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h0yer

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Everything posted by h0yer

  1. You could try 'Stage Recovery', it certainly can recover boosters with chutes and even do semi-powered returns/landings of the core stage, if enough fuel is left and if it has some means of control. But it does this in the background, with much less 'simulation', just terminal velocity calculations and drag from the chutes. Dropped stages still 'disappear', when falling below that altitude, but they don't just get deleted, you get the funds back. If you use KCT, you even get the parts back into your inventory for reusing them and speeding up production of rockets that use those parts.. And there is that 'flight manager for reusable stages', requires much more activity, since it makes different save-files, for jumping back and allowing to manually land the core booster, for example. There was once this Lazor mod pack, that allowed adjustment of that rendering/loading/simulation distance (between active and non-active vessels/debris), but I have no idea what happened to the mod and game mechanics have changed in those regards, if I'm not misunderstanding stuff.
  2. Hi! The UniversalStorage cores come with integrated LH2/LOX->gaseous converters (RO configs?), but they as well don't take their input from the boiloff, but I guess some code could be written, that just converts the boiloff into gaseous resources, if an appropriate empty tank is available. Basically a continuously running resource converter, that converts the boiloff amount into an empty matching tank. Boiloff 'losses' would then only occur, if the surge tanks are filled and the fuel cell not running. Maybe something like this could work somehow^^ A few thoughts/ideas regarding the RF core: Wouldn't it be an interesting challange to have to use some electricity to keep the catalyzers inside hydrazine thrusters heated, so they can work/not freeze? Thank for awesome stuff
  3. Whoa... I never realized someone updated them Awesome! Thanks for the link and sorry for all the confusion^^
  4. Hi! Would it be much work to add tiny markers to all vernier engines, so one can see in the VAB which way they sway^^ A little cross marking the axis would suffice, so one would just need to take care for all crosses pointing radially outwards. Interestingly, RCS build aid's vernier display cannot realy handle 1d gimbals that only sway around one axis. It makes them sway all ways, X and Y. Doesn't apply to the R-7 RD-10x verniers, because the tubing around the exhaust-bells can be used to see which way they need to be mounted. (Those aren't actual rocket engines, only the exhausts of the HTP driven turbopumps, open cycle stuff? Correct me if I'm wrong, still learning all that fascinating engineering stuff) I don't save them (R-7 and UR-500) as prefabs, I see it as some weird but funny ritual to always build them from scratch Thank you dude for all that awesome stuff, your R-7 and UR-500 helped me understand why they are such awesome rockets IRL
  5. Hi! Are you planning to give the soviet engine pack a little love as well? Have been enjoying them for quite a while, but each time RealStuff (RO suite^^) gets updated, they seem to degrade a bit in their functionality :-/ Not entirely sure, might as well be issues with the actual RF/RO configs. If it's the case, feel free to forward theese issues to the corresponding RealStuff-ppl. The engines still work, but now have in some cases wrong connection nodes (RD-120 bell node pe.), some have no indicated ignition limitiation, although RF and RO are installed and work as expected otherwise (correct fuels, sizes, other engines work perfectly, etc). The latest update made the NK-9 series disappear and the larger NKs lost all alternative configs Otherwise, thank you a lot for keeping all this stuff fresh, although I'm using only the engines
  6. Really funky stuff How about some purely electrodynamic systems? Drives that tie either into the electric or magnetic field of any arbitrary celestial object, if available. I think it would be quite simple to push off earth's magnetic field, if one has enough power available. Furthermore, electrostatic charging should come in handy if closely passing a positively charged body like our sun for example, one would just need to care for proper insulation, to prevent unwanted ESD. You basically need just a cathode ray tube to expel unwanted electrons from your vessel. Charge neutralization afterwards happens automaticaly by accquiring electrons from the interplanetary medium. Your'e positive, so you will again attract electrons. The expelled electrons usually won't come back to the charged spacecraft since they can be easily accelerated beyond any kind of escape velocity. It works as well the other way around, expelling positive ions, like in an ion drive, but without re-injecting electrons into the ion jet for charge neutralization. (The craft would be slowed down by the following attracting cloud of ions, which in itself would dissipate quickly, since all its parts repel each other. Depends on how far away you can hurl dem ions, if they stay away or come back after a while.) A downside of flying around negatively is one needs to consider for proton influx. Under the bottomline, one is virtually changing the mass of a vehicle by overlaying electrodynamics. Sun's gravity pulls, but equal positive charge between the sun and the spacecraft repell, slightly compensating the gravimetric forces. Propulsion without propelling stuff. Goes into the general direction of EMOND, I guess.
