![]() ![]() I mean Kerbalnauts.Īfter you build colonies on lets say Minmus and one has little food and the other has a lot then you don't want to fly back and forth all the time, do you? FEAR NOT!! As you can automate your ships to do that for you using the new "trade routes" system. Kerbals can have Kerbal kids on your colonies when you build a nursery making new disposable test subj. SheevSpinner What I kinda meant to say is that they’re not really intended Ah. May not be officially supported, but I have had no problems. I've been playing 1.12 with those mods fine. It’s time for Kerbals to become a type 2 civilization!"Īfter Building Colonies O2 and food Īfter you build your colony you might worry about you kerbals might die from lack of food (yes you'll need food) or lack of oxygen (need that too) DON'T WORRY!!! if you run out a resource your kerbals will become terribly inefficient but they wont die.Ī major part of KSP 2 is the new fuel sources (main known one being metallic hydrogen), however it has been stated in the feature videos that one of the driving factors of creating colonies is for fuel refinement, basically pushing you to make colonies in order to access the more exotic fuels that are in the game. SheevSpinner KIS / KAS doesn’t work with ksp 1.12. Eventually, these colonies become advanced enough for vehicle construction, propelling them towards deep space and beyond. ![]() Gather resources to construct buildings, space stations, and habitations, as well as find and process unique fuel types. "Long term colonization of celestial bodies has become a priority for Kerbalkind. More Info About Colonies, From A KSP Loading Article, Reads: These colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. "Brand new to Kerbal Space Program 2 are colonies. ![]() 2.3 Kerbals in uhhhh in their private time.įrom the game's steam page, the description about colonies reads:.Renamed FARWind to FARAtmosphere and added overrides for gas propertiesĠ.16.0. Reduced submerged lift and drag, multipliers are controlled by FARConfig/Settings/submergedMultiplier with default value of 0.25 Improve KSPWheel support for the toggle gear button, thanks #128įix crash due to log messages from voxelization worker threadsĠ.16.0.4V "Mader"-įixed NREs with potatoroids, thanks #127Īdded massOverride to FARWingAerodynamicModel that fixes the module mass to the set value, with thanks to #126Ġ.16.0.3V "Mader"-įixed picking up fairing would invalidate voxelization until reopening VAB/ SPHįixed navball displaying wrong speed after switching back and forth from IVA view #112įixed voxelization error when a part is placed in the editor but not attached to a shipĠ.16.0.2V "Mader"-Īdded Dynamic Deflection for Control Surfaces Option #110, Mk1pod.v2 voxelization by switching to mesh voxelization, colliders were missing top and bottom planes resulting in shell-only voxelization Kethane drills are easier to deal with, and scanners more in line with the application. For instance, the Spherical launchpads, while heavy, were a lot more compact and easy to get around. _FARPartModule also recognizes ModuleRestockLaunchClamp, thanks #129 This has always been an issue with the stock EL parts. ![]() Body lift - All parts lift: a fast enough brick will fly, if not that well.Ġ.16.0.5V "Mader"-įAR aerodynamic are now presets MM-configurable #130.Supersonic planes will need to properly area rule themselves for optimum flight characteristics. Mach Effects and Area Ruling - Lift and drag will vary as expected with Mach number.Can put planes into tailspins, flat spins, and cause crashes. Stall - Passing the critical angle of attack suddenly reduces lift and greatly increases drag.Wing Effects - Realistically adjusts lift based on wing position and configuration: wingtips lift less and drag more than wing roots.Build a hollow shell, and close it up, and everything inside it will be protected from the airflow as it should. Emergent Fairings and Cargo Bays - The voxel model method FAR uses allows for the actual shape of the vehicle to play a role in how lift and drag are applied.The shape of the vessel as a whole, not individual parts, controls drag, so shape the vessel as you see fit. Shape-Based, Vessel-Centered, Aerodynamics - Long, thin shapes drag less than wide, flat shapes, and smooth changes in body width reduce drag. ![]()
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