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About Psycho_zs

  • Rank
    Spacecraft Engineer

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  • Location
    Planet Earth, 55°45′N 37°37′E
  • Interests
    And computer stuff.

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  1. Blacklist feature of ReStock to the rescue!
  2. I noticed a couple of visual issues with multiple engines: plume animations run in unison and overlaying plumes become way too bright. It might be a good idea to randomize animation starting point. As for overlaying plumes, I don't know, is it possible to make plumes more transparent when there are a bunch of them close together?
  3. Wow. This is a game changer! Looks like hypercharging RealPlume with "@energy /= 5, @speed *= 5" patch is going to become a half-remembered dream. I wonder if it would be at all viable to autocalculate at least some parameters of the plume from engine's Isp and thrust? Like if one had a baseline template for a kerolox plume, applying it to different engines would require only specifying nozzle mouth coordinates/diameter.
  4. Awesome! One thing that bugs me a bit about RealPlume is that exhaust animation is rather slow. IRL hypersonic flames are super fast even in slow-mo playback. So realistic effect might be achieved if flame particles are stretched and blurred (statically) a bit along the direction of motion while moving super fast (almost indistinguishable between really moving or just being randomly sprinkled over plume area each frame).
  5. Congrats with The Milestone! Right of the bat, my favorite killer features: depth masks and hemispherical tanks
  6. How about a hybrid system for career mode? Design a part (semi-)procedurally and commit it to production for some cost (analogous to tech tree initial purchases). Redesigning a part would also cost some money, etc. So it would mostly be the same lego build process, but one could pre-customize some of the pieces for money and science points.
  7. Looking good! Although Ike might be a bit too glossy for a dark rock.
  8. If you think about it, thrust in timewarp and orbiting a binary system are technically similar in that both are a replacement of conic formula in trajectory calculation.
  9. Holy [bunch of words prohibited on this forum]!!! So may good yeses!
  10. Two questions with related subquestions about craft construction: 1. In short: will noodly rockets make into the final product. Long: How similar the physical behavior of rockets will be to KSP 1? Is it conceptually the same, or is there some plan to make them stiffer but more brittle? Judging by pre-alpha footage they are still pretty wobbly and can be bent pretty far before breaking. Breakage, dynamic pressure limits? Too much sidewind destroys tanks (feature from FAR)? 2. Is craft structure still strictly a tree? How about multipath/loops? Are stack decouplers still a thing (I mea
  11. I think the second variant is for you, it specifically mentions breakages.
  12. YAY! A flame war! ) YAML rules. That's all there is to say on the matter.
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