S4qFBxkFFg
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KSP2 Release Notes
Everything posted by S4qFBxkFFg
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As someone who uses lots of mods, I have an idea that I think would make it a lot easier for all of us to keep our KSP add-ons updated. Essentially, the "Add-on Releases and Projects Showcase" forum would be split in two, with one reserved for discussing particular add-ons (perhaps this could be combined with "General Add-on Affairs") and another where only a thread's OP is capable of adding replies. We could call this simply "Add-on Releases". The benefits of this would be that threads are only bumped when the add-on's developer makes changes - so that all the back-and-forth discussion (which we'd still want) has its own place. As a result, checking for updates becomes much easier as it just requires a quick look at the forum to check recent bumps in that area. It seems like a simple solution that could be implemented before we get an in-game version of Spaceport that automates everything.
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I'm not at my main computer right now, so can't actually check this, but I believe that jet engines don't generate electricity without a power setting, even if they would be spinning due to airspeed. My suggestion is that they function as generators whenever they're spinning - whether due to running normally or just from the "windmill" effect of air flowing through them (e.g. when out of fuel and descending). As to how much electricity this would generate, I'm unsure, but it might avoid the need for backup batteries (or a new part like this: https://en.wikipedia.org/wiki/Ram_air_turbine).
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Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
Pad test, not capable of flight, intended to ground test new 2-kerbal pod. MISSION REPORT Crew: Genevin Kerman, Mildred Kerman Result: Success Status: Recovered Details: The crew had nothing but praise for the larger capsule, although we think it's mostly because they can hold hands if they get scared. The test was more scientifically productive than was expected - apparently we can collect useful data while sitting on the launch pad - who knew? -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
Redesign of Vulcan 1 series, optimised for stability. Extra parachutes may mean the lab actually survives splashdown this time. MISSION REPORT Crew: Jim Kerman Result: Partial Success Status: Recovered Details: Whether it was the fins or the redistributed CoM, the rocket remained stable during the ascent to an altitude of over 100km. Some data was collected (and transferred by the pilot to the capsule), but the lab still did not survive splashdown despite the extra drogue chutes. -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
This flight will serve to test two technologies - the Globe 1 strap-on solid boosters (with radial decouplers) and the in-flight laboratory. Another heat shield has been added below the lab - we're hoping it isn't necessary though. If it doesn't fall over on the pad, everything should be fine. Bob seems like the best choice here. MISSION REPORT Crew: Bob Kerman Result: Partial Success Status: Recovered Details: During a 45° ascent on an eastward heading, everything went OK until the boosters were jettisoned - it appears this design is too unstable (probably due to the centre of mass being so far forward) and the craft flipped 180°, only stabilising once its speed dropped below Mach 1. The lab also didn't survive splashdown. All in all, some major redesign work is required. -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
Thanks! I am now in the unique(?) position of hoping 0.24 doesn't arrive too soon so I can make some progress with this. -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
The only change from 1d is the use of the LV-T45 engine - the thrust vectoring should help with control. Newly recruited pilot: Genevin Kerman. MISSION REPORT Crew: Genevin Kerman Result: Success Status: Recovered Details: This flight went for maximum altitude - over 57km in this case. This was still within the upper atmosphere, so unfortunately we still don't know exactly how high it goes. Despite not pitching or yawing, the landing site ended up a few km west of the launch pad - we should have realised that Kerbin's rotation would have had an effect and will have to remember this when our rockets go higher... -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
Mystery Goo! The 1c capsule has been equipped with two goo canisters to allow more experimental data to be gathered without expanding flight envelopes. Jeb is back in the pilot's seat for his second flight; we should probably think about hiring some more kerbonauts. MISSION REPORT Crew: Jebediah Kerman Result: Success Status: Recovered Details: A short-range flight, goo recovery definitely provides useful scientific data, but adding the canisters at the front of the rocket has reduced stability when the rocket is not pointing close to its velocity vector. It is believed that careful piloting will prevent this reoccurring (Jeb, this means you). Of significant scientific interest is that we have discovered tundra-like areas close to KSC; however, we have no idea what this means. -
