cfds
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Everything posted by cfds
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I doubt that anyone can agree with Alshain's "This feature is redundant, there is the revert button" unless they - never have more mission than one - never experience crashes or interruptions that require closing KSP And even in that case I cannot believe that these (lucky?) few would fly their proposed Laythe lander to Laythe once for every design iteration, especially since the stock game does not provide a working function to warp to SoI changes / manoever nodes.
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It depends on scale: You want to power your smart phone: Photovoltaics You want to power bigger electric devices: Stirling engine You want to power an industrial plant: steam turbine
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[BUG] Phantom acceleration in orbit
cfds replied to Yoobeurt's topic in KSP1 Technical Support (PC, unmodded installs)
But they could mitigate it by not moving the centre of mass when no external forces are acting upon the ship. Just keep the ship on the rails until a thruster fires. -
Would you buy a DLC (or a whole new game) for KSP that was for realism?
cfds replied to Ristse's topic in KSP1 Discussion
Would I pay for a game that marries KSP and RO? Probably. Would I pay SQUAD to do it? Only after long and extensive testing of the released product... -
I believe there is a ContractConfigurator mod that does the whole "techtree by missions" way that you describe. I planned to have a look at it but something always comes up.
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It did sound a lot like she said that the Soviet Union was an axis power... And von Braun did not go into the US because it was "less likely that his rockets would be used as weapons" but because it was less likely that he would be hanged as a SS officer (after he build his rockets)...
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Please integrate Porkjet's mods
cfds replied to nothingSpecial's topic in KSP1 Suggestions & Development Discussion
The problem is that SQUAD follows the "new Lego way" of "you can use this nice part in exactly one way or it would look extremely stupid". Think about all the engines (each fits exactly one tank size) and all the cool options you have for tip of a Mk2 spaceplane... -
Well, my only hope for the new antenna behaviour is that it does not interfere with Remotetech. The proposed model sounds like too much for people who do not want do deal with antennas and far to little for those who use Remotetech (if only for the flight computer ).
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space engines should have larger bells
cfds replied to jab136's topic in KSP1 Suggestions & Development Discussion
Oh yes, so much this. There should be three "types" of engine: - First stage engine, optimised for atmosphere: smallish bell, because of this a high TWR - Vacuum engine: heavy high expansion bell -> high vacuum ISP, bad(ish) TWR - Lander engine: Low profile, pays with both badish ISP and TWR -
stock procedural parts and welding
cfds replied to jab136's topic in KSP1 Suggestions & Development Discussion
"Automatic welding" could even provide a compromise between LEGO and procedural: - Build a tank from (for example) 0.5m segments, the whole tank becomes a single part as far the physics are concerned. - Build an engine from a basic core (fuel pumps and burn chamber), a nozzle (light and low expansion for lower stage engine, heavy and high expansion for upper stage engine) and an optional gimbal module. Kind of "clicking the modules together". -
What bothers me about the fairings...
cfds replied to RocketBlam's topic in KSP1 Suggestions & Development Discussion
Whenever I see stock fairings used in videos (I use procedural fairings), I cannot shake the feeling that SQUAD implemented them as a strawman to show how bad procedural parts are: "See what you get when you want procedural parts? How it is all glitchy and not reproducable? So stop asking for procedural parts." On the other hand, this would accuse SQUAD of doing actual planning and for that there is no evidence at all... -
Is monopropellant/RCS hypergolic propellant?
cfds replied to RandomRyan's topic in Science & Spaceflight
The most common monopropellants, hydrazine and hydrogen peroxide, decompose exothermically when they come into contact with some catalyst. One can argue that monopropellant and catalyst react hypergolically, but a single compund cannot be hypergolic, as noted above. -
You have to love economic reasoning. SQUAD is earning money from people that buy the game, not from people playing it. So why improve the game when you can just improve sales by dumping your unfinished stuff on another platform?
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Looks like your standard Bistr-O-matic drive...
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Where would you land on earth?
cfds replied to Mad Rocket Scientist's topic in Science & Spaceflight
The problem with this is that, without human interference, the temperate regions of the planet will probably densely forested. Doesn't make landing really easy.... -
The reason is that both objects fall towards their common centre of mass. If the test mass is much smaller than the mass of the body we are standing on, this centre of mass is very much identical to the centre of mass of the bigger body. If both objects have similar mass that changes drastically.
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Wait, there are actually people who want the barn? The one that looked like being clicked together in half a day from a five year old assets library?
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I tried it in 1.0.2 and it worked without a hitch.
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CKAN seems to generally have problems discriminating versions 1.0.x from 1.0.y. For obvious reasons I continue with version 1.0.2 at the moment and CKAN recognizes this correctly. It nontheless wants to install ProceduralFairings 3.15 which is the 1.0.4 version. Other mods seem to have the same problem.
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A further reason for the Apollo-style moon landings in the real world is the engines. Contrary to what SQUAD makes you believe, good transfer vehicle engines and good lander engines are not the same. The first ones are build for high Isp which means a large nozzle. They must be started a handful of times at worst, do need no throttle control and are not limited by TWR concerns. A lander engine needs to have a low profile and provide some minimum TWR. Additionally you probably want to have a large throttling range and / or arbitrary restart capability.
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Hello. Since the generic exponent for modules for all element is pretty inflexible I tried to use a values list like in the example in the old thread: MODULE { name = ModuleEngines maxThrust = 1, 2, 3, 4, 5 } I attached it via MM to the LV T-45 with the result that the thrust of the engine was not changed at all, it was 200 kN in every size. Is this feature still supported and if yes, just how do I get it to work?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
cfds replied to Nereid's topic in KSP1 Mod Releases
I started the game after a few weeks and all teh ribbons of my kerbals have vanished. Did the saving change with some update recently? [Edit] Is there a complete documentation of the FinalFrontierHallOfFameEntry codes so that I can merge the missions from the persistence file and an oder quicksave by hand?