TiktaalikDreaming

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About TiktaalikDreaming

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    Spacecraft Engineer

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  • Location Lagrange Point 24
  • Interests KSP, duh

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  1. TiktaalikDreaming

    [1.4] KOOSE mini reentry pod aka escape pod

    Yep, it takes very little damage to make a vehicle unsafe for reentry.
  2. TiktaalikDreaming

    [1.4] KOOSE mini reentry pod aka escape pod

    It's also fairly critical the planet below is at least more habitable than a space station undergoing whatever emergency you're having. I can't see these in use over venus for instance. But yes, basically there are reasons for them, but humanity has never been in a position where they make sense. one is case that is possible in rl but not ksp is covering for reentry is the main reentry vehicle has a fault and there's an urgent need to leave. Maybe a mm strike that takes out the lifesupport and Soyuz on iss for example.
  3. TiktaalikDreaming

    [1.4] KOOSE mini reentry pod aka escape pod

    @eberkain they don't make any sense in reality. They're pretty much only useful for reentry from something like a LEO station, where you'd presumably have reentry capable craft docked matching what crew you have anyway. Maybe in an ISS scenario where you use something like the shuttle fitted out for passenger transport there might be a window of opportunity for needing something. But the reality is that they're a staple of science fiction, not reality. But people still want them in ksp. And as with all ksp things, people will find a use for them.
  4. TiktaalikDreaming

    [1.4] KOOSE mini reentry pod aka escape pod

    I meant to reply to this earlier. I would guess its adding the parachute canopy. But also I never even noticed ksp calculates the vessel height. I need to check this. It's possible with some config for real chute that the issue could go away.
  5. TiktaalikDreaming

    [1.4] KOOSE mini reentry pod aka escape pod

    I've updated the Spacedock (and thus CKAN) release. It IS compatible with KSP 1.4.5, but spacedock isn't yet. I've included a bunch of patches written by other people, called out in an updates license doc. Also, I've put in some custom rocket plumes; Those are mostly there because the stock RCS just didn't really get small enough.
  6. TiktaalikDreaming

    [WIP] mini reentry pod aka escape pod

    Released on spacedock. I should ask if VITAS has noticed there's a 1.4.5 yet.
  7. TiktaalikDreaming

    [WIP] mini reentry pod aka escape pod

    https://github.com/TiktaalikDreaming/KOOSE/releases/tag/1.1.4 I'll do a spacedock release after I've done something about making the chute's alignment clearer.
  8. TiktaalikDreaming

    [WIP] mini reentry pod aka escape pod

    Also, copying and pasting on mobile results in all the line breaks going missing. Which is a bit frustrating. If I get some time at work I'll copy this into a patch file and add to a github release.
  9. TiktaalikDreaming

    [WIP] mini reentry pod aka escape pod

    I was actually going to include this in my next release, which is basically a bunch of compatibility patches. But seeing I can't get the nest to behave with cls and haven't had much time at my pc recently, that's still not done. Having the patch included at this end means I can change it when /if I model in some lights.
  10. TiktaalikDreaming

    [WIP] mini reentry pod aka escape pod

    Nice. Thanks, I'll add that to the patch collection. I would guess it would be just a case of changing the locations and the part name of course. Just a guess though. I did look at indicator lights for inspiration, but I typically want to get my basic functions going without dependencies. Obviously too get the lights to signal occupancy or similar things it needs a module though. And there is one written. I may just bite the bullet and make my lights using the mod as a dependency. I say that not because the patches indicators "aren't good enough" or any fecal matter like that. But I want the lights integrated in the pod structure and I want a landed/splashed down beacon as well. Nice work Tonka
  11. TiktaalikDreaming

    [WIP] mini reentry pod aka escape pod

    @Tonka Crash 1: This had been mentioned, and it's in my to do list. 2: I really want to do flashing lights but have yet to figure out how 3: no, my patch doesn't yet work, even with some very explicit permits. I'm thinking of trying after adding a crew capacity to the nest. I'm just about out of other ideas
  12. TiktaalikDreaming

    [WIP] North American Rockwell Mars Excursion Module

    Thanks. I've been a bit low on time for the last few months, so I can't promise any deadlines. But a ladder is on the radar. And a new comms dish. Hope you find some eyes.
  13. TiktaalikDreaming

    [WIP] North American Rockwell Mars Excursion Module

    That's one area where I've found no guidance from Rockwell documents. Lots of ideas from various artists' impressions, although some of those would be bad ideas. Most of the time I've just been using the stock extending leaders (which would experience a lot of reentry heat) or just jumping. The realistic thing to do would be to have a fold away stair. Mars isn't the moon, gravity is higher, and once you add on a suit, I don't think you could realistically expect silly high jumps. And a ladder would need to angle away due to the craft's shape, so folding stairs. The other option would be a ramp, which would be better for equipment loading, but be a lot longer, so a lot heavier. I'm short, I've thought about it, but never really decided.
  14. TiktaalikDreaming

    [1.3] Orion Drive TD Edition

    It's more in a coma. I need the time to learn to code modules and then rewrite the way it interacts with the game. The logic sections can then be lifted out and put into the new framework. This c# stuff isn't coming easy to me though.
  15. It's essentially a resource converter in KSP language. Feed in widely available numbers for liquid fuel and oxidizer use, plus electrical output (guessing at conversion rates), and then discover you need a LOT of compressed air or a slightly smaller LOT of oxidizer (assuming LOX). They'll generally be more powerful but thirstier than fuel cells. And run a lot leaner (oxygen rich).