This might be interesting: http://www.bbc.co.uk/news/entertainment-arts-25680706
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Reusability
S4qFBxkFFg replied to Captain Sierra's topic in KSP1 Suggestions & Development Discussion
I really can't imagine that Squad will leave things as they are when it would be so simple to fix - as previously stated, all that would be required is not unloading anything with a set-to-deploy parachute (and maybe making FAR/Realchutes stock). I'd also like to see recovery tug-boats and helicopters... -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
The only difference from 1b is the larger fuel tank - the intention is to slowly increase the range capability until we get something that can achieve orbit. This time the capsule will be landing west of the space centre. Also, Bill's first flight. MISSION REPORT Crew: Bill Kerman Result: Success Status: Recovered Details: Westward flight was altered to a south-west direction to avoid landing in mountains. First reports from Kerbin's upper atmosphere. -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
Now that our engineers have perfected decouplers, there's no need to have anything below the pod retained to splashdown. The large engine plus small fuel tank will make for a very short flight, but we should be able to get a good idea of how liquid fuelled rockets behave. Bob's up for this one, we're hoping he remembers to make a report at some time *before* going into splashdown configuration. MISSION REPORT Crew: Bob Kerman Result: Success Status: Recovered Details: Attempted similar flight profile to Vulcan 1a although altitude and speed were much reduced due to the low amount of fuel. While splashdown was again achieved safely, pilot was unable to re-enter the capsule after conducting EVA due to the flotation movements of both pilot and capsule. Water EVAs will be avoided until this problem can be solved. -
Reconstruction - a 0.23[.5][.24.2] career mode story
S4qFBxkFFg replied to S4qFBxkFFg's topic in KSP1 Mission Reports
First Flight! Essentially nothing more than a wiped-down missile booster ("accidentally" preserved from pre-treaty missile stocks) with a capsule and parachute attached. Intended to fly to a few km in altitude while turning east before splashing down in the ocean. Thrust reduced to 50% and fuel reduced to about 25% of maximums in an attempt to limit or avoid explosiveness. Wernher wanted to use an LV-T30 and FL-T200 because it would be more controllable, but Gene disagreed, saying reducing splashdown weight would be more important. We let Jeb decide, and he took Gene's advice - the reduction in thrust and fuel was Wernher's idea though. MISSION REPORT Crew: Jebediah Kerman Result: Success Status: Recovered Details: Tilted 10° east immediately after launch, achieved M1.4+ and altitude in excess of 9300m. Parachutes deployed at approximately 200m/s airspeed. Splashed down almost 7km off the coast and recovered safely. Due to pilot forgetfulness, no scientific data was collected until after parachute deployment; flight nevertheless considered to be successful. -
I had some ideas about what happened in pre-game time on Kerbin - the main theme is that it's a very post-war society which due to terrible experiences in the past has undergone near-complete demilitarisation (including destruction of ALL aerospace technology ). Essentially, Kerbin has achieved loose political unification and voluntarily imposed military restrictions more severe than Versailles-treaty levels on itself. Only recently have attitudes softened to the point where a space programme is feasible. Fortunately, for various reasons, the demilitarisation process wasn't that complete, and there are a few bits of useful hardware (e.g. missile boosters) turning up, as well as a few kerbals who still have a vague idea of how they work... (I might turn this into a full-scale fanfic, depends on when 0.24 comes out.)
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This could perhaps be improved by calculating the actual rate of turn, based on the total torques for all the reaction wheels. Above a certain amount of degrees per second is "OK". Also, I agree with hab136 - adding a toolbar button would be good too. Nice mod - keep up the good work.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
S4qFBxkFFg replied to TaranisElsu's topic in KSP1 Mod Releases
I'm liking these textures - one minor issue though; on the top and bottom of the inline parts, the "hatches" scale with the size of the parts, rather than remaining one size. Here's a picture of the hitchhiker IVA to give an example of what I'm talking about http://wiki.kerbalspaceprogram.com/wiki/File:Hitchhiker_interior_dev.png , seen at the top and bottom of the compartment. It's not really relevant at the stage the game is at at the moment, but I always had the idea that these were meant to represent internal hatches for kerbals to move through, and should therefore be the same size on every part large enough to have them. Based on what the stock inline parts look like, it might make sense for it to only appear on the 2.5m parts, like so: http://wiki.kerbalspaceprogram.com/wiki/File:Z-4K.png As I said, minor issue - your work is better than anything I could do. -
An easier way to get mods.
