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  • [[Category:Science/it]]
    2 members (0 subcategories, 0 files) - 01:50, 24 January 2020

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  • [[File:How Hard Can It Be.PNG|thumbnail|How hard can it be?]] ...tructions on how to get to another planet or moon without all the waiting (it is not necessary to wait for your target planet to reach you) by Gregory Be
    14 KB (2,104 words) - 11:22, 9 October 2023
  • ** This launcher is disliked by most of the community, and it has been criticized for containing ads for KSP2, not being useful, eating R * Ported to Unity 5, should lead to improved physics and performance
    80 KB (12,291 words) - 00:25, 12 January 2023
  • ...s, []'s, or it looks like programming, the config is using Module Manager. It is well documented [https://forum.kerbalspaceprogram.com/index.php?/topic/5 ...ven though Squad themselves are horribly inconsistent when building parts, it is best to have the name of the folder, and the names of each of the meshes
    58 KB (8,218 words) - 06:31, 2 January 2022
  • ==Physics== Before we get into the details, a few physics facts. Namely, center of gravity, point of action and how they matter.
    18 KB (3,415 words) - 01:34, 8 August 2019
  • ...phere of influence and no others. This section also assumes that classical physics applies in the game. All distances and radii are from the center of the bod ...gative. If it is positive then the thrust is to speed up the craft but if it is negative the true delta v is the opposite of that in the problem but the
    6 KB (1,227 words) - 19:50, 2 May 2019
  • ...charge, that will sever the structural linkage between itself and whatever it's connected to. ...when activated will jettison the decoupler as well as anything attached to it, much like the [[TD-12 Decoupler]]. Visually, the decoupler's legs are left
    3 KB (508 words) - 20:12, 24 July 2021
  • ...[[Decoupler]] that allows for staging rockets vertically and in sequence. It is also the only stack decoupler in the demo version of the game. ...side of the rocket - the side facing away from the arrow on the decoupler. It is primarily used for jettisoning spent stages or drop tanks with a 1.25m n
    2 KB (255 words) - 14:58, 19 August 2018
  • ...often require more. It has "<code>PhysicsSignificance = 1</code>", making it a [[physicsless part]] that adds its mass and drag to its parent part. |The recent discovery of a third law of physics made it possible for STEADLER Corps engineers to produce these small monopropellant
    2 KB (322 words) - 00:14, 12 July 2021
  • ...}}} < 0.04 | 5 | 2 }} }}&nbsp;{{Dict|t}} {{{mass note|}}}{{#ifeq: {{lc:{{{physics insignificant}}}}}|y|{{#tag:ref|{{Infobox/Part/Dict|Massless}}|name="phyins ...ine|{{Infobox/Part/Dict|Drag}}|{{{drag}}} {{{drag note|}}}{{#ifeq: {{lc:{{{physics insignificant}}}}}|y|{{#tag:ref|{{Infobox/Part/Dict|Massless}}|name="phyins
    8 KB (1,118 words) - 18:06, 7 October 2022
  • ...unt for the boosters, fuel tanks, and pods. When assessing your tris count it's necessarily to keep in mind you want an optimized number. You want to hav ...use the PartLab, available on the download page, to check the progress/if it's right.
    14 KB (2,361 words) - 22:00, 26 May 2024
  • ...'s probably a good time for the re-org. To avoid having too many columns, it's probably best to just list the Isp values in seconds at 1 atmosphere and :: Demo parts split off, though they'll need a new partbox. Oh, well. It's a start.
    58 KB (9,534 words) - 17:35, 8 September 2023
  • ...orm is used to define the orientation of a vessel for controls and gauges. It defines which way is 'up' or 'forward' or which way pitch rotates, for inst |desc=The current velocity of the Unity physics rigidbody.
    21 KB (2,369 words) - 21:22, 21 April 2021
  • ...puts. In particular, it lets you register a function to be called once per physics frame that can modify the flight control inputs. Note: this is not a complete listing of the class's members. It includes only the members that someone has figured out how to use and writt
    2 KB (292 words) - 15:43, 22 January 2020
  • * New values for physics global drag and lift multipliers. * If the game cannot find an agent listed in the save file, it will pick a random agent.
    4 KB (535 words) - 18:50, 17 March 2017
  • ...slightly misaligned or misplaced on the ship which would in turn cause the physics engine to detect the parts breaking off or colliding. ...bugs that are attributed to the Kraken bug but are actually the result of physics glitches.
    40 KB (6,889 words) - 10:47, 25 May 2024
  • ...r planes; the gear can be retracted, massively reducing the amount of drag it generates. :* Since then, not only has the LY-10 made physics significant, but the definition of massless has also been updated to the cu
    2 KB (388 words) - 05:34, 18 September 2021
  • ...craft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) t '''IT:'''
    4 KB (627 words) - 13:46, 14 January 2024
  • In to KSP, there are many terms pertaining to orbiting and physics that often can be confusing to non-technicians. In addition, various other ...units long, starting from the origin (zero, angle does not matter because it is a point with no length) and ending at a point 35° from the base axis (t
    23 KB (3,789 words) - 18:25, 21 June 2021
  • ...ell as describe how to complete your first launch and return successfully. It will also attempt to introduce various common science and engineering [[ter The main rules for getting an object into space from [[Kerbin]] and keeping it there (which is called achieving a stable orbit) are fairly easy to explain
    30 KB (5,132 words) - 00:52, 27 January 2020
  • ::Unfortunately not because it's in a part of the forum that is not publicly accessible. - <small>&#91;[[U ...ried to search for it in the forum but I can't find it. Unfortunately that it is not publicly available. — [[User:XZise|xZise]] <small>&#91;[[User talk
    28 KB (4,688 words) - 02:24, 23 May 2024

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