Kerbal Space Agency - Advancing technology today, for a better tomorrow.

Started by Jarhead0331, September 25, 2012, 08:00:22 AM

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steve58

Government is not the solution to our problem—government is the problem.   Ronald Reagan
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not.   Thomas Jefferson
During times of universal deceit, telling the truth becomes a revolutionary act.   George Orwell  The truth is quiet...It's the lies that are loud.   Jesus Revolution
If you ever find yourself in need of a safe space then you're probably going to have to stop calling yourself a social justice warrior. You cannot be a warrior and a pansy at the same time   Mike Adams (RIP Mike)

Jarhead0331

Grogheads Uber Alles
Semper Grog
"No beast is more alpha than JH." Gusington, 10/23/18


Nefaro

Finally got around to watching some of the newer vids for KSP.  May get around to starting a new game before long.

The only question I have is regarding Mods.  I don't want to get on the "Mod Soup" kick, but there are a couple UI mods I've seen people using. 

One lists the Peri/Apoapsis distance and altitude info as data blocks without the need to check the map view.  I think this is a mod, but it's been awhile since I played stock so not sure.  The other is the interactive window for fine-tuning your burn nodes, which is almost definitely a mod. 

Those are probably all I really want at the moment.  Minimalist.  I don't know the names of these, but I'll dig around the mods and try to find them before I begin.  But if there is another related UI mod that you guys find a must, let me know about it.

Kushan

Quote from: Nefaro on May 26, 2015, 06:59:22 PM
Finally got around to watching some of the newer vids for KSP.  May get around to starting a new game before long.

The only question I have is regarding Mods.  I don't want to get on the "Mod Soup" kick, but there are a couple UI mods I've seen people using. 

One lists the Peri/Apoapsis distance and altitude info as data blocks without the need to check the map view.  I think this is a mod, but it's been awhile since I played stock so not sure.  The other is the interactive window for fine-tuning your burn nodes, which is almost definitely a mod. 

Those are probably all I really want at the moment.  Minimalist.  I don't know the names of these, but I'll dig around the mods and try to find them before I begin.  But if there is another related UI mod that you guys find a must, let me know about it.

I think Kerbal Engineer or MechJeb is what your looking for.
PanzersEast: Have to think to myself.... will I play the first one by the Winter Sale?  Probably not, then I should remove Dragonfall
PanzersEast: but that is thinking too logically.... and Steam Sales are about ignoring Logic

---
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YouTube Channel
Twitter - @KushanGaming
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Command Northern Inferno Let's Play

Nefaro

Quote from: Kushan on May 26, 2015, 08:09:38 PM
Quote from: Nefaro on May 26, 2015, 06:59:22 PM
Finally got around to watching some of the newer vids for KSP.  May get around to starting a new game before long.

The only question I have is regarding Mods.  I don't want to get on the "Mod Soup" kick, but there are a couple UI mods I've seen people using. 

One lists the Peri/Apoapsis distance and altitude info as data blocks without the need to check the map view.  I think this is a mod, but it's been awhile since I played stock so not sure.  The other is the interactive window for fine-tuning your burn nodes, which is almost definitely a mod. 

Those are probably all I really want at the moment.  Minimalist.  I don't know the names of these, but I'll dig around the mods and try to find them before I begin.  But if there is another related UI mod that you guys find a must, let me know about it.

I think Kerbal Engineer or MechJeb is what your looking for.


Thanks.   I know MechJeb has some of those pop-up windows with the detailed UIs, so maybe the Node Tuner was in that. 

I recall Kerbal Engineer only gives extra UI readouts when you're in the Assembly Building, regarding build stats.  But that may be wrong because I've not tried either since last year.

Will investigate.  I kinda expected another KSP patch to come along since the May 5th one but I dunno now.

Kushan

Quote from: Nefaro on May 26, 2015, 09:48:09 PM
Thanks.   I know MechJeb has some of those pop-up windows with the detailed UIs, so maybe the Node Tuner was in that. 

I recall Kerbal Engineer only gives extra UI readouts when you're in the Assembly Building, regarding build stats.  But that may be wrong because I've not tried either since last year.

