Sokar408
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Everything posted by Sokar408
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For the love of god till me there is a way to add "activate antenna" to staging. I have launched this satellite 5 times now, and because I'm distracted on the other screen, I keep ....ing staging before activating the antenna! I totally realize this is my own god damn fault, but my lord this feature would save this scrub a lot of relaunching xD
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
Very imformative, thank you so much -
Now that we have stock fairings...
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
That sounds completely out there if true. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
I love this game, but my god does it make me feel uninformed at times. I'm trying to use this mod, and I have plotted and picked the departure I want. However I have absolutely NO idea what to do with the information. What is Ejection Angle, Inclination, Normal, and so on? I mean I know what all this means when you are in an orbit, but I have no idea how to translate the information into a maneuver node, or eyeball it on the navball. Could someone try and enlighten me? EDIT: Alright I have precision node up now. Reading what the info from TWP, it says I need to make A maneuver (I'm assuming, since there are no other details, that its all suppose to be done in one go) with 3.2 DeltaV Normal and 207 DeltaV Prograde, and it needs to happen at UT: 1584668 Does this mean, that if I make a maneuver, add the time, and the DeltaV changes with Precision Node to that, I should get the desired burn? (By eyeballing, it doesn't look like the inclination change is big enough at all, but otherwise it does look kinda right doing it that way, however I play without resets and quick saves, so I'm a bit nervous just going for it) -
Now that we have stock fairings...
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
My understanding was, form old FAR, that fairings was there to allow you to actually get to orbit. In old FAR, getting a lot of designs in space without a fairing was nearly impossible. As for the weight, isn't that as the devs intended? -
.. Is there any reason at all to use Procedural Fairings mod? The only functional advantage I see, is that PF has auto struting, which is great, but is there a functional difference between stock and PF fairings in their basic function, that is to shield stuff and reduce drag?
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Why wouldn't i use stock fairings? They are balanced with the cost the way the Devs want them to (something like KW, has much more powerful, light, and less costly engines for example. KW as it as atm, is making an already easy game, easier). Why do I need PFairings these days? (I'm a long time lover of the mod, I just don't see the point these days) On topic. Very nice job! I'll be using this later today
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Sokar408 replied to rbray89's topic in KSP1 Mod Releases
No dice :/ -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Sokar408 replied to rbray89's topic in KSP1 Mod Releases
How do you access the GUI, in the 1.0.2 release on github? ALT + N isn't working for me for some reason. -
So! I gave Jeb the simple task of taking 4 tourists on a little trip around Kerbin, and around the Mun! Bill made objections, saying that while we with the Hitchhiker could take the 4 eager wannabe explorers on the trip, our still very limited technology would be a problem. Naturally Jeb been to the junkyard and taken off way before such concerned could be addressed. Anyway after leaving the Mun, Jeb accidentally ended up with too little fuel to actually encounter the atmosphere. With no system capable of tracking orbits, and no RCS progress beyond the compressed air can tapped to a cardboard model, rescue seem unlikely. However Valentina, clearly no stranger to having to clean up Jeb's messes, volunteered to try and get our ace pilot and his flock back safely. Less then 30 mins after, Valentina had located, and pushed Jeb into a suborbital trajectory with Kerbin. A total success! (Even though the hitchhiker module didn't survive reentry.. but hey its an achievement!) Anyway I find it very fulfilling to see myself navigate space to another craft, with a very eccentric orbit, with no orbital information, and manage to reliably pushed it for 450 m/s stably with no RCS system. I remember when docking was almost impossible for me (took me 6 hours of trying, AFTER getting in range, the first time I did it). This truly showed me that having played this game, has taught me a lot about orbits, while I had fun doing it. I wish more games were like this
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Anyone know how to get EVE to work with 1.0.2?
