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Real solar system visual enhancements
Real solar system visual enhancements











real solar system visual enhancements

  • what's the purpose of this break even graph?.
  • Before Kerbin - 2 Billion Years before Stock.
  • What funny/interesting thing happened in your life.
  • Ask the Mods questions about the Forums!.
  • stuck in low minmus orbit with no option to undock.
  • Antenna Helper : In-Game Antennas Ran.
  • KSP Interstellar Extended (KSPIE) 1.16.1 (.
  • The Saga of Emiko Station - Chapter 88 - On the Beach.
  • Serious Scientific Answers to Absurd Hypothetical.
  • Tantares - Stockalike Soyuz and MIR [.
  • The World Beyond | 100 worlds in a dis.
  • I understand not being able to create maneuver nod.
  • SSTULabs - Low Part Count Solutions (.
  • Sci-Fi Visual Enchancements V-1.3 (high perfo.
  • Kerbfleet: A Jool Odyssey-CHAPTER 20 pg 7: I am ne.
  • Where does a Kerbals "experience" live?.
  • StarMods: Cetera's Suits for TextureReplacerReplaced!.
  • Any way to restrict a module to a part?.
  • The Kerb-ball Run: Driving From KSC to KSC2/Baiker.
  • Firespitter propeller plane and helicopter parts v.
  • (USA) Working Capital Funding - All Credit - Minim.
  • Which is the better Tax election for Single-Member.
  • 23 year old successful real estate wholesaler look.
  • Sea level engines have nozzle optimized for higher atmospheric pressure which generally results in lower isp but a much tighter isp range (and thus better constant thrust) where vacuum nozzles are pretty much useless at sea level because they have troubles overcoming the pressure of the atmosphere.Whats your favourite engine in KSP? Rather than being sneaky the game designer (in this case, NathanKell, IIRC) was just basing the new engine values on how actual, real world rockets work. It really wasn't that bad but there were definitely some engines that got pretty much zero use, unlike the current version where every engine can play a role because they're much more homogeneous. Before 1.0 the engines were a mess of values that tried to fit into niches and they didn't do that very well, not the least because there are really only two "niches" for rocket engines because of how de Laval nozzles work. I dimly recall NathanKell mentioning he used a formula to rebalance the engines around 1.0, and it was likely related to his spreadsheet for RealFuels (or the actual spreadsheet) because he also based the current values on the theoretical maximums of Aerozine50/NTO engines IRL (which fits pretty nicely into vanilla KSP for various reasons).













    Real solar system visual enhancements