Will investigate.  I kinda expected another KSP patch to come along since the May 5th one but I dunno now.

Kerbal Engineer has part that adds flight information. Used to be a mod that added it into the capsules themselves, so you didn't need the part.
PanzersEast: Have to think to myself.... will I play the first one by the Winter Sale?  Probably not, then I should remove Dragonfall
PanzersEast: but that is thinking too logically.... and Steam Sales are about ignoring Logic

---
Twitch Channel
YouTube Channel
Twitter - @KushanGaming
Discord Chat
Command Northern Inferno Let's Play

Nefaro

Quote from: Kushan on May 26, 2015, 10:56:42 PM
Quote from: Nefaro on May 26, 2015, 09:48:09 PM
Thanks.   I know MechJeb has some of those pop-up windows with the detailed UIs, so maybe the Node Tuner was in that. 

I recall Kerbal Engineer only gives extra UI readouts when you're in the Assembly Building, regarding build stats.  But that may be wrong because I've not tried either since last year.

Will investigate.  I kinda expected another KSP patch to come along since the May 5th one but I dunno now.

Kerbal Engineer has part that adds flight information. Used to be a mod that added it into the capsules themselves, so you didn't need the part.

Awesome.  Thanks!

steve58

KSP 1.0.3 is out...

http://forum.kerbalspaceprogram.com/content/346


=================================== v1.0.3 ============================================================

New:

Parts:
* Added five new Radiator parts, three of which are deployable.

Bug Fixes and Tweaks:

Misc:
* Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial.
* Made part's internal highlighter much more efficient.
* Disabled flashing highlighter in temperature gauges. (fixes memory leak with temperature overlay)
* Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values.
* Fix for horizontalSrfSpd being incorrectly calculated.
* Fixed unfortunate typo in the Docking Tutorial.
* Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors.

Thermal:
* 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes.
* Parts now have separate internal temperature and skin temperatures.
* Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage.
* Part internal temperature is increased by modules that generate heat and is used for part-part conduction.
* Part internal and skin temperature also conduct between each other.
* Solar panel efficiency is now calculated based on skin temperature.
* When in an atmosphere, there is a divide between the exposed (to convection) and unexposed skin temperatures.
* When not in an atmosphere, only one skin temperature is tracked; the two temperatures are unified on atmosphere exit.
* Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature).

Physics:
* Added curve to control drag coefficient exponent to DCL and Physics.cs
* With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to match.
* Convection velocity exponent raised to 3.3 to increase reentry heat, as well as convection factor.
* Convection min area typo corrected.
* Newtonian convection kept pace with hypersonic convection.
* Drag curves modified to lower transonic hump.
* Wing curves modified to lower change in drag based on deflection.
* Calculation of exposed area for convection fixed, spaceplanes no longer get as extreme heat.
* Flight integrator: allow setting of newtonian density exponent (default 0.5) and use density or density^exponent whichever is greater.
* Broke radiation into two parts, you get the regular background temp on your face not exposed to reentry flux, and the very high reentry one for the area that is.
* Clamped convection correctly so you will never pass external temperature.
* Added a factor to simulate the switch from laminar to turbulent flow (in layman's terms, if you're going too fast too low, you get a massive boost to heating). That corrects so steep reentries are in fact deadlier than shallow ones.
* Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill chutes), buffed heat shields for new heat loads. Changed burn/rip numbers for drogue chutes.
* Parachute module updated to use the new convection code.
* Skin temperature variables are controllable on per-part basis.
* Sped up Flight Integrator slightly by minimizing repeated loops through parts.
* Better compute various vessel values This should lower phantom orbit changing and wobble!
* Remove thermal mass as a factor in conduction rate: what matters is area.
* Add conduction between parts' skins (as well as between the internals of parts, between a part's internals and its skin, and between the exposed and unexposed skin of a part, all of which were already in.)
* Fix some small issues in conduction (better clamping), sped it up slightly.
* Fixed issue with radiation (no longer have to use dirty hack to prevent parts blowing up).
* Lowered skin thickness slightly globally, made magic number sane (part.skinMassPerArea is now in kg/m^2).
* Added Hsp (resource thermal mass value) to Ore resource.

