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Everything posted by Starwaster
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Starwaster replied to severedsolo's topic in KSP1 Mod Releases
No, nothing -
My understanding was that we needed licenses so that Squad could cover their asses when a modder goes AWOL and someone else unilaterally decides to take over their work and start redistributing it. They do that through Squad's forums and suddenly Squad can be made liable. Mods can literally expose Squad to legal liability so modders need to be explicit as to what people can and can't do with their creations.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Starwaster replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo So, remember awhile back I mentioned having to put in an odd number to get a month? (I think I said half that, like 15 days because it was doubling the set interval of 30 days) Turns out there were a combination of factors at work. First being that I use a scaled up system (Kerbol x10) where Kerbin is supposed to have a 24 hour day. Second factor is that I thought my KSP time settings were for 24 hour days but it was actually still on 6 hour Kerbin days. (so days were being reported at 4x). Third factor was that Kerbin's rotational period was NOT 24 hours (because I switched to Sigma and some 10x scale config) it was actually 12 hours. (so the day length was half of what I was expecting) Net result was that my budget was reported as arriving at twice the expected interval when in reality it was arriving every 15 Earth days.... And now I no longer know how to tell time... P.S. Is your head hurting yet? I know mine is... -
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- beautify
- visualoverhaul
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^^^^^ This. I can't see the stars anymore, not at night and half the time, not in orbit either.
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If that's what floats your boat then have at it, but setting the reentry velocity limit so high is too unrealistic for my tastes I'll design my way around the problem and/or hack in the necessary functionality so that things work in a reasonable manner Not quite understanding why you'd have to put probe control on the chute part though, I routinely put chutes on boosters and as long as they're coming in at a low enough velocity they recover just fine?
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I'm using the Kerbal Reusability mod which has some decent looking Falcon legs. Of course, I seldom actually LAND the stages myself, electing instead to let Stage Recovery deal with it, making the legs are superfluous, though sometimes I do manage to intercept it before it's destroyed and try to land it myself. Though there's an unfortunate problem in that Stage Recovery can't really deal with SSTU's cluster engines and treats them as having the thrust of a single engine since it operates at a time when the part and its part module don't exist. I've actually tried hacking SR's code to deal with the problem but snapshot parts and partmodules are apparently highly resistant to reflection. Very frustrating and a solution may not be possible
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So, how about an SSTU - Lite so people don't get upset if I don't update Procedural Parts...?
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Starwaster replied to severedsolo's topic in KSP1 Mod Releases
Sounds kind of shady, doesn't it? I mean, is the project actually being sold on the black market or something? Do Kerbals HAVE a black market??? Edit: Oops, I went back kind of far.... -
Realism Overhaul Re-Entry Question
Starwaster replied to ThomJ's topic in KSP1 Gameplay Questions and Tutorials
Without seeing the thermal debug data I'm just guessing, but it might be getting getting heat conducted into it from behind. The shield code reads the skin temperature and removes heat from the skin. additionally, looking at the 1.5m shield on the RO repository, its internal max temp is lower than the skin max temp, so it would (theoretically) be receiving heat into a section it can't shed it from AND which has a lower tolerance. (maxTemp = 1500, skinMaxTemp = 2600). (Debug Menu ->Physics->Thermal->Display Thermal Data in Action Menus) The problem with that theory though is that the part conducting INTO the shield would probably have to have a much higher temperature tolerance than the shield, which seems a little bizarre given that it's Realism Overhaul AND Deadly Reentry so the temperature tolerances should be somewhat balanced. Except... you don't really have Deadly Reentry installed, do you? The shields themselves are Deadly Reentry parts but I don't see the DR icon on your toolbar anywhere so no temperature rebalancing. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
No, in fact there is a place in the form for you to tell it how many chutes will be used and it will determine how large each chute needs to be. You also decide what you want the landing speed to be. Also whether to use wet mass, dry mass or a mass of your own choosing. Input all of those things and it will configure the chutes to the required size. If the required chute size is too large it will set it to the maximum possible and it will warn you in red text that it could not make the chutes large enough. (adding more chutes may help there) You can also choose between main chute (your actual landing chute), drogue chutes (use those to slow down to a specified speed at a specified altitude) or drag chutes. (use those for aircraft landing on a runway to reduce the amount of runway required for braking) -
I've since tested it out and it does change terminal velocity so it could make a difference with regards to powered recoveries in that it reduces the speed it has to slow down from... Possibly even enough to make a difference between recovery and no-recovery, but I guess the amount of propellant would have to be really low for that to happen. Also, if you're interested in replacing the Pound sign with the Kerbal Fund sign, then use this: <sprite=\"CurrencySpriteAsset\" name=\"Funds\" tint=1>. Replace all uses of Pound with that. (tested it out and it works)
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The problem is I'm not sure how many are. I originally wrote this up for @sumghai for his SDHI mod. It's used for the service module umbilical disconnect (think Apollo or Orion, the latter of which is what SDHI represents) Since then I have occasionally been asked about using it for other mods so there are a few out there but I don't have a definitive list of them. If anyone wants to report that here, I will start a list in the OP. (I will start with SDHI so watch the first post)
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Sorry but I'm not going to install parts from mods I don't have just to investigate your situation, especially when it's coming down to 'DRE parts vs stock Squad parts'. Unfortunately that also means no Tweakscale. Tweakscale's past has been too troubled and problematic and I need to be able to reproduce problems without the use of Tweakscale. And if it's really a DRE vs stock issue then I shouldn't need Tweakscale anyway. And while I will definitely consider making changes that bring DRE parts in line with stock parts, I won't guarantee that they will always do so except when it's required for sensibly constructed reentry vehicles.
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- reentry
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You don't install it if you don't have a mod that needs it. In fact, the main purpose for me creating this thread is for players needing to report issues with the Animated Decoupler plugin because right now, if someone DOES have a problem then there was nowhere for them to report it except in the thread for the mod that required the installation of this plugin.
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@The White Guardian @Matuchkin I previously compiled KS3P to run on 1.2.2 successfully - I don't recall anything weird or unusual happening and it performed as it was supposed to.
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Realism Overhaul Re-Entry Question
Starwaster replied to ThomJ's topic in KSP1 Gameplay Questions and Tutorials
It's natural that you would have problems with trying to protect a payload like that with such a small shield. Your parts are still exposed to convection heating and they will explode. The shield should be about twice the diameter in order for those parts to survive. -
Just to reinforce what @Starman4308 said. Your reentry vehicle is not a good design for anything except suborbital. That small shield can't protect something the same diameter as itself. Your experiment package and just about anything else above is exposed to convection heating and you should expect to have bad time of it. Frankly, the material bay should be taking damage and eventually melting a lot sooner than it probably already is. (it most likely would be aluminum, weakening at 450K and outright liquefying at 850K) A 2.5m shield would protect it from a reentry from full orbital speeds.