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Everything posted by KroShan
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TRAPPIST-1 now has seven planets. (Possible life?)
KroShan replied to _Augustus_'s topic in Science & Spaceflight
Now the launch of James Webb Space Telescope will be even more exciting. I recently watched a video showing its deployment https://youtu.be/bTxLAGchWnA . Our Ariane5 launcher should be man rated for this mission... I just wondered if the planets would also need a magnetic field like earth (provided by a rotating iron core) to hold on their atmosphere OR if the stars radiation push is so much smaller that it is not necessary to hold on H2. (thats the reason Mars is pretty much dried out - because gravity and magetic fields are so much weaker the solar wind carried away nearly all the H2) -
Project Ares: Alternate Earth History in Real Solar System
KroShan replied to Felbourn's topic in KSP1 Mission Reports
What a great new episode: Especially the camera movement at marker 10 mins is great. Like in many beloved SciFi movies and even better than in Homeworld cinematics... -
I can recommend you the MK3 SSTO Guide from Kerbal Space Command. Also watch Part2. I built an MK3 SSTO with 4 Rapiers one ShockCone Intake which gets more than 22ton into a 85km Orbit based on this design. The best hint i got from him is the 10° tilted Probe core - by activating 'Control from here' and 'Point Prograde' SAS you have a very nice reentry...
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
KroShan replied to Galileo's topic in KSP1 Mod Releases
I hope youtubers can progress with their carreers when major changes are around... Off Topic: nope - its my PC which hasn't enough RAM - so there is no need for me to try it. Maybe next year when StarCitizen arrives *cough* there will be a new system...- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
KroShan replied to Galileo's topic in KSP1 Mod Releases
THX - so there is no need for me to try fiddeling during the holidays... Maybe this is also the reason why @MotorKerbal's game isn't loading?- 7,376 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
KroShan replied to Galileo's topic in KSP1 Mod Releases
@AbhChallenger @Arsonide #2: i think this was due to a bug in 1.1 SQUAD fixed during 1.2.x development. Now there is at least one exploration contract either active or in the waiting for being accepted - sometimes the cel.bodies are repeated e.g. 1st -flyby Duna; -recover science 2nd -orbit Duna; -rendezvous two vessels 3rd -EVA; -return from Duna @JadeOfMaar @Galileo The Planet Pack looks fantastic Is 64bit required because it needs more than 4GB RAM? (I always run 64bit but only have 4GB, Win8)- 7,376 replies
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Well this are good news for all the console players out there - i hope that SQUAD's reputation among the consoles community didn't suffer too much. Good luck with the bug hunting!
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Option to Unautomate physic easing.
KroShan replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Hi @Arugela, maybe you know these allready - a few points i would try... untilt probem in SPH: select root node with the rotation gizmo press 'f' for absolute mode and press 'c' for angle snap - now you can rotate the hole craft in absolute 15° steps to its original editor orientation. this is also a trick to get landing gear straight when mounted on kurvy surfaces. struts: select in the options sth like 'advanced tweakables' than you can use the new function outostrut in the context menu it is also available in flight. you can choose between root part, grandparent part or heaviest part. Wheels are autostruted to the heaviest part and i thing one can't change that. if you autostrut the airframe you won't need any placed struts - this is also good for part count and drag during flight. Landing gear: try the largest gear - with maybe a second pair besides. with 'advanced tweakables' you can set their spring strength an damper strenght put spring streght a bit down and damper up (for easier landing). Sometimes problems occur when the spring is overloaded and it travelled to its max. deflection - then you need a second landing gear. manually easing gForce: after loading the flight scene and letting you plane explode you can try to do it yourself. 'alt+F12' opens the cheat menu, there you can set the Gravity to maybe 0.5 then revert to launch and when you plane survives the loading you can slowly ramp the gravity up again. @5thHorseman i think there was a time control mod once where you can also slow down with physics warp - never used it though, i think it was before 1.0. maybe i can find it. Edit: here it is: Google KSP time mods (i even got the name right up there ): from 2014 and it already got updated to 1.2.1 but it seems it isn't ready for 1.2.2: -
Yay! THX @NathanKell and all other involved. I will have to wait till RO and RP-0 are finished to continue my abandoned career stuck after the Moonlanding preparations. @Felbourn get ready to put Hearthstone aside
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@Azimech thats the first advice i was referring to... @Red Iron Crown so the game foulder keeps untouched from the update 'till it is complete? Thats indeed useful. THX
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'Turn off automatic updates in steam' is no longer possible. One can just choose to update on gamestart - but that doesn't help much. So only your first advice is applicable.
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Hi nice idea, but was it too much work to remove the spiderman original?
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Career: i just found my first on Duna. But i maxed out the techtree before, didn't know that feature till now althogh i read the change log. http://imgur.com/cpVswR7 The unaerodynamic spaceplane can only land vertically on Duna but taking off horizontal is fine (on Duna)...