Sokar408 replied to Sokar408's topic in KSP1 Mods Discussions
I'll check it out as soon as Valentina has gotten to Jeb's Kerbo-bus with snacks *cough* fuel *cough*. If the case its working, do you know (or anyone else) know about some good config files provide by others, that make snizzle look shizzle? -
I have found the link on github (https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul - x86-Release.zip, Updated for 1.02, 4 days ago) to a version that supposedly work 1.0.2 however when I install it, Kerbin looks... Well not as it should. I am no master of how to config EvE, so I was wondering if anyone out there have configs or know how to get it working on 1.0.2
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If I decline a contract..
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Didn't really bring any level of certainty, but I'll report back personally after having done some tests -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Sokar408 replied to Starwaster's topic in KSP1 Mod Releases
How do you get that to work? When I do something similar. Install both mods by hand, HyperEdit a parachute+pod+heatshield craft into a 1 mill orbit, then reduce prograde velocity by 450 m/s (so it has pretty steep reentry), the pod itself explodes and has used all of its own ablatorshield before the heat shield it self has last 30 ablator, and this happens only after about a 250 m/s speed reduction during reentry (so pretty early). I really do not understand why everyone seem to get it working, while I'm left with something that doesn't work at all- 5,919 replies
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.. will it reoffer to me later? For example atm I have the contract on offer to land on the mun, but I don't ready to attempt this yet, and it will expire in 3 hours. If I decline it, or let it run out, will it reoffered? Its kind of a big contract, and I would hope not to lose it, simply because its offered long before I am capable of completing it
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
Just looking at that makes my head spin. Are you sure the total heat absorbed isn't that of the craft in total. Because I have not been talking about heat absorption, I have been talking about ablator used, and the higher the temps, the more ablator will be used, as natural convection isn't enough to lose the heat to the atmosphere. Thus bringing me back to, shallow angle = less ablator used, as the over all temps are lower, and more heat is lost to the atmosphere instead of the ablator, where as steep angle = more ablator, as the temps are higher, and less of it gets to be dissipated in the atmosphere, and those more needs to be dissipated through the ablator. If what I'm saying is still wrong, then something very fundamental is wrong with my understand of physics (I will admit, its very rudimentary, so this is very likely), and doesn't explain how going in at shallow angles = less ablator used, and steep angles = more ablator used.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
This is not true. You don't get less heat, more G. You get more heat and more G. This is because the TOTAL amount of energy that needs to be removed going from orbital speeds to standing on the ground speed, is constant, regardless of how fast or slow you're descent. However going in steep means that all that energy needs, and will, be dissipated much faster, thus higher temperatures are reached, and the same goes for G-force. This is why shallow reentries are better, both for G-force, and temps, as a shallow entry allows you dissipate the over a longer period. Also ablator only gets used after you get to a certain temperature, so in theory, with enough shallow passes, you should be able to get the pod down without losing any ablator at all. tl:dr Steep angle = Higher G-forces, AND higher temps- 14,073 replies
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This game definitely have one of the least toxic, and most resistant to toxic behavior, community I have been a part of. Memories from my early teenage years of Blizzard forums still haunt me at night.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
Stock heating + FAR means that about 10 Ablator is lost on a 2675 m/s reentry at about 45 degree entry angle. This to me is "FAR" from acceptable :/- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Sokar408 replied to Starwaster's topic in KSP1 Mod Releases
