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Found 6 results

  1. Initially it worked fine and it only became a problem when switching between the planet and KSC a lot. then it started appearing by itself and i had to reboot the game. now it happens almost instantly making the game literally unplayable. I tried updating kopernicus but it did nothing. other problems ive seen are the star flashing through the ground and solar panels making power even when ocluded by the planet im orbiting. Ive never had this problem before and Cercani isnt really that far compared to Plock Also kerbal konstructs bases wont let launch thinks from bases there because it sees everything in the SOI as obstructing the runway including in orbit.
  2. A simplified but more comprehensive concept for a new breed of part failure mechanics. Failure is facilitated by interaction with planet mods or the universe and not (as usual) letting yourself be taken by surprise by an RNG and a countdown machine. Its purpose is to add more tangible gameplay value to planets. This rises from an unrelated discussion on a planet mod's Discord server, of how planetary rings in this KSP could be more tangible and hence, hazardous, and I saw a connection back to my earlier post, linked here: Some folks I discussed with: @WarriorSabe @StarCrusher96 Some folks who may find this evolved concept interesting: @linuxgurugamer (who showed interest in taking a shot at coding the predecessor), @Angel-125 (who owns a mod that contains a whipple shield and interstellar engines: WBI DSEV), @R-T-B @prestja (Kopernicus devs). The component concepts that came up were as follows: Durability How a part fails is decided by the health gauge itself and the saturation and mitigation system. In a nutshell, saturation is how much punishment the part can take before it starts actually failing (this has its own gauge). If saturation is below a certain minimum, no damage is taken. If that minimum is exceeded, health (and if possible, other stats) start falling. The higher the saturation bar is, the faster the positive stats fall. The relevant stats to implement would be crash tolerance, heat tolerance, joint strength. A bonus feature of the impact system is that parts with certain attributes or modules, if hit with seemingly non-lethal force, can still stand to have modules shutdown or status flags raised that can be used by other mods to represent a situation. Example: an exposed crew cabin gets hit: the glass shatters, all its resources empty out, its modules stop working, and a life support mod uses the flag (or more) for a compromised habitat. It will require a kerbal with the relevant trait and skill to "repair" the part and clear the status flag(s). The part could have a flag that requires a scientist, and a flag that requires an engineer. While these flags up, modules can refuse to start, and resources can continue to empty out. Debris Fields Assuming planetary rings and Kopernicus asteroid fields could have tangible micro-meteor debris fields, their threat would take the form of raycasts occurring, with random vectors, speeds and virtual masses, trying to strike the active vessel. The saturation and mitigation system are virtually not present when traveling at leisurely low interplanetary speeds. It's mostly the small and basic matter of building your ship to be extra sturdy (whether by using struts, structural parts with higher crash tolerance, or involving ablative hull plating in your ship designs). These systems begin to become prominent when encountering extremely dense debris fields such as the proto-planetary discs of young stars. The faster you go, the more the impacts tend towards the frontal surfaces of your ship, and saturation of your forward shields become a concern. Visualization: A basic and sufficient visualization for an impact would be sparks (there's an engine flameout plume or 2 for that, for example) at the point of impact. The planet-level collision areas would ideally be setup like resource bands for ISRU or Kopernicus asteroid fields themselves, but instead of customizing resources, you're customizing ranges of micro-meteor speeds, sizes, force, frequency. Corrosion This is heavily detailed in the linked thread above, and concerns any and all planets that were made to be corrosive but cannot be as no mod for this mechanic does exists to date. But to simplify for here, this manifests in the ability to set corrosion parameters for a planet's: Atmosphere (including strength, whether acid or alkaline, and an altitude curve so there can be a safe region and a hazard region); Surface (strength, whether acid or alkaline, whole planet or per biome); Ocean (same params as surface); Exosphere (possibly. I'm not aware of any case of corrosives in vacuum but having it still makes for some creative freedom). The health bar and saturation system are the most prominent here as parts are subject to DPS (damage per second) due to prolonged and heavy exposure. Measures can be taken to reduce the effect of ambient corrosives on individual parts or the whole ship. Hull parts could be tailor made (being fabricated the right way and with the right stuff) or boosted (painted with ablators or potentially toxic anti-corrosives, or insulated by an electromagnetic field) to have great(er) resistance. Visualization: A part that is overwhelmed by corrosion could have indicators in the form of the black-body overlay (but that it starts glowing purple. Seems fitting for a starter. It's like having the poison status in an RPG) and a purple saturation bar. This glow and this bar show how much the part is being punished and is the same as hearing a geiger counter crackling increasingly loudly. If you can get away in time then this bar empties and health stops falling-- you don't die immediately if you let that bar fill up but you know you won't last that long a 2nd time. Heat (Conductivity/Thermal Stress) Everyone knows that if you heat certain substances enough, they physically weaken, and melt, but some can stay strong or become stronger. When the saturation bar (due to heat) stars filling up (let's say, it acts up between 80% and 100% of the part's heat tolerance), joint strength and crash tolerance for parts with low resistance start going down and they become increasingly wet noodle, increasingly easy to break something off if it is impacted or if a high powered engine suddenly fires at full throttle. Health doesn't drain away in this case, however it adds a new dimension to "Deadly Reentry." Heat (Reflectivity) Certain heatshields work by being mirrors and not sweaters or ablators. (See: Icarus