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@NathanKell, i think also @Felbourn and all his viewers will be very pleased. I hope you had a great trip... Thx for your effort.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
KroShan replied to RoverDude's topic in KSP1 Mod Releases
@pan stanley Hi welcome to the Forums, This is really fun i just did an 'inside Moho' to 'Landing approach' jump with my SSToWarp. I only had 300m/s velocity at 30km height. To anwser your question just one page before i wrote: in Addition: you have to edit the part cfgs found under GameData\UmbraSpaceIndustries\WarpDrive\Parts you can find 'MinAltitude' in the first 'MODULE' block i have it now set to 0.05, that is equal to 30km on Kerbin an altitude i can easily reach with my rapier driven SSTW. I recommend to set the thrust limiter in the SPH/VAB to about 30% otherwise the warp drive is very throttle sensitive in the vicinity of a planet.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
KroShan replied to RoverDude's topic in KSP1 Mod Releases
(Vel.conservation) @Joshnie If you are in a circular 900km orbit around kerbin you have a velocity of ~1530m/s you can jump now 90° forward so that your vel. vector points to the zenit. That way the gravity will slow you down without changing the direction of travel. If you jump back to the original position u may get an PE inside the athmosphere. I you slowed down to 1180m/s you get an PE of 30km. But arriving at PE you will be travelling at 2810m/s this is than nearly the same as a Munar return in terms of heat. But at least the deceleration isn't that big. If you want to jump to another planet without spending much dV you have to do breaking jumps at the target or get the velocity vector (direction and velocity) right near the sun. Breaking jumps are pretty tedious and dangerous. A few rules for Vel.Conservation mode are: -radial out (in) jump raises (lowers) your opposing PE/AP -correct inclination errors on the farthest away point (90°) from AN/DN by jumping Normal/Antinormal -by pointing along the horizon during jump (low throttle necessary) the semi mayor axis won't be affected -Jumping retrograde (and keep that direction) on a circular orbit ends raises also your AP since you add an radial out component.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
KroShan replied to RoverDude's topic in KSP1 Mod Releases
@Joshnie Thats the difference - i still have to try if i can get used to 'Angular Momentum'-mode in the conserve velocity mode its pretty easy to figure out how your jump will affect your orbit. Also for practicing i recommend to set the 'Engine Thrust'-slider in the right click menu down to about 30% so you can jump inside kerbin system and learn how to get the right velocity vector for a direct orbit at the mun or minmus. Since mun is orbiting kerbin at about 500m/s and mun low orbit speed is 500m/s you can cancel out your velocity to 100m/s near kerbin and then jump to mun. You will allmost be in orbit. Try to jump to a position where you prograde marker is near the horizon. (this is valid for velocity conservation)- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
KroShan replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude thx again for this great toy. I just found out that the model of the bubble causes a lot of drag even when the small drive is stowed away. I tried to build a small SSTO with warp capability. Same craft with a dummy weight in the payload compartment is totally able to reach an 900km AP orbit. With the warp drive inside it doesn't even make it to Orbit due to the drag. Is there any possibility that i can reduce the drag in the part .cfg? i tried to fiddle with maximum_drag = 0.25 minimum_drag = 0.1 angularDrag = 2 but i didn't see much of a difference. The more cheaty and unsafe approach is that i set the failsafe distance lower. MinAltitude = 0.08 As i understand it 1=diameter of cel. body. Standard is 1.5 (Kerbin 600km x 1.5=900km) 0.08 would be 48km- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
KroShan replied to RoverDude's topic in KSP1 Mod Releases
Ok - i have to try it. But i think successive jumps are the way to use a jump drive. Thats why i take this thing to orbit in the first place, so that i don't need the dV that i normaly would... With velocity concervation i managed to do a pretty low PE Orbit around Duna/Dres/Laythe... on purpose by matching velocity vector in a pretty low sun/Jool Orbit. The funny thing is that this takes at least the same time in real life as fiddeling with maneuver nodes to get the perfect transfer burn...- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
KroShan replied to RoverDude's topic in KSP1 Mod Releases
Welcome to the Forums @liamcullins i think you could find the answer on this thread. The failsafe distance is necessary for preventing crashes into planets during warp travel. Planets get bigger very fast when travelling even on a fraction of lightspeed. You will need a conventional engine that moves your Apoapsis out of the failsafe distance. This distance varies for everey cel. body i think kerbin has 500km or 900km. You can use Hyperedit or stock (KSP1.2) Alt-F12 orbit cheat to try the drive. The problem i see with the failsafe distance is when you come in to a cel. body from warp and navigate into a collision trajectory when failsafe is deployed there is no chance to fix this error. But one can learn how to avoid these situations. Navigating between planets with this drive is pretty tricky don't know how other star systems will work out... You might need to understand how changing your position in space will affect your future trajectory to use this drive effective. I only mastered the "velocity conservation" mode - in the other i didn't understand the rules it follows (also because it slowed down the fps, maybe the 1.2 performance is better) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______ @colfighter you are talking about this post? See bolded text...- 1,694 replies
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I think the art style (on Gilly?) of the Trailer is great reminds me a bit on the LEGOTM Movie.
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Yeah different heads would be about time - and this one is great @BadLeo
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New Trailer is out:
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The v1.2 Hype Train Thread - Prerelease is Out
KroShan replied to Whirligig Girl's topic in KSP1 Discussion
New Cinamatic Trailer online - Cute Ninja'd- 1,592 replies
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@Squelch @TriggerAu @UomoCapra i found the option of 'verbous logging' in the settings. Does activation help the devs for bug tracking in the logs?
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