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KSP2 Release Notes
Everything posted by Dispatcher
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We have a precedent in the VAB/ SPH: the existence of stock craft as well as stock parts for custom fabrication.
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Hmmm. Maybe a Karpoon or lots of plastic wrap.
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Interesting that RP-1 combustion temperature is given as 3670K. Current stock engine max temperature is for most engines 3600, including the RAPIER. The aerospike is 3400 and the LV-N is the only one to exceed the others, at 4000. Also, the RP-1 oxidizer to fuel ratio is 2.56. Currently, stock tanks have a ratio of essentially close to 1 to 1 by volume in liters (according to the KSP Wiki), with the mix being a little oxygen rich. This makes KSP mixes more similar to Russian mixes rather than US mixes, which tend to run fuel rich. By mass, the hydrocarbon fraction is probably somewhat greater than the oxygen fraction. Using the currently large orange tank as an example (and the proportions seem consistent with the stock tanks), the dry tank mass is 4 tons and the full mass is 36 tons, so the fuel/ oxidizer mass is 32 tons. So the dry mass is about 11% of the total full mass. Further, this might mean a maximum fraction of 5.5% for the oxidizer component system and likewise for the fuel component system; although they can trade off as long as the 11% is not exceeded. This assumes that the outer tank hull mass is included in with the above fractions. (My fueled rocket adapters and nose caps use the outer hull as the fuel tank, with the oxidizer tank [edit: and pumps] being immersed within it.) So it seems to me that the RP-1 is not an exact match for the KSP fuel, but has similarities.
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That's the way I read it, as far as their own site is concerned.
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Okay, Squad. Put a "1" down on your kill sheet!
Dispatcher replied to Whackjob's topic in The Lounge
Don't worry, you'll be up and running in time for the updates. -
The latest from Squad: http://forum.kerbalspaceprogram.com/content/273-About-the-Release-and-Communication-of-ARM Actually, "Soon" does not solely belong to Squad. Other developers have said "Soon" too. Bungie used to say that for games long before Halo came along. Its nothing new; just a part of getting a game perfected.
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I've never had a problem coming up with ideas to try. I did a lot before I ever heard of Manley or any other You Tubers out there. I do watch some of them for fun. I also find tutorials useful, even if I already think I know how to do something.
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I'm disappointed that you were not able to engage the groups as you had intended. It seems there may have been some sort of misunderstanding on the part of the school? Perhaps in the future the school will have another event in which you may make a proper presentation.
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I think announcing a release date on April Fools' Day would be humorous, regardless of whether or not that announced date was correct.
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Not according to https://en.wikipedia.org/wiki/Impulse_drive Also note how amazed "Scotty" is about ion power: http://www.youtube.com/watch?v=wDUyvTZVHIw His comment is within the first 1.5 minutes.
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In articles dealing with the subject, Star Trek is often mentioned. I'm sure that if a real warp drive is developed, the starship would look nothing like the USS Enterprise.
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Maxmaps mentioned that in his preview video, but we did not actually see him collect science. So for your question, we don't know if science is activated yet, but it would be understandable if said science is activated in the 0.24 update rather than the 0.23.5 ARM update. Either way, its probably "soon".
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Since today is "tomorrow", good luck!
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It happens with several kinds of parts, including radially mounted. As an example, if you make a rover and put solar panels and air intakes on the sides where they will get "wet", and drive it out into the water, you should hear those sounds. Make sure to put fuel and engines (jet will use the intakes) on because its more mobile when trying to move in the water. Don't be surprised if they break off if you enter the water too quickly or when using the engines while in the water.
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The Star Trek analog for the chemical propulsion is impulse power.
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In case anyone missed it: http://www.blender.org
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From Unity's site we learn that Unity 5.0 will feature a 64 bit editor. I saw no specific mention of 64 bit gameplay performance, so for that, I guess its still an open question. I'll look into it some more. Edit: a Unity forum thread on the subject. Ooops! That's quite an old thread. This GDC article seems to indicate 64 bit engine support.
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Video:
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Its a mod, for a game. Use the mod if you wish to. Don't use the mod if you don't want to do so.
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I understand how you might feel. I encountered the same kinds of problems at first. Now I actually start by building my rover. Then I build my lander/ return vehicle above and around it. Then I build the transfer vehicle. Lastly I build (or attach a subassembly of) the launch vehicle. Yes, I actually control the craft from the rover; but one can set control to the lander pod if desired. Good luck!
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I like the helmet-less option.