  7. Looks really nice already Here, a neat blueprint/pic I used to recreate the R-7 with mostly procedural parts, I hope it might be of use in your exercise... Have fun learning stuff, learing is always awesome, godspeed Long live(s) the R-7
  8. Would anyone that already has installed all necessary tools for making kspedia files interested in whipping up an RSS+RSSx delta-v map? Doesn't need to look fancy, just 'informative'
  9. You can of course 'borrow' single engines from addons like FASA or Raidernick's stuff or the good old Bobcat's soviet engines pack. Not sure if they all have proper RF configs, but they sure all have working RO-RF configs and are mostly buttless and have plenty diversity, soaring boosters or silently hissing vacuum engines, some even come with several different engine configs. The FASA engines can be acquired quite easily, just download the FASA modpack, install it, then delete everything not beeing an engine, same with Raidernick's addon suite. (R-7 = delight^^) To get Bobcat's soviet engines, you need to follow the white rabbit/fill in the missing mediafire link credentials from his release thread, they are still there, the DL links have merely been 'censored' because of funky reasons. (Grown ups not able to deal with sexy stuff from mediafire advertisements -.-) peace
  10. Oddly enough, it never even ran on my machine, it just bugs out on executing the executable^^ So I resorted to always manually installing and updating stuff, since several years now, especially in the case of this whole RealStuff(TM) endeavour, never encoutered a single issue on any install, even the half baked ones work^^ (half baked RVE) I have this 'rule' about external applications: If they reduce the amount of thinking process necessary to fulfill the general task, I don't use them. I like my thinking processes, I like hearing myself think^^ I even argue with myself while doing it If they reduce the amount of repetative dull clickety, I use them. I'm physically lazy. Very lazy... C'mon, I mean, it's just dragging and dropping labelled icons between labelled rectangular windows/more icons, you just need the very basics of computer haptics (moving a mouse/hitting buttons), the ability to read, and basic understanding about what goes where, and the will to read instructions, FAQs, how2stuffs, guides, and walkthroughs To reduce it further down to it's very essence: A handfull of named files dispersed over a handfull of named folders^ peace
  11. Scott uses CKAN on all of his yt-series... All of Scott's installs are messed up... All of Scott's series end due to messed up installs and degradation, currenty imminent... The causal linking seems almost obvious You have more parts because you are playing a more recent version than scott. (LSX, VSR, RP-0...) Since the latest version of KCT, all runways have the model/collider of the L3 runway, evading the unweildy bumpy 'road', but they still have the size and weight restrictions. I recommend manually downloading each and every single mod. Install only 'pure' mods, skip the bundled stuff, if a mod comes bundled with MM, CRP, RPM or what ever, don't install them, download those only from the original thread in form of their latest release. Don't install mods that currently 'barely' work, like remote tech, it's awesome, but currently not able to serve the player without causing more issues than gameplay challange. And 'prune' your installs, meaning deleting certain parts from certain mods that you surely won't need. (e.g. all addon fuel tanks, if using procedural stuff) I don't understand all this Manley fixation, it's just one media clown and private life exibitionist amongst many, although I must admit, his chatter can be quite soothing sometimes, when he's not squealing or screaming all of a sudden ckan works like a smartphone, it relies on the smartness of the person using it, the smarter you are, the less you will be in need of such things. peace
  12. Hi! I have an idea/request: (I hope it hasn't already been brought up yet, didn't study the entire thread^^) Introduce 'shipping' of built rockets between different launch sites. Shipping costs and time could be calculated derived from the mass of the dry rocket and its proportions (similar to mass/dimension restrictions of launchpads?) The type of transportation could be linked to some technodes. Starting with rail/sea ways, ending somewhere in air freighting in the end game (just quicker transportation times.) I think it would be interesting to have the ability to make one launch site a pure mass production center, shipping its rockets to launch sites all over the world. A minor issue I found: Clicking very fast on the launchpad arrows on the bottom of the VAB tab of the KCT window can lead to resetting the launchpad level back to one. (If having multiple launchpads built ofc.)
