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Zander
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Nathan, you are so awesome. this is the greatest thing to happen to this game since this game.. please keep improving this project. I have 3 questions. 1. The kerbals and landing gear now stand slightly above the ground instead of on it.. Is it possible to fix this? 2. The Textures for the planet from any low or medium orbit are so blury with this mod. There are 8K texture packs out but kearth still looks blury from low orbit. The problem is the engine won't accept any textures above 8K. Over at the Universe Replacer texture mod thread they said it might be possible to divide the planet into 4 pieces and use 4 separate textures to get around the 8K limit. Do you have any idea how this could be done? 3. kearth is pretty flat. Would procedural mountains and valleys be possible? like the procedural craters on the moon.
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the sun in stock ksp is already the size of a real life jupiter so you should be able to make a 1:1 scale saturn
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
Use the default settings. Remember that your periapsis needs to be at 70, when you start to enter the atmosphere pay attention to your vertical airspeed. You can see the dial in the cockpit view. if it goes below -100 you will burn up. Use your pods RCS to rotate it so the weighted side points in a direction that gives it lift. But not too much lift or you will bounce back out. Try to stay above 50,000 meters as long as possible. You should be below 4000m/s before you can go lower than that. once under 4000m/s rotate your pod continuously and evenly so that the upward lift cancels out with the downward lift. This will give you a ballistic reentry which should now be survivable as long as your Head shield still has some ablative material left. pop your drogue at 7000 meters then cut it when your speed is under 250m/s and open your main parachute.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
NathanKell Thanks for the explanation. Everything is working great now. Except for one thing. Open parachutes can withstand hypersonic velocities.- 5,919 replies
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Hey, I have been trying to make an X-15 style rocket plane that I am dropping from the wing of a large jet plane but im running into problems. First, there dont seem to be any connectors that can let me drop the rocket plane without the connector remaining attached to the X-15. I want my X-15 to be free of attached debris when it is released. How can I do this? Second, I put a person in the cockpit of the X15, but when i release it, his picture disappears. i can still control the plane but i cannot see him and cannot switch to interrior view. thanks!
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Hey, I wanted to have this but the reason I havent yet is because I hate the idea of having to have a GUI to control the chatter. Don't you guys think it would be a better idea to have a .cfg file where people can set how much chatter they want and get rid of the gui?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
Great, please do report back on your findings. I have to sleep but I will try tomorrow as well.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
Should be? of course it is, The real life X-15 flew at 2000 m/s at an altitude of 19km, and it had no special heat shielding. . At 19km with the current DRE and Nathan's recommendation of 1.17 My rockets are burning up at 1,200 m/s. So obviously something isnt right. Ive been testing around with it. And ive found the most realistic value compared to speeds/altitude combinations survived by real life rockets and space planes, I think setting shockwave exponent at 0.9 gives seemingly realistic results. But im sure The reason is because we havent set the other values to compensate for earth size kerbin.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
I agree, theres definitely something not right with shockwave exponent 1.17 my rockets are all burning up on launch now when hitting 800m/s at 10,000 m Perhaps we need to change other settings for the earth scale kerbin along with the shockwave exponent? (You can see in the screenshot, my fairings are half a second away from burning up, (The fire effects disappear in screen shots)- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
@NathanKell I think you should incapacitate kerbals over certain g's, like over 7 g's the crew cannot make any adjustments to the ship. Also, Part g-tolerance is something that really needs to be fixed. I have parts exploding at 5-8 g's. First off, Instead of destroying the parts when their g-limit is reached, start breaking the connections of things attached to that part. Do radial connections first and then inline connections That will give a much more realistic effect. The part itself should only be destroyed if it overheats and burns up. 2nd: The G-tolerance of 5-8 is far too low. An F-16 can take 9 gs with no problem. any space craft should be able to take more. great job with everything Nathan, you have done so much to make this game more enjoyable.- 5,919 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Zander replied to ferram4's topic in KSP1 Mod Releases
This mod is causing a problem with the novapunch Launch escape tower and parachute stack. The inline parachute is exploding when the launch escape tower is decoupled.- 2,647 replies
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Excellent work. What is going on the last 2 weeks? First a full scale kerbin and now multiplayer. I do have a question though. How does this handle the launch pad? Can only one player use it at a time?
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I still think putting minimus as a second moon around Duna is the best course of action. we are going for a "real solar system" after all arent we? and real mars has 2 moons.
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1. Not really slower but it definitely increases the risk of running out of memory and crashing if you have it with other mods. 2. You can download textures that you like from here: http://www.reddit.com/r/KSPTexturePacks/ 3. i also want to know this.
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So there is no possible way to put more than 1 texture on a planet? Why can't you just divide the planet into 4 and put 1 texture on each 4th of it?
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@NathanKell: I see you are making minimus into a captured comet with a weird inclination. And thats a great idea. But as I said earlier can you please put it farther out than the moon. I really think the earth single moon relationship has played a huge part in human space history and it should be maintained with no other bodies in a position to interfere with it. Right now people can get gravity boosts or even use minimus as a half way point to getting to the moon but this is unrealistic. I know its your mod so you get to make the final call but I highly recommend moving it out past the moon. 2nd: After reading this I have become a little disappointed in you guys. I find it sad that the first thing people start demanding is faster time warp to go with the larger solar system. A real life mission control staff member has to wait 6 months for the rover to reach mars.. And we cant even wait 5 minutes more??? Common people that's part of the fun. The risk that if you build something wrong and it smashes into duna then you have to wait all over again. That creates tension and anticipation. Those things are what make this game fun. Go make a cup of coffee, sit back relax and just wait the 5 minutes.. you will enjoy the result far more than if you instantly time warp yourself over there and have no incentive to put care into and double check your rocket designs and do testing like real space programs do. We don't need to add more time warp.
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One of the dropbox download links earlier in the discussion. I see now that you have opened a new released mod discussion and there it has just the solar system so from now on I will get it form there.
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Modular Fuel System Continued v3.3 (OBSOLETE)
Zander replied to NathanKell's topic in KSP1 Mod Releases
This extraction process is confusing. Can we just get 2 downloads with everything properly configured instead of having to go in and try to extract zips into the proper folders. I keep trying and i keep doing it wrong. Could we just have an earth size kerbin realistic fuel download option and a stock kerbin download option? 2nd what is tech level? In the VAB the engines give an option for increasing or decreasing tech level. But i cant find any explanation of what this is supposed to represent. What does changing the tech level do and why do we have this option? thanks -
Minimus is in between kerbin and the moon. I really believe this needs to be removed. Put minimus farther out than the moon. Otherwise people can use it for gravity assists to get to the moon and it also can interfere with moon shots. Another option is to put minimus around duna which would be more realistic to make it like mars' moons.
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yeah im a little confused too. It comes with a bunch of zip archives inside and a lot of other mods. Those mods are all modified to work with the new kerbin size i think. Should we unzip all of them and then put them all in the game data folder? but what if we already have existing versions of those mods? delete them first?
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For those using the earth size kerbin you definitely want to get an 8K kerbin retexture with universe replacer mod. It looks beautiful. (took my most powerful heavy munar shuttle to get a single man cm into kearth orbit with no fuel left for deorbiting)
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Now that an earth size kerbin is available the 8K textures are too low resolution and look blurry on the new earth size kerbin. Is it possible that we can get higher resolution kerbin reskins? Maybe a 10K or a 12K kerbin reskin would work nicely.