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Rafael acevedo

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Everything posted by Rafael acevedo

  1. Thx for the info on kerbal mass From the info on Kerbal Mass and assuming a wing loading of 1 the parachute should be about 206 square feet. ( the minimum survivable is 135 Sq Ft ). there are other considerations, but this gives an useful approximation for a forgiving parachute.
  2. The parachute in ksp has a 5 to 1 glide ratio, which is about as high as current technology allows. The problem has to do with forward speed. If you time it really well, you can land at 0/0 very hard to do. In ksp you might do between 5 to 10 mps landings which leaves you with a forward speed of up to 22 mph (survivable for a Kerbal, but very doubtful for a human) , a parachute forward speed is determined by wing loading (same as with a gliding airplane). The issue is that we have an overloaded wing ( a wing to small for the weight it is carrying). If KSP uses wing loading calculations for its simulations, what we need to do is increase the size of the wing. However that assumes that kerbals now has mass, they have been essentially massless thought all previous iterations, which is why I think the fwd speed was determined before hand.
  3. Thank you will look at trim, managed a 6 m/ s Landing, but had to constantly fly the chute, don’t know how it would work for multiple crew
  4. You are corrrect, modern ram air parachutes do have a forward speed of about 34 mph, which is why you turn against the wind on final and then flare your parachute. The idea is that if you do this correctly, you would land at 0 vertical, and 0 forward. Most skydiver average about 0 forward, 2 vertical. Since you cannot turn against the wind in ksp this become imposible to do. Obtw I didn’t mean 9 m/s, it was 19 m/s A little flare at the right time lovely person my speed to 19 m/s and stalled killing Jeb
  5. I had Jeb, parachute out from an airplane, and deploy his parachute. His glide speed was 25m/sec which is way too fast. Terminal velocity for a human is 53 m/sec. a round parachute will land you at no higher than 19 m/s optimal at 5 m/s. A square parachute as an airfoil will allow will allow you to land at between 1 and 3 m/s. The best I could manage was 19 m/s. Currently the parachute is unusable. ( ksp 1.4 stock install). ( I am both a military and civilian parachutist and jumpmaster an useful book about this is the “Parachute Manual a technical treatise in aerodynamic decelerators”
  6. My issue is that it wont let me Add KSP 1.4 to the select install, Ie I open CKAN (bruce), the select install windows open, I click on add new. go to all the steps and it is not added
  7. Thanks Nils you are the best, and sorry I am almost a month late but happy new year rafael
  8. Screen shot attached, be aware that this only affects cargo containers, fuel tanks work fine, once I get to my other pc I will send you the log Here is the log for my heaviest modified install https://www.dropbox.com/s/200btbn6mok0s1q/output_log.txt?dl=0 , Here is the link to log for light install https://www.dropbox.com/s/i3vdoc7kcvzv2df/output_log_light install.txt?dl=0 Here is the link for the mac file. it works on the mac fine https://www.dropbox.com/s/i3vdoc7kcvzv2df/output_log_light install.txt?dl=0 it is possible you might focus on the mods that are not on the pc to figure the conflict
  9. Nils have the same problem with resources, ore doesn't appear have the same issue in 3 different computers 2 pcs and a mac. 1 of the pc and the mac have near stock installs and the problem appears also, no issues with the lfo tanks rafael
  10. Merry Christmas my friend OBTW, if it helps look at blowfish comments in MM
  11. I already contacted Nils for KPBS the link in the message is the link to the KSP log V/R Rafael Glad to be of some help Happy holidays
  12. Mod works in 1.3.1, you will still get an error message when you start KSP, just ignore it, I have both an almost Stock and a heavily modified install (over 80 mods) with no issues whatsoever
  13. Nils Currently getting 8 errors from module manager update. all related to life support (I use USI_LS) and the ALGAE. cfg Attaching ksplog https://db.tt/Ad4VJ1qQIx And output log https://db.tt/v1zlrwxzh1 I already let Sarbian know Happy Holidays!!! my friend Rafael
  14. Sarbian I am attaching a link to the ksp.log. currently loading with 16 errors. 8 related to sxt and 8 planetarybaseinc. Happy holidays https://db.tt/Ad4VJ1qQIx rafael
  15. HaHa - Scene setting There is Sarbian talking to Jeb as jeb is trying to land on the Mun Jeb- " Do you expect me to land?" Sarbian- "No Jebediah. I expect you to Die" Sorry Sarbian, I found your comment Hilarious, As a long time user keep up the good work and no worries, your fans will wait as much as it is needed. Happy holidays Rafael
  16. Nils i know that it has been asked before, but if you can put it on your list of improvements I’ll appreciate it. I think we need a structural part in Kbps shape that can be stacked (or procedurally change length) to allow modules to have the same size. Very useful if you are building a symmetrical base. Currently I solve my issue by installing multiple Kbps control modules, so while not a perfect solution a similar part to the control module without the sas function is all we need if we make it passable and cls compliant.
  17. I have been trying your mod for the last couple of days. You did a great Job, thanks, no more bucking bronco issues with long piping
  18. I am not having any issues on Windows. So it might be an oSX sierra issue a GL issue or a mod issue, since he is running an extensive mods list. Which is why i recommended a install with just OSX to eliminate variables
  19. Did not find anything critical on the log. Actually it seems that all the parts are loading correctly. Can you try this make a separate install of the game and just load procedural parts, that will tell us whether it is pp or something else
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