Parts:
* Updated Mk1 Inline Cockpit model.
* Further decrease in LV-N heat production.
* Rebalance of SRB for the new drag changes.
* KR-2L description updated, mass to 9t, SL Isp to 255.
* Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet Isp halved due to increased fuel quantity and lower drag.
* Lowered LV-N heat a bit, still a bit hot.
* Edited KS-25x4 "Mammoth" engine description.
* Update description of radial-mount engines to recommend use for extra attitude control.
* Mk1 fuel tank: uses same dry mass fraction and resource filling compared to its LFO counterpart as Mk2 parts do.
* Radial attachment point cost lowered.
* Shielded docking port radial attach node fixed.
* Aerospike mass lowered as a buff (it needed a buff to compete with late-tier engines) and tangents fixed.
* Heat shield thermal mass modifier increased to 0.05 to deal with increased heating. Max temp lowered to 3000 to avoid totally overpowered radiation heatloss.
* Mk3 cargo bays have override cubes (they got missed when cargo bays got custom cubes) - should now have expected drag.
* New large landing gear have override cubes (cubes were reversed).
* Mk3 parts have breaking forces/torques specified and should no longer break on landing.
* Mk2 cockpits have same breaking force/torque as other Mk2 parts.
* Ablator resource heat capacity increased.
* Rebalanced LV-1 to have Sea Level ISP of 80.
* Rebalanced Poodle to have Sea Level ISP of 90.
* To fix spaceplane vs pod reentry and better allow hot reentries, temp is separated between part internal temperature and part skin temperature.
* Fixed some occlusion issues. Occlusion is now over-generous rather than under-generous.
* Buffed heat resistance of spaceplane parts.
* Added in CoL and CoP offsets for wing parts, no longer at the attach node.
* Fix for ablator and configs not taking skin temp into account.
* Fixed Radian vs Lat/Lon bug in Overlay and made displays more consistent.
* Fixed potential exploits with sci lab.
* Removed transparency and added direct-attach node to heat shields.
* Balanced heat shields for skin temps. A Mk1-2 straight-in reentry to Eve starting at 6.5km/sec surface (more orbital) is just barely survivable (ablator fully depletes), and regular Eve and Kerbin Munar reentries deplete about 1/6 to 1/4 the shield.
* Added a tuning factor to conduction between parts with different shielded states, so a cargo/service bay won't conduct much to parts within it. Since radiation is disabled for parts within bays, they'd just increase in temperature with no way to cool during reentry, and parts in bays would be the first to blow up on reentry.
* Upped non-drogue chute default full-deploy altitude since pods were crashing before the chute fully opened.
* Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is now around 290m/s at sea level rather than 250). Increased the time to fully deploy slightly so less of a G shock.
* Increased max temp of linear RCS, slightly decreased max temp of RCS quad.
* Tweaks to fairings to change the skin:internal thermal mass distribution, and better protect parts inside fairings and cargo bays.
* Not-Rockomax Micronode side stack nodes corrected.
* Parachutes now have deployment warnings in the Part Action menu, when it's safe to deploy etc.
* Halved intakeAir requirements for jets. Slightly raises service ceiling, mainly helps mitigate flameouts due to resource transfer issues.
* Balanced thermal mass of drogue chutes to correct max opening velocities.
* Attach node refinements on Wing Connector Type A and Structural Wing Type A.
* Removed drag from Intake context UI.

Modding API:
* flow multiplier curves can multiply thrust rather than flow.
* Added method to convert string to ConfigNode.
* Un-hardcoded altitude for navball velocity indicator to change modes.

FX:
* Heat animations for engine nacelles and 1.25m intakes.
* SR-71 style exhaust flame for TurboRamjet.
* Nose and tail cones heat animation.
* Fixed incorrect transparency on the letter P on the UKSA flag.

