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Everything posted by Starwaster
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Why would you want that when your flight path isn't necessarily lining up with your thrust vector?
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Harder please. Here, let me borrow that newspaper....
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That's a picture of the Gemini lander. You can find parts based on that in the FASA parts pack.
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You can tweak that in the stock gimbal modules. It's not really documented or talked about anywhere. I don't recall the field names nor can I check on this particular computer (brand new machine; still installing things. Haven't got to developmental tools yet)
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FAR or NEAR, what do you use and why?
Starwaster replied to flamango247's topic in KSP1 Mods Discussions
I keep seeing this and it's just not true. It's a myth perpetuated by the FAR crowd. People have played without stock drag for so long that they've forgotten what it's really like, especially with the current version of KSP. I once saw that in relation to the Aeris (stock plane design) and how it wasn't really NEAR that was demolishing it... that was just stock physics..... So I tried it myself in a stock environment without anything that would alter drag or joint strength. The Aeris withstood everything I threw at it. -
Yeah, at some point in my spreadsheet I had decided to go from 80% to 75% Also to 200x compression because it just felt like the Kerbals were still getting too much air and 200x feels like a good amount so that they still have to be mindful of their air supply. From that standpoint maybe it would have been better to go with 80%. (of human requirement) I will quite likely release the configs before the full release so that people can try them out and give feedback. What it's looking like now is better than the current values. No more launching a single capsule with no additional life support and watching it almost circumnavigate the solar system before Kerbals expire. And although the CO2 values are higher (100/cubic meter is 10% of 1000 liters; 10% being our designated starting point where CO2 buildup becomes a problem) it fills up faster because of the increased O2/CO2 rates. Turn off the scrubbers and you can see a Mk1 pod's CO2 levels rise to troublesome levels after a few orbits. Things like the hitchhiker pod are probably going to need more tweaking and especially parts like Porkjet's hab pack. Oh and yes, the delta penalty will start at the moment a resource request fails. i.e. no O2 to consume or CO2 is at capacity. Although, technically it SHOULD be able to continue to fill up past 10%..... the way I'm doing it isn't really the way it should be done, but the current system doesn't allow me to say 'start killing Kerbals when CO2 is at 10% of capacity'. So.... CO2 level is supposed to represent the percentage of total habitable volume that has filled up except that it's not We're just sort of pretending it does.... something else to fix later But back to the delta penalty, the necessary information is already being tracked by the system. It already keeps track of how long it's been since a request failed and when the last kill roll was made. Edit: And, WOW, I just happened to look at my last post before your reply and what the heck happened to my formatting??? Looks like the forum software mangled my post ...
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Sarbian, I'd like to suggest that the Ascent Auto Pilot should not orient to prograde when target altitude is achieved. This seems a lot like the complaints in the old days about sudden unexplained pitchups (at the end of ascent burn and before circularization) and it feels like the same behavior and I wonder if this was always the cause. I'd suggest that the correct behavior here is that it should stick to the ascent profile and respect the end angle set there.
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Spoilers: Surround this with [] (I have to separate it or it wont display the code) SPOILER=Put Some Display Text Here Close it with this: There's some better options for Imgur, but I forget how to do it; when I tried to do an example here I kept munging it. I wonder if something changed...
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Ok, in kg/day it's actually 0.6 (actually slightly over because of some quirk in the math, at 0.60018) In liters it works out to 420 liters of O2 per day. The actual compression I used is 200x and not 250x. Crewed parts now default to 2 days of O2 and the assumption is for capsule type parts 2 cubic meters of volume per crew member. That's primarily for determining maximum safe CO2 buildup which is 10% at which time random regular checks are made for fatalities and some sort of delta penalty will be put in the code so that the longer it's been doing fatality checks the more likely a given check will result in fatality. That will have the effect of putting a soft cap on how long crew can do without a resource check. (IOW works for O2 checks too) So the numbers for a Mk1-2 Pod are: O2 = 2550 (850x3 for 2 days worth) CO2 = 600 I haven't decided on O2 levels for parts like the Hitchhiker's pod but CO2 will assume double the amount of internal volume per crew so 1600 CO2 for the Hitchhiker. Or I might go and do an actual volume calculation on it. I'm still going through the various configs for parts packs to apply those standards.