S4qFBxkFFg replied to Kerbiter's topic in KSP1 Suggestions & Development Discussion
Just a thought - could this be done with something like the various Linux package managers (e.g. apt-get)? Squad could probably have a repository in place of Spaceport, for all I know it could be used to distribute the whole game, plus mods too. The reason I'm asking is that these problems (distributing software and ensuring it's updated, with all dependencies satisfied) have been solved already, and the code is probably available. Not sure if it could be made to work with Windows/Mac OS, but it may be worthy of consideration. -
A very good demonstration of Reaction Wheel System
S4qFBxkFFg replied to sidew's topic in Science & Spaceflight
If that chemistry set didn't contain any chemicals it would be far too dangerous to give a child. Either it's a box of perfect vacuum - imagine what would happen if your finger was near the resultant hole in the box when it was opened. Even worse, it might be a mixture of free protons/neutrons/electrons, somehow prevented from combining into chemicals - I wonder how exothermic that reaction would be when it finally happened. -
Water Port
S4qFBxkFFg replied to AwesumnisRawr188's topic in KSP1 Suggestions & Development Discussion
I think we do need something like this - it can even be justified with "serious" reasons, like needing somewhere for tug boats to tow splashed-down boosters, or for testing submersible probes which could be used on Eve/Laythe/etc. If a dock/pier is ever added, it should definitely include a diving board. Maybe an ice-cream stand too... -
"Impactor" science experiment
S4qFBxkFFg replied to peadar1987's topic in KSP1 Suggestions & Development Discussion
I think this would be good once we get the observatory, and instruments like telescopes/cameras/spectrometers. As stated, the instruments you'd be getting the science from wouldn't be the part impacting. -
Mk 3 Pod redo
S4qFBxkFFg replied to Z3R0_0NL1N3's topic in KSP1 Suggestions & Development Discussion
I was referring to the 3-kerbal pod, not the hitchhiker. However, having rethought, all the pods and cockpits should probably have hatches that lead directly into space, even if they also have hatches to other connected spacecraft parts. Once life support actually makes it into the game, there would be a reason to have dedicated airlocks, which would be less wasteful of oxygen than hatches going straight into space. -
Mk 3 Pod redo
S4qFBxkFFg replied to Z3R0_0NL1N3's topic in KSP1 Suggestions & Development Discussion
I'm pretty sure that the circles on the front/rear of the pod are actually going to be hatches at some point - once this happens, the side hatch will probably get removed. -
Weather system ideas
S4qFBxkFFg replied to kiwiak's topic in KSP1 Suggestions & Development Discussion
There are plenty of ways this could make the game more interesting: crosswind runway landings cloud cover necessitating radio beacons or a satellite navigation system sandstorms on Duna, or in Kerbin's deserts if you leave SRBs on the pad during freezing weather, they could do a "Challenger" cloud cover reducing solar panel effectiveness wind increasing radiator effectiveness -
Does the Community Want Better Aerodynamics?
S4qFBxkFFg replied to spudcosmic's topic in KSP1 Discussion
I don't think he was referring to any of the things you listed - they're all hidden in the code. More obvious are the UI components - some people are probably bamboozled by things like the flight data screen, or the assistance options. Possibly also the assembly stuff - is this control surface an aileron/elevon/flap/slat etc.? I'm not suggesting any of that be removed, and I'd like the construction stuff to be even more detailed (e.g. twin rudders that move in the same direction for yaw, and opposite directions for airbraking).