Government is not the solution to our problem—government is the problem.   Ronald Reagan
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not.   Thomas Jefferson
During times of universal deceit, telling the truth becomes a revolutionary act.   George Orwell  The truth is quiet...It's the lies that are loud.   Jesus Revolution
If you ever find yourself in need of a safe space then you're probably going to have to stop calling yourself a social justice warrior. You cannot be a warrior and a pansy at the same time   Mike Adams (RIP Mike)

Silent Disapproval Robot


Capn Darwin

I'm bumming that there is no fix for the aerodynamic center bug on rocket bodies. :'(
Rocket Scientist by day, Game Designer by night.

steve58

...and KSP 1.0.4 is now available. 

Quote
We've just released a small patch to resolve an issue some users were having with craft in saves created in KSP 1.0.3 that were not loading properly, and became uncontrollable.

If you were not experiencing this issue you won't need to update to 1.0.4, though Steam users will see this update applied automatically. The patch is now available on Steam and through our website, with other services following shortly.

http://forum.kerbalspaceprogram.com/threads/126423-1-0-4
Government is not the solution to our problem—government is the problem.   Ronald Reagan
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not.   Thomas Jefferson
During times of universal deceit, telling the truth becomes a revolutionary act.   George Orwell  The truth is quiet...It's the lies that are loud.   Jesus Revolution
If you ever find yourself in need of a safe space then you're probably going to have to stop calling yourself a social justice warrior. You cannot be a warrior and a pansy at the same time   Mike Adams (RIP Mike)

steve58

Squad has released the second official mod:  Asteroid Day!

Quote
Introducing Kerbal Space Program's second official mod: Asteroid Day! We've partnered with the B612 Foundation to bring you this mod which will give you four new parts, a new experiment, and a unique contract.

The Sentinel Infrared Telescope mimics the real world Sentinel mission being planned by the B612 Foundation, which plans to map 90% of the larger asteroids threatening Earth's orbit sometime between 2018 and 2024. Due to sun glare it is difficult for telescopes on Earth to observe objects passing on the planet's day side. Deploying a telescope into a solar orbit near Venus and facing it away from the Sun, back towards Earth's orbit, would cover that blind spot.

Your mission will be to recreate this mission profile in Kerbal Space Program, deploying a telescope around Eve's orbit. When deployed with an antenna and a power source between Eve and Kerbin, aligned to face away from the Sun, and activated, the telescope will begin to map the orbit of the outer planet in a 200° vision cone for passing asteroids.

Other than the telescope itself, you will have three new parts to make your unmanned missions more enjoyable:
The HECS-2 Probe Core comes with integrated batteries and SAS, to make building a compact Sentinel probe much easier.

The OX-STAT-XL Photovoltaic Panels are a much larger version of the stock solar panels, for larger probes.
The HG-55 High Gain Antenna can transmit larger amounts of data than any of the existing antennae in the game.

This pack also includes a long-term contract to map asteroids around Kerbin as well as other planets that match various specifications. It differs from other contracts in that it encourages the use of existing infrastructure. It does not require a new vessel for each contract, and each scan is faster with more telescopes deployed.

Mod is available here: http://www.curse.com/ksp-mods/kerbal/232196-asteroid-day
Government is not the solution to our problem—government is the problem.   Ronald Reagan
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not.   Thomas Jefferson
During times of universal deceit, telling the truth becomes a revolutionary act.   George Orwell  The truth is quiet...It's the lies that are loud.   Jesus Revolution
If you ever find yourself in need of a safe space then you're probably going to have to stop calling yourself a social justice warrior. You cannot be a warrior and a pansy at the same time   Mike Adams (RIP Mike)

BanzaiCat

Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.

Huw the Poo

Quote from: Banzai_Cat on July 01, 2015, 04:21:57 PM
Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.

Same here.  For once I'm showing remarkable restraint.  I love the idea of the game but the combination of an easily-distracted mind and limited playtime means I'll probably see about 1% of what the game has to offer.  There's just no point buying it, as much as I want it.

Rayfer

Quote from: Huw the Poo on July 01, 2015, 05:04:35 PM
Quote from: Banzai_Cat on July 01, 2015, 04:21:57 PM
Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.

Same here.  For once I'm showing remarkable restraint.  I love the idea of the game but the combination of an easily-distracted mind and limited playtime means I'll probably see about 1% of what the game has to offer.  There's just no point buying it, as much as I want it.

+1 HtP.