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Everything posted by Kerbart
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Apparently the most expensive Kerbin (circular) orbit (in terms of DV, coming from a 70km orbit) is 9840 km (1231 m/s). Once you go beyond that, DV after circularizing goes down. I'm sure someone can conjure up the math to show why it's 9840. Not me; it's late and I want to go to sleep. On a side note, 2462 m/s DV must be all you guaranteed need to go from a 70km orbit to any circular orbit around Kerbin, and back to 70km.
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Radiation During Airplane Flight - PART 2
Kerbart replied to Brotoro's topic in Science & Spaceflight
You can always go to flightaware.com and get the altitude readings from there. Here's a randomly picked sample: https://flightaware.com/live/flight/UAL920/history/20160601/0537Z/KLAS/KEWR/tracklog -
Makes you wonder what happened! The first time I used RT it was a bit of a surprise when my communotron 88-88 didn't connect. The beam is so narrow that pointing it to "Kerbin" is simply not accurate enough to be picked up by the communication satellites—you need more distance for that. I wonder if something similar is happening. Or total apocalypse at Kerbin, of course.
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But then you'd be without anything inflateable! I'm going to assume the two mods will perfectly coexist with each other, so I'll be habi to use the existing Habitat Pack, and then retire it (after taking all craft using parts from it out of comission) once the new mod comes out which might take a while.
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From what I remember seeing from Porkjet's initial pictures (which of course is all under development) it seemed a whole different set of inflatable parts. So yes, it would break existing crafts if you'd replace the existing mod with the new one, but suspect you can install them side by side.
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I know what you mean though... but I didn’t have to reread the end of chapter one for that
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For me, a large tank on a Minmus lander definitely is the way to go. For particular biomes you'll need large inclination changes, costing relative (it IS Minmus, after all) large amounts of fuel. You might as well spend that fuel on hops. I get all biomes covered with two trips down to the surface.
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Taking after Larry Niven with wonderful ship names? Eagerly awaiting the arrival of the HOT NEEDLE OF INQUIRY!
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Unless you're moving perfectly along a radial or landing on perfectly flat terrain, the altitude of the surface is a moving target due to slope. And the slope isn't constant either. That means that the “distance to impact” (the basis for the calculations) changes from second to second. Even when it's only off 10m (either way) that's the difference between crashing and surviving the landing. To prevent angry “ur mod killed my Jeb, you moran!” posts (or to simply manage expectations) there's no countdown timer.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Kerbart replied to Snark's topic in KSP1 Mod Releases
Hahaha! With this version unofficially named after me I'm never going to upgrade* to later versions after this. Thank you very much, @Snark, I'm going to try it out right now! EDIT: Confirming that everything works as announced (intended?). Snark, you're amazing. Thank you! * Barring any awesomeness that undoubtedly will be included in said later version. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Kerbart replied to Snark's topic in KSP1 Mod Releases
Hence me mentioning it. Hassle? Yes, I did figure out the workaround... but... RHAAAAAAAGH I WANT MY MONEY BACK!! I really appreciate that you're looking into it! -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Kerbart replied to Snark's topic in KSP1 Mod Releases
Meh, don’t rush it. To be honest if you keep the features the way they are and just update it for when the new versions (1.1.3? Next Monday? I’d love to start that rumor... ) require it, I’d be as happy as a pig in the mud. The rest is just icing on the cake. I did just think of one minor issue. Say, hypothetically, that I don't want my white lights perfectly white, because they're not that in reality either. So I mix in a tad of yellow, and set the “white” light to 1.0 / 1.0 / 0.95. And say, hypothetically, that I later come back to my craft, because I left the default for the light to “on” as I discover on launch (and then switching the light on turns it off, while all others go on). I would, hypothetically of course, along the way discover that my light settings have changed to something like 1.0 / 1.0 / 0.94876394871, which causes great distracts to OCD sensitive people. Now, I bet that is because you're storing the RGB values in the 0-255 range (“Dammit Jim, I’m a programmer, not an artist!”). Would, in the VAB, rounding to the nearest two decimals be a particular issue? And this brings up another issue (please don't consider me whiner). Would it be possible to program the "toggle" action in such a way that it follows suit with the regular lights? So "toggle" doesn't really mean "toggle" but rather "go to ON when the overall light status goes to ON and vice versa for OFF?" On second thought, scratch that. That would only make sense when you couple "toggle" to the "light" action group, and would be pointless for custom action groups. The reason I didn't delete it is because you might have some valuable input on this. -
I think using the word "pretty" is not in place here. It's [explicitive] ugly. And not at all what the "rendering" showed. Bigelow sank a whole lot of notches on my ladder. I wouldn't mind if it turned out this way and the rendering did too. But the rendering shows something neat and tight. Not this rushed final project of a failed needlework 101 student.
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It's connected to the pressure meter inside the BEAM. I guess it makes more sense to have sensors output a voltage (that can then be read with a multi-meter and translated to anything you want) than to have a whole slew of specialized unit-specific meters.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Kerbart replied to Snark's topic in KSP1 Mod Releases
Hi Snark! The indicator lights are functioning wonderfully! I've now equipped most of my ships with aircraft style strobes and port/starboard indicators, a dorsal indicator "streak" (consisting of three yellow lights) and rescue ships have their door corners outlined (because as we all now, 99% of rendez vous happens at the night side for some sinister reason). One request, and this can easily be relegated to the bottom of the priority list (or moved to the "no way, bro" pile) — how feasible would it be to have the blink frequencies correspond to game time, and not real world time? If I set up a light to flash with a frequency of 1s, it will do so regardless of time warp (I can understand that it would be impossible to do this in regular time warp, but it would be a nice touch in physics warp -- and perhaps in animate the lights in regular warp up to 10× speed, and above that simply keep them on?) -
You have to admit that the whole event is a bit blown up in their reporting.
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Word on the street is that Bigelow is trying to expand their presence on the ISS. (bada-bing!)
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Docking node isn't working
Kerbart replied to PTGFlyer's topic in KSP1 Technical Support (PC, modded installs)
Have you right clicked on the port and designated it as target? -
Amazing job on those Mun flag plants by the way. I shudder when I think on how much work it took!
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You're supposed to write these stories alone, yanno... Obviously you're getting help from George R. R. Martin...
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Landing gear problems
Kerbart replied to Trigger1112's topic in KSP1 Technical Support (PC, modded installs)
Hey Trigger, there's a chance someone else has already reported this. Did you check (as per the "how to get support" post)? -
Looks good. Worst case scenario for SpaceX: nailing the landing and borking the deployment. Would be really bad PR.