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Granted. You now have a probe core that can never ever explode and you go to sleep with the probe on your nightstand. However, it catches fire because you specified that it was inflammable, which is defined as 'capable of catching fire and burning quickly' and you burn to death before even a single fire truck can arrive. Perhaps you should have specified fireproof. I wish my country would get off its ass and take manned spaceflight more seriously.
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3.75m decoupler broken?
Starwaster replied to Frozen_Heart's topic in KSP1 Technical Support (PC, unmodded installs)
They work for me just fine. -
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Starwaster replied to MalfunctionM1Ke's topic in KSP1 Discussion
Surely you're not suggesting people try to see if their question was already answered?? and on the same PAGE?!?? Madness! -
For certain values of 'high temperature', yeah they do. It's actually about radiating heat away from the tile. The shuttle's black tiles were black because of the coating on them that made them good radiators. The same properties that make it a good radiator also make it black. Saying that they can somehow come up with something that's white but still do as good a job as a black radiator is more akin to magic than science. That said, Kerbin reentries don't involve temperatures that are as extreme as a Terran reentry so it's arguable that the Kerbals don't need the increased protection. A Kerbin reentry is within the capabilities of the white tiles, so they went with what did the job.
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You're posting in the wrong thread... Your problem has nothing to do with Deadly Reentry, you want to go here: http://forum.kerbalspaceprogram.com/threads/57988-0-24-x-RealChute-Parachute-Systems-Procedural-cost%21-v1-2-4-06-08-14 And post your problem in that thread. (suggestion: post something a little more informative than 'something happened here')
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they don't do it to me and I bet they didn't do it to the last five people to post so it doesn't seem to be the case that anything needs changing in DREC. If you want help you need to either post those logs or provide one heck of a lot more information because something is happening on your end that's doing it. And you're not providing enough information for anyone to help you with it Re-reading your past posted material and the earlier advice you were given is correct. You're just going too fast too early. You said you were hitting 1km/s (or even 1.2km/s? was mentioned?) at 20km altitutude? That's almost half your orbital velocity, you are way too low to be hitting those kinds of speeds. I know you said you thought it was inefficient to be going slower but that's how you do it with DREC installed.
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Every single engine would need corrected thrust curve data. I think it clamps to the keys. So if the highest pressure it has as a key is 1 then the corresponding ISP for atm pressure 1 is the lowest is as low as it gets.
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Feelings about being able to fly without MechJeb
Starwaster replied to LitaAlto's topic in KSP1 Mods Discussions
Totally 100% wrong. You speak as though MechJeb is some infallible thing that you can just flip a switch on, lean back and have a drink while it flies your entire mission for you. Just like a real autopilot, it requires baby sitting and a flesh and blood hand to take the controls sometimes. I once took an interest in MechJeb because of its autodocking ability and because I couldn't dock well nor did I know how to design a craft for balanced RCS. I am now a better pilot because I used MechJeb. I've found that MJ is not perfect but it taught me the right way to do things and if I feel like it I can now take over and dock at least as well if not better. -
You don't paste it into any file. You put that file (download it from the site, find it on your hard drive, copy the FILE not its contents) somewhere in your GameData folder. It will function no matter where you put it as long as it is in the GameData folder or one of its subfolders. You could put it in the RSS folder and if you ever delete RSS then the file will go with it and no longer take effect. (it shouldn't be used if RSS isn't installed or unless you configure DREC for a deadlier stock experience) But it really doesn't matter because it patches existing shield parts if it finds them and it does it no matter where in GameData it is. And it requires Module Manager if for some reason you do not already have it. (and you should. If you do not, you are SO wrong)
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