you need. Bottom line, engine too effective as a shield; can't do much about it right now but would like to.
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Probably? The shader in question either has to be an existing Unity or KSP shader or its compiled source has to be imported into the Reflection Plugin code which then needs to be recompiled. Given that RP has some hard coded assumptions about the shaders it uses, you might be better off using the source to create your own shader switching plugin. Possibly something more generic. Not sure, I think so but I can't name anything specific... -
The ZZZ part is a deployable panel and is destroyed at high velocities. And apparently it is also missing 2 vital fields that keep it from showing up in Career mode.
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Will it bother anyone if I do away with the Alt+D+R debug keybind? The toolbar menu can open up the debug screen so do we really still need it, given that it can also alter your trim? Would people miss it?
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Ooops yeah I forgot that. That's the only one.
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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
Tossing Kerbals out the back.... -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
For those interested, I wrote up some RealFuels configs for the MkIV. Posted it here in the RF thread. I've also submitted a pull request for so these should be in the next RF update. (the engine config only replaces the stock fuels. Nothing else like RF engine configs and alternate fuels) http://forum.kerbalspaceprogram.com/threads/64118-0-25-Real-Fuels-v8-1-Cold-War-Nightmare-Edition-%28Typos-fixed%29-Oct-18-14?p=1577309#post1577309