  13. Hi! Really interesting mod Have you considered making those parts procedural ones? Would work greatly with your mod I think. (Base/tip diameter, height, wall strength, ejector force, etc...) Less parts, more freedom in customization. Do the sylda extensions attach to the base below or to the payload on the base? (Just curious, haven't tried yet^^)
  14. The engines might be old and outdated, but they are still a wonderful addition, if playing RSS/RO, and there, they excel. And they still are perfectly supported by RF/RO. And btw, the terminated mediafire-links still work, one just needs to paste them in the browser, fill in the missing credentials and... suddenly, Советские ракеты...^^
  15. Heya! Found some bug with asteroid based experiments, not sure who/what might be the cause, but if I try to perform an X-ray-spectrometer analysis or a surface hydrogen analysis, while latched onto a roid via an InfernalRobotics ModelRework UtilitronGrasper (based on KAS,basically a small variant of a magnet/harpoon), it says the experiment cannot be performed. Soil moisture and multispectral scan while near the roid both worked just perfect Just arbitrary guessing: Could this come from different types of connections? Not sure how it actually works, but maybe other modes than grapple-node-based connections are not recognized by the experiments? Possible relevance: RoverDude's Asteroid recycling stuff (basically the whole USI package^^), EVE/SVE, InfernalRobotics-set Not even sure whom to adress with this, so please forgive me if you are not the droid I'm looking for KSP 1.1 win64
  16. ^^ Some minor thing: The probe core "Probodobodyne HECS2" is not recognized as probe core, it's the one from the official asteroid day addon.
  17. I found the issue, I simply forgot to give the test setup a probe core, sorry, my bad :-/ The hinting message disappeared behind the KER window, I didn't see it spamming, so I wasn't aware, lol The new option (starting the sequencer in edit mode) seems to work as well.
  18. Hmm, the sequencer window just pops up for a very short amount of time and then disappears again, when hitting its button, both in VAB and on the pad.
  19. Hi! I had some minor thoughts about launch escape systems, epecially about some detailed differences in their 'modes', in respect to the 'RealismOverhaul' mod-suite, which I have came quite fond of (Thanks to the many awesome people involved!). They might not find really much use, but some use them... Someone said something like 'It's fun to consider fail situations and countering them with gadgets, even if it costs a lot in every aspect." I humbly agree So we currently can just hit the backspace key and stuff gets triggered, afaik. That usually fully suffices. But we all have our specialists, that really want to have Kerpollo-Style A-1 to X-99 abort modes, depending on the current situation, determined by a relative small set of available parameters/values, like velocity, altitude, AoA, Q, Isp, TWR, etc, pp... And depending on those, different sets of actors could be triggered. I thought one could make a small part, like any of the SmartParts surface-attachables, serving as the receiver for the abort command in the action group system. This part could contain a UI, where one could create several modes, each containing the value-ranges, freely selectible, including boolean operands or ranges/windows. Take a look at the nice InfernalRobotics UI, something in the general direction of that. And for the sake of recycling, this could tie into ActionGroupsExtended, where the abort-action-group-input would be just relinquished by the SmartPart to several different abort-output-action-groups, one for each mode. I'm not entirely sure how the whole system on the Apollo-conecans worked, if the mode was selected automatically, or if someone had to turn a dial or other instrument during the whole ascent process until LEO and ready for TLI. A manual version could be another addition, especially if wanting to integrate some sort of tech-progression (RP-0?) The manual mode could work by either simply making multiple extended action groups and manually selecting them, which would make this mod unecessary, of course. Or by triggering the abort-part, which then 'switches' the 1-0 action group keys to a different 'set' of extended action groups, if possible. (If not already and me just beeig ignorant^^) Would be like hitting backspace, then a number for the mode, and swoosh... or just sudden silence followed by high levels of activity on the navball I'm not requesting it, merely checking out, if there'd be any sort of interest at all, to have such a thing and enough people wanting it and modders considering to code it. If there is, consider it requeted ;P
  20. Oooh yeah The last one works! Ah, that thing is nothing particular, just a quick slap-it-together for the screenie Thanks a lot!
  21. I'm sorry to inform you that it didn't fully work :-/ The sequencer-menu is still 'garbled' and the icon blank, while some text within the menu is readable. The IR-menu though works (and looks) like a charm. A screenie might be helpful:
  22. Update: Big boss was VERY Fridayey, so work end in t-30 minutes... weee
  23. Sure I'll test it The thing is, I'm still @ work and end will be in about 1-2 hours depending on how 'Fridayey' my boss is atm
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