ship in the Sunshine movie.) A shield in this case is ideally only useful for reflecting light and heat from a star, and would be appropriate for the likes of Parker's Solar Probe. If appropriate and if KSP allows, this may be as simple as giving the part an emissiveConstant value > 1 so that it's exceptionally radiative, and values for the keys concerning insulation which will lessen the part's ability to exchange heat with other parts. If I have the right image, a mirror heatshield is very slow to absorb heat and very quick to emit or reflect heat. However, it should not allow to be used as a cheaty new form of radiator or reentry-rated heatshield. This may easily be done by giving it a very low dynamic pressure rating (as in deployable antennas). Cryo-Hazard A big one that's been sorely overlooked by Squad. Parts (including kerbals) should have a defined lower temperature limit (skin and internal, not too far from Kerbin's ambient temperature of roughly 290K). If the ambient temperature (especially on splashdown, as in cryogenic seas) is extremely far below these limits, the part will suffer module failure or instantly shatter. Module failures here may possibly be unfixable unlike from debris impact. Parts that have extreme lower limits ideally should not also have good overheat resistance. Thermal gradients become serious business. Visualization: There's no special effect to add here. Relativistic Speed Impact This one only becomes important to vessels using reaction engines to travel interstellar. As your ship reaches speeds measured in fractions of c, you face the debris field mechanic in a different and more aggressive way-- a constant rain of micrometeor impacts, which brings relevance to whipple shields in KSP. The faster you go, the harder you're hit by even the tiniest of objects, and the more frontal surface area you have, the more impacts and DPS you have to face. The more you have to face will add up to saturation from relativistic impact forces. If your frontal surfaces start saturating, their health chips away, so you'll have to watch your cruise speed, buff the shield somehow, or add ablative layers. Whipple shield parts would have the unique property of having resistance to the relativistic virtual masses that fire at it during these speeds. Any other parts, if struck by a single relativistic virtual mass object can be blown off or melted, not being recognized as able to withstand it. Whipple shield parts would be expected to come not only in the form of frontal shields, but a suite of modular pieces like stock structural panels so that you have plenty opportunity to get creative with your armor design. Visualization: The frontal surface of your ship could be peppered by little flares representing explosions of the tiny masses on impact. Some heat could be picked up as a side-effect. This is not necessary at all but only for a hint as to where you're being hit and could be switched off by default. ... Documentation I was asked by @ValiZockt to produce documentation for stats that would be immediately important in the VAB info window or the PAW. So I created it. OneDrive link. I'll add concept writing for configuration options for planets later, but these options near-entirely borrow from how Kopernicus' HazardousBody module works. This module can already assign heat zones to planets via: altitude + latitude + longitude curves, grayscale texture (heat map), biome filters.
  3. Hello, I've been searching for a collision simulator for planets that uses SPH (Smoothed Particle Hydrodynamics not SpacePlane Hangar. A.k.a it fragments fully on collision.). I haven't found any though. US2 doesn't use SPH collisions. But does anyone know any that are publically available? Example video below: And a channel with a few: https://www.youtube.com/user/joetaicoon/videos
  4. I was playing a career and had a contract to recover some debris from orbit. I saved my recovery vessel and named it "Kessler's Revenge" which afterwards got me wondering just how bad can it be or get if you don't recover destroy or minimize your 'spare' parts. Normally I just delete any parts from the tracking station and don't think about it. I always found that the debris gets rather annoying when trying to find something or click on the right track etc. So I started a new game and haven't been doing anything to get rid of it just to see how bad it can get. OK I may have wanted to use a mod but Kessler sounds better lol. So far all I have noticed is more activity in KEO in the odd object in sight or passing by. What I am curious about is just how bad could it get by the time you exhaust that career play through. Has anyone left all the junk flying long enough for it to develop into a actual problem? Not trying to prove or disprove the theory just curious as to effects in game mild or wild.
  5. I know, I know not allot of people like Dres. But who said that it is not interesting?! I’m going to speak about Dres’s strange color. If you did visit Dres you may have seen contrast of color on the surface. Dark brown flatlands and then bright grey mountains appear suddenly. But what could cause such contrast? My hypothesis is that Dres is a remnant of ancient collision. It struck large object which had different composition. Material mixed and made Dres look different. It explains a lot of canyons and valleys on Dres’s surface.It can be a salvage of Dres's orbital inclination and realtively small size(i know that some collison make more mass, but hey! some doesn't!) It also explains asteroids that orbit dres. If I could make a flyby of them I could see the composition of asteroids and potentially find out what was Dres like beforer the collision If you are interested how such hypothesis came into my mind check out an article about Iapetus saturn's moon-https://en.wikipedia.org/wiki/Iapetus_(moon) it is pretty cool! And agin i am looking for more interesting hypothesis of yours!
  6. http://nationalreport.net/halleys-comet-hit-earth-2061-experts-warn/ Not sure if this is some misguided repurposed bovine waste, or actually real. In 2061, Halley's Comet has an 80 Percent Chance to hit Earth, causing another mass extinction- this is because of a perturbation from Uranus, whose gravitational impact was the strongest due to the "Puck Effect". Not sure if this is actually a thing, but the "Puck Effect" is a effect that occurs when Puck, a moon of Uranus, gets a lower orbit, and increases Uranus' net gravitational influence. And this is not a conspiracy website either, reporting this. The Guardian reported on this too.
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