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Everything posted by Starwaster
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Depends on what sort of configuration you run them in. In the test I did, that was a single block at the bottom of a stack. In a group of 4 (mounted on a central core) they ran at 1120C. WITH STRUTS. I emphasize that because without the struts they shifted around alot and their exhausts played over each other and dangerous overheating occurred. That was without DREC. A simple set of struts stopped them from shifting around. But still running at 1120C. Not sure why that was since none of them was getting exhaust hits and they were each about 3m apart at the closest. I suspect strutting them directly might have been responsible because strange things happen with the stock heat model when heat producers have multiple adjacent parts that they transfer heat to which can then feed it back to them. Whatever... point is, as you say they can overheat in a purely stock setting too. All depends on how they're arranged.
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Something's going on that you're not telling. Either an outdated version or another mod interacting with DREC. Or a set of configs altering engine characteristics. I just installed DREC and put a quick rocket together with those parts and the engine peaks at 949C. No overheating occurred Edit: that was a static ground test. In flight the engine typically ran in the 450s.
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Nah the lander's not that terribly complicated either. Might be tricky to land. But I've made proof of concept landers using procedural fairing parts for the aeroshell. Worked well except that it refused to function as a heatshield with DREC. That situation has since been addressed. Of course if you don't use DREC at all then it doesn't matter.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Starwaster replied to rbray89's topic in KSP1 Mod Releases
Volumetrics? If that doesn't float your boat for you...... -
Still having trouble with this? Two people now have told you that the mods (MJ/Protractor) might not work in 0.23.5. I don't know about Protractor but MJ2 does not work in 0.23.5 unless you download the very latest developmental build. You must download that or it doesnt matter what ModuleManager configs you apply or how you edit them. Go get that build.
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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'm quite liking it so far. No parts swaying inside their fairings.... had a small craft docked inside another complex piece attached only by its docking port and no wobbling. Needless to say you can't do things like attach 4 giant 3.75m boosters to a central 3.75 piece with no struts and not expect swaying. There are limits. (this is no KJR so far, just stock 0.23.5 physics) No mythology at work that I can see.- 2,647 replies
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Some screenshots playing with the new parts in 0.23.5 BTW, known issue: Truss adapter ring has way too much electricity; I know. It was scaled for Real Fuels and RftS, so it's actually scaled for real life where batteries have a lot more storage capacity and (IIRC) the solar panels and RTG was scaled down. So... lower output, lots of storage. (it's like a day of storage)
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Jool is green because the souls of the departed (Kerbals) eventually find their way there where they are condensed and filtered and osmosiate throughout all the Joolian layers giving it its nice rich green texture. In actuality, Jool is a rather dull and boring mauve color so we're better off green. PS: Nice work.
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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
The 23.5 update broke your save or a dependent mod that was not 23.5 compatible broke your save??? Because 23.5 will load .23 game saves. Probably 0.22 and 0.21 as well. -
Well I was going to do some kind of April Fools announcement but I couldn't think of anything particularly funny or credible. So I figured I'd just post this boring old link to the first developmental parts pack instead. Sorry. Download Link: Copernicus - Beta 1 Ok, so some fine points: This isn't an official release so no release thread yet. Because this is still in development, licensing is: Don't distribute this or use it in derivative works. (actual release will be much less restrictive, some CC sharealike type thing probably because I don't believe in restricting my work) The hab adapter has three attach nodes. It is meant to be used with the trusses primarily and attaches to the ends of those using the middle interior node. Somewhat useful with the adapter ring too. Size 10 parts are included but intended for use with RSS which may or may not be compatibile with 23.5. Don't know yet. More coming soon!
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On that note I'm back from my illness (yay. That was just SO much fun ) So I'm getting ready to re-examine the issue with martian altitudes but the more I'm looking at the problem I'm skeptical that a negative SL altitude is possible. Obviously planets with oceans would by necessity be an exception but what I think KSP is doing is setting an arbitary SL for planets with no oceans where SL zero is at the planet's radius before any heightmap modifications or PQS modifications. Planets with oceans would have SL zero set to wherever the ocean surface is. Doing it any other way really doesn't make sense and unless Squad really screwed up coding terrain generation (obviously a possibility as they're only human and we humans DO screw up) then I don't see them doing it in a way that would allow negative altitudes. Edit: And let me also add that while I've been ill I've had all sorts of Kerbal Space Program induced fever dreams along with 'Attack on Titan' dreams and 'The Walking Dead' dreams. And I don't even do psychodelics.... (Also.... If you cough three times in the mirror: Carol appears.)
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Need the output_log.txt file from the ksp_data folder. Not, I repeat: NOT the KSP.log file from the main folder. Can't really speak to your other problems... But it sounds like they're applying drag that they shouldn't.. FAR should handle all drag but the inflatable is probably altering its own drag when it inflates. FAR eliminates all stock drag but the inflatable then goes and puts it back? What does that even mean???
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The very next RSS update will accept pressureCurve data if useLegacyAtmosphere = False is set. A set of atmospheric curves for Earth, Venus and Mars are included. Arbitrary cutoffs were made at 180km to allow time warping. (I've tested more realistic earth pressure curve data and while interesting to play with, doesn't let you do more than physics time warps) Edit: Actually... atmospheric height is 192 for Mars / Duna. Pressure data for Mars was generated according to NASA's Martian atmospheric model. Venusian data was generated from generic atmospheric modeling in the absence of solid reliable data.
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Yes, maneuvers can generate enough G-forces to damage parts. Re: the fairings. Probably would not have mattered if you had left them on longer as fairings don't provide adequate protection against thermal heating from atmospheric effects. At least, procedurals do not, at least not reliably as the raycasting fails too easily. Not sure about other types. The next update will check to see if FAR is installed and query FAR as to whether or not a given part is shielded, so fairings will perform better under those circumstances.
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DR doesn't care about altitude or atmospheric density when determining how much heat to reflect or ablate. (Nor are there any physics to support it doing so)
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
I think spoilers work again. And you can log in through accounts with other services like Google, Yahoo, Twitter or Facebook if you use those. -
I think most wings out there share the same texture for top and bottom.
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Which means. They'll make good Mars reentry aeroshells for Copernicus.
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OKAY. So, it will NOT let me fork Honeyfox's fork nor does Github have a merge function that I've been able to find.... But it does let me initiate a pull request on his fork. Which I did...
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
If you have multiple individual reflective parts on realtime reflection then it can get laggy. If you turn realtime off and give it a refresh of 300 or so (update every five minutes) then it's quite manageable. I notice very little lag that way, but I should also note that that's in game time so that refresh happens based on ship movement about a planet. Eventually I want to give it the option of using only a single camera for the entire craft. Maybe tie it to the root part. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
More than Jeb makes in a year so remember that as you're coming in for landing... -
You're off the equator when launching from Kennedy. What you're describing should be considered natural and expected when doing non-equatorial launches. You can launch into an orbit that will give you a 90 heading if you really need one but only when your launch position intersects the planet's orbital plane, which it will do twice per planetary day. Wait, strike that. You can't do what I said because we don't have real axial tilt. I'm a bit feverish and I forgot that. You'd have to wait until your orbit intersects the equator after launch, then change planes. That's how you do it.