I have an issue with DRE and FAR. I have down a clean install of both several times, but I still get the same result every time. My method of testing is as follows: Made a craft (Parachute, Mk1 Pod, Heat Shield). HyperEdit'd to 1 mill km orbit. Adjust Prograde Speed by -500. Then let the craft reenter the atmosphere, with the heat shield in front. What happens? The heat shield loses about some Ablator, though the Pod's ablator much more rapidly depleted, and the pod is destroyed. The speed of reentry (speed at 70 km altitude) is 2675 m/s, and the speed at which the pod is destroyed is 2509 m/s. This is DRE own 1.25 meter heat shield. Same happeneds with stuck heat shield. Even with a 2.5 meter heat shield, the same thing happens. The interesting thing is, that it doesn't matter if its a pod that is next to the heat shield. If I add a fuel tank there instead, the same thing happens, just a lot more rapidly (the fuel tank explodes). It seems as though the heat shield allows almost all the heat to pass through it, until whatever is next to it. Is there any solution to this.- 5,919 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
On the topic of heat shields. Alright here goes: My Spec: OS: Windows 7 Ultimate 64 bit CPU: Core i7 4790K GPU: GTX 970 RAM: 16 GB Where did I get FAR? From the download link in on the frontpage (KerbalStuff), with a swoop out of the the FAR dll, as adviced by you ferram (link: https://github.com/ferram4/Ferram-Aerospace-Research/raw/master/GameData/FerramAerospaceResearch/Plugins/FerramAerospaceResearch.dll) Other mods: Kerbal Engineer Editor Extension MJ Transfer Window TAC Life Support Science Alert Adjustable Landing Gear AmbientLightAdjustment Diazo's 250 Hotkey thing (don't remember the name) KAS KIS MagicSmokeIndustries (IR) ModuleRCSFX Docking Aligment Window (NavyFish) RemoteTech SCANsat StageRecovery TemperatureGaugeKiller TweakScale FieldScientistPack (addon for KIS) PreciseNode HyperEdit Ravien (Thermo Gauge) StockFix's (http://forum.kerbalspaceprogram.com/threads/97285-KSP-v1-0-2-Stock-Bug-Fix-Modules-%28Release-v1-0-2d-2-14-May-15%29) Re-entry heating rebalance (made harder) & heatshield conduction fix (v.1.1) (http://forum.kerbalspaceprogram.com/threads/119308-1-0-2-Re-entry-heating-rebalance-%28made-harder%29-heatshield-conduction-fix-%28v-1-1%29) What steps I took to produce the issue: Made a craft (Parachute, Mk1 Pod, Heat Shield). HyperEdit'd to 1 mill km orbit. Adjust Prograde Speed by -500. Then let the craft reenter the atmosphere, with the heat shield in front. What happens? The heat shield loses about 10 ablator, then the Mk1 Pod explodes due to overheating. What is running the background? A few chrome tabs, steam, and various other background applications I'll now do a clean install of KSP, ONLY install FAR, and let you know (edit this post) if its still happening. ------------------------------------------------------------------------------------------------------ EDIT: Made a clean reinstall from Steam. Redownloaded FAR from github, coupled with a redownload of the Dev dll fra the link above. I also added HyperEdit, in order to be able to reproduce the scene exactly. I up the resolution to 1080p, up the texture setting from half, to full, and add 8x antialiasing, and set terrain detail to high. Did the same thing as above mentioned. This time 10 Ablator was used, but the capsule survived, and temp gauges didn't show up at all. I will now add mods from the old mod folder, until this changes. I'll let you know what I find (editing this post) ------------------------------------------------------------------------------------------------------ I found the problem with my install. After mixing and matching, the problem is clear. Its the "Re-entry heating rebalance (made harder) & heatshield conduction fix (v.1.1)", which I have installed because I don't think the standard reentry heating is sufficient to offer a decently realistic challenge. @PHYSICSGLOBALS { @convectionVelocityExponent = 3.35 } @PART[HeatShield*] { @thermalMassModifier = 0.5 } @RESOURCE_DEFINITION[Ablator] { @hsp = 1000 } I assume the problem arises due to FAR completely changing the atmosphere and how it works, and thus these settings doesn't change the same things as they do in vanilla. Without DRE working well with FAR (Been reading about a few problems with DRE and FAR together in the DRE thread), could you recommend some way of mimicing the changes this patch tries to make, while using FAR?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
Sorry for the late response. I have an exam tomorrow, so I'm preparing with my group for that. Later tonight I'll run all the tests and I can, a document all that you have requested and more- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
This worked, however now the heat shields doesn't work. On my test reentry (to test if I would still just fall through the Atmo without slowing down), the command pod starts heating up a lot, while the heat shield below it loses little to no ablator, to point of almost getting destroyed (any more speed, and the command pod would have exploded). This can't be what is intended :/- 14,073 replies
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