

Shalashalska
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Everything posted by Shalashalska
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I think magnetic engines just always have stupidly low thrust. Use thermal rocket nozzles. With a 2.5 m upgraded d-t fusion and a thermal rocket nozzle, you get 180 kn of thrust and 6500 Isp. With 3.5m upgraded, you get the same Isp and 1500 kn. And that is with pure LF. If you use LFO, you get 3.6 times the thrust and .6 times the Isp. With MethaLOX, you get 6.6 times the thrust and .34 times the Isp.
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[1.0.X]Engineering Based Tech Tree (with flight first option)
Shalashalska replied to Probus's topic in KSP1 Mod Development
It doesn't support adding new nodes, only rearranging the stock 55. Super-late edit: This seems to work properly with TechManager -
[1.0.X]Engineering Based Tech Tree (with flight first option)
Shalashalska replied to Probus's topic in KSP1 Mod Development
Definitely going to start using this once ATC updates. Looks absolutely awesome. -
My point was that the majority of the DV was provided by LH2/LOX. Those two stages took the CSM all the way from 70 km at 2.3 km/s (on Earth, where the orbital velocity is ~7.5 km/s, and the total DV of the Saturn V was around 15 km/s) to a lunar intercept. It works out of the box. However, you can't unlock some of the upgraded parts in career mode. You can unlock all of them though. And either way, Fractal is modifying ATC to allow creation of new tech nodes.
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[1.2] Procedural Fairings 3.20 (November 8)
Shalashalska replied to e-dog's topic in KSP1 Mod Releases
Is there any way to increase the maximum fairing base diameter in career mode? I'm using the Seadragon mod and so I need 15m fairings. -
The S-II-B and S-IV-B were LH2/LOX, which provided the vast majority of the DV for the Saturn V. The hypergolics were only used for the lunar circularization, landing, and return. http://en.wikipedia.org/wiki/Saturn_V I think you may be thinking of the Soviet N1, which was entirely RP-1/LOX, with plans for a hypergolic lunar vehicle (I think it was hydrazine) http://en.wikipedia.org/wiki/N1_(rocket)
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Seadragon for 24.2 official release.
Shalashalska replied to jackkymoon's topic in KSP1 Mod Releases
I think you forgot the part that they are both pressure fed, and that the lower stage is rp1, while the upper is lh2 -
You should add a parts pack that fits with B9's HL and HX parts.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Shalashalska replied to ferram4's topic in KSP1 Mod Releases
Is it possible to disable physics easing during the initial load of a ship? I can not use the hangar mod very well because the physics easing is causing the parts to explode. The hangars are trying to load in ships inside the hangar to store them, and the physics easing is conflicting with that.- 2,647 replies
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Also, I think this may be partially incompatible with Kerbal Joint Reinforcement. I think the joint stiffening that it does on vessel loading is causing my ships to explode when I pre-load them from the VAB.
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For some odd reason, I can't store any ships containing a procedural battery in any hangars from the VAB. I've tried multiple times, and none of my ships with procedural batteries will work. However, driving them in works, but causes the game to crash after going back to the KSC. Also, when trying to add in a hangar, there is no message and the gui doesn't update, but a buggy copy of the ship appears in the VAB. It renders as if it was attached, but it's floating and you can select each part separately. Crash: https://drive.google.com/file/d/0B6jOUuzqqfjEUkdYUU1HWFdyUVU/edit?usp=sharing
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KSP 64bits on Windows (this time, it's not a request)
Shalashalska replied to Lilleman's topic in KSP1 Discussion
OpenGL seems mostly stable for me, with crashes about as often as 32, but there's some weird visual derps in the map view, mostly planets and stuff shifting around. -
KSP 64bits on Windows (this time, it's not a request)
Shalashalska replied to Lilleman's topic in KSP1 Discussion
Two small bugs I have noticed: The kethane control panel doesn't work. It just shows up two green top/bottom end-caps instead of the panel. For some reason, I get a little flash of the hiring room between each scene change. Edit: And the game randomly crashes when loading certain ships. Edit2: Even going on EVA can sometimes cause a crash. Edit3: Even when EVA works, it randomly crashes. -
x64 would not make a difference for physics. It would not innately multi-thread physics. And it would not effect kraken at all. In fact, even if we were to run a 64 bit version of ksp on a computer a million times as powerful as the best computer ever made, there would still be kraken attacks. Because squad is fluffybunnied and is using plain double precision floating points when they really need to be using quads. ~90% of all kraken attacks are related to floating point errors. When you have numbers in the quadrillions, floats start to lose precision and start to drop a few decimal points. If they switched to quads, then performance would go down somewhat, but physics could be vastly simplified to compensate for that, and kraken attacks would be almost nonexistent. Floating point errors are the same reason why weird things happen in minecraft near the world border, and also cause most of the spontaneous explodification in KSP.
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He released an updated version of the mod about 2 months ago.