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Magniff

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    Bottle Rocketeer
  1. Well, it's almost the same as with the second gas giant. Since 0.90 we are scope complete (well nonetheless resources were added in 1.0) and adding clouds would require a significant input of money and manpower. Therefore I don't expect them anymore.
  2. Thermodynamic reentry heating. Since I saw those flames in 0.19.1, I wanted them to have an actuall effect on my craft. In addition, I think Squad hit the sweet spot with the aerodynamic. I never felt comfortable with NEAR, but I liked the aerodynamic in 1.0.2 and I also like the new one in 1.0.4 (Did never really get my hands on 1.0).
  3. To me, it's an electric motor. I really don't understand why're people regarding Kerbals as some kind of space orcs, nowadays. Both share a green coloured skin and a limited drive for self-preservation, no further similaritys! EDIT: Well, this proofs it isn't an electric motor!
  4. As NovaSilisko left the dev.-team some time around KSP 0.25, odds for a quick addition of a second gas gaint had allready become quite bad. Nevertheless, I was still expecting GP2 at some point in a distance future until beta was announced. I don't know Squad's current statement on their DLC policy, but I highly doubt Squad's ability to afford such a labour intensive project without any monetary compensation. By the way, Nova is still present on the forums, just a few days ago he replied to one of my threads. Maybe there is still some hope left .
  5. Hey Claw, glad to see you had time to update this and even add some improvements! \(^u^)/ By the way, how do you think about bug fixes for Squad mods (like AsteroideDay), do you consider a StockPlus integration (in case need arises)? EDIT: After some reconsidering, I guess it's probably the same situation as for the NASA mod.
  6. Do some of the bug fix modules still work in 1.0.4? I'm a bit cautious, since the 1.0.2 versions of some mods (like KER and Chatterer) did cause me issues in 1.0.4 (e.g. unresponsive VAB interface). Fixing required me to overwrite the persistence file with no mods installed. @Claw: I really appreciate your great work! It's one of the best KSP mod in existence!
  7. I've been using Deadly Reentry since KSP 0.23.0 (on normal difficulty, therefore it never was "that" deadly). Thought I'd give the stock system a try, but well..., since version 1.0.3 added the transition from laminar to turbulent airflow, I find it rather confusing (maybe I'm just to used to DRC). But take your time Starwaster, I can wait . And I have to admit, that cat picture is quite sad ='(.
  8. One KSP will run in one window and an entirely unrelated KSP will run in an other window. (In case you don't have enough RAM they will crash very quickly) No spooky self stalking and no exploding universe.
  9. Yep, obviously Kerbals prefer their rockets nicely precooled .
  10. Indeed, this will proof to be very usefull for my testing . Well, happy rocketing everyone!
  11. Just repeated your test on the launchpad using my original engine settings. Indeed there is a significant heating. A consistent cond. flux of almost + 3 is displayed. Well I'm not sure, since my original readings showed a slightly negative cond. flux (I still got the screenshots). I've probably just encountered a display bug, on my first flight. Thinking again about that dropping temperature readings as soon as the vessel left the atmosphere. Maybe I unintentionally turned off the engine without recognising it .
  12. As NathanKell pointed out, we probably need atmospheric density values to properly calculate the threshold for the transition from laminar to turbulent airflow. According to the wikipedia entry on air density, atmospheric density can be calculated as follows: Density = preassure(Pa) / ( R * temperature(°K)) where R is 287,102 (in case of dry air) Therefore I did try to record the required data on very slow ascent (Wasn't sure wether the wiki Data is still up-to-date). But since I recorded an increasing temperature all the way up (travelling at roughly 34 m/s), my data is almost certainly flawed.
  13. Hey KSP community, I was trying to recorde atmospheric preassure and temperature data for Kerbin (during a very slow ascent of approximately 34 m/s). (I didn't know wheter the wiki is up to date for 1.0.4) Since my thermometer was placed pretty far away from my engine, I expected temperature readings to drop, during my slow ascent. But instead I recorded increasing temperatures. As soon as I left the atmosphere, temperature readings finally started to drop. Unfortunately I didn't enable "Thermal Data in Action Menus", until my "science junior" module started glowing at an altitude of 29 km. I therefore can't provide any "thermal flux" data for altitudes below 30 km. As you can see from these flux data, there was a continuous thermal flow of 0.07 from the thermometers skin into its interior. Does anybody know what caused the increasing temperature readings during my very slow ascent (~ 34 m/s)? Installed mods: Telemachus – Telemetry and Flight Control Shortened table of the recorded data: [table=width: 500, class: grid] [tr] [td]Altitude[/td] [td]Temperature[/td] [td]Velocity(surface)[/td] [td]Cond. Flux[/td] [td]Conv. Flux[/td] [td]Rad. Flux[/td] [td]Int. Flux[/td] [td]SkinToInt.[/td] [/tr] [tr] [td]0.2 km[/td] [td]301 °[/td] [td]12.1 m/s[/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [/tr] [tr] [td]10 km[/td] [td]357 °[/td] [td]31.5 m/s[/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [/tr] [tr] [td]20 km[/td] [td]428 °[/td] [td]34.7 m/s[/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [/tr] [tr] [td]30 km[/td] [td]489 °[/td] [td]33.6 m/s[/td] [td]-0.03[/td] [td]0.00[/td] [td]-0.11[/td] [td]0.00[/td] [td]0.07[/td] [/tr] [tr] [td]40 km[/td] [td]548 °[/td] [td]35.1 m/s[/td] [td]-0.04[/td] [td]0.00[/td] [td]-0.16[/td] [td]0.00[/td] [td]0.07[/td] [/tr] [tr] [td]50 km[/td] [td]602 °[/td] [td]34.5 m/s[/td] [td]-0.11[/td] [td]0.00[/td] [td]-0.23[/td] [td]0.00[/td] [td]0.07[/td] [/tr] [tr] [td]62 km[/td] [td]638 °[/td] [td]77.1 m/s[/td] [td]-0.03[/td] [td]0.00[/td] [td]-0.29[/td] [td]0.00[/td] [td]0.07[/td] [/tr] [/table] (Please excuse any misspellings or flawed grammar in my posts)
  14. Looking at my own screenshot again, I recognised something I didn't before. Within that flamy ball of death you can still spot the main body of my reentry vehicle. Since the big explosion around it can only be caused be the heatshield, we indeed have at least some basic burn-up order. If the entire process continues in this fashion (and the temperature gauges are indicating it does), it would be allmost perfect (just way to fast to realise it). The reentry-vehicles main body, can still be spotted! Well, we still got the droping skin-temp. issue. But as S1mancoder pointed out, this might not be too unrealistic. Well, after this discovery I'm more positive about the new feature (it's just a bit too fast).
  15. Well, I wasn't asking how to play the game. But since you're a forum mod, you can probably asses such things better then I can do.
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