12/22/2023 0 Comments Kerbal space program loud and clearA vehicle in Kerbin's atmosphere would require 3 times as much parachute area to attain the same descent rate on Eve. Parachutes work very effectively in Eve's dense atmosphere. Heat shields are required to prevent destructive overheating. For an intercept originating from Kerbin, it appears that, under most conditions, the intercept periapsis should be about 65±5 km. The periapsis altitude required for a successful aerocapture depends on the spacecraft's drag characteristics, its approach velocity, and the desired apoapsis of the resulting orbit. The thickness of Eve's atmosphere makes it well suited for aerobraking from a high-speed interplanetary intercept. With my refueling station orbiting Kerbal finally operational and filled to capacity, I have a feeling other planets need to be on their guard. I have ample room for improvement no doubt, but I feel some major steps for all Kerbal kind were taken today. I didn't rely on any addons to hold my hand for me, or follow anyone else's blueprints to create a worthy vessel. I'm a KSP noob (as you might expect from my being excited about an excursion to Minmus) but I actually feel accomplished from having done that. After a long return journey, Jeb and Bill safely touched down near a northern mountain range on their home planet. This was my first time experiencing mining/processing in KSP but it REALLY seems worthwhile and I'm glad I planned ahead. On Minmus I was able to mine/process myself vastly more fuel than needed for the return trip. I ran out of fuel on the descent but thank god I was able to decelerate enough to avoid any explosions. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook.Well I just landed on Minmus for my first ever successful mission landing somewhere other than Kerbal. You can learn more about it here and there will be great giveaways for you as well! We will make all the collectibles available again after the contest is over. On another note, the KriSPmas Present Delivery Event continues and tomorrow we’ll have our grand finale with 10 hours of streaming content on KSPTV ! With the participation of Avera9eJoe, Akinesis Gaming and TheBeardyPenguin.įinally, we to remind you that the Kerbal Kalendar initiative goes on for its last week, where we will be uploading little collectibles in our forum. In like manner the secret design and art work continues, we’re dying to tell you what it’s cooking in the ovens, but you’ll need to be patient! Devs also worked on some pending Text Mesh Pro labels for localization and finished off the contract backstories work. This week the devs have also been busy working on the name generator, taking into account the feedback you shared with us in the past KSP Weekly. This also applies to the Fuel Line parts. This was in fact fixed as part of other work: Struts have been updated with a new model, you can now select both ends of the strut to relocate them and also you can tweak them individually. One older issue that has not been specifically mentioned in our release notes, is that of struts being left hanging in mid air in the editor. Planning for the next big thing has also been taking up our time. The rest of the time has been spent on checking test cases and exploring solutions to some older bugs. and that is what some of them have been up to this week. Similarly, developers “need input” as Jonny 5 might say. ![]() Lastly localization testing continues on all fronts. Additionally, the team has been looking at just why radiators don’t cool your spaceplane (Players Tip: pull up, you don’t need radiators), and some radiator balance suggestions from Foamyesque. On other news, the QA team has been involved with lots of drilling (not the dentist), but diagnosing (via git bisect) an issue with runaway temperatures with drills on asteroids, so that the developers have all the info they need to quickly find and solve the issue. We will consider the possibility of adding support for keyboards, but we can’t make any promises yet. We are open to suggestions on the controllers, so if you have one, report it as feedback on the tracker and we will take a look at them. Blitworks is working on a new controller scheme which our QA team will be testing and giving feedback to. We also noticed that some players had some questions that we want to answer: The non working achievements/trophies will be fixed on the next update. Past tuesday, we released long awaited news regarding KSP on consoles, where we shared that Kerbal Space Program 1.2.2: Loud and Clear! will be released for consoles next year and that we are working hand in hand with BlitWorks to make this happen with the highest quality standards possible. Welcome to KSP Weekly, everyone! It’s been an exciting week full of news, events and kerbalness! Let’s dive into the details, so, without further ado, let’s begin!
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