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SuicidalInsanity

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Everything posted by SuicidalInsanity

  1. No, it wasn't intentional (not even sure how it happened); a fixed version of the update was re-uploaded yesterday.
  2. Some WiP 10m stuff for 'full-scale' Orion, like the 4000 ton and battleship proposals: Current idea is just provide fairing/aeroshell pieces and players can stuff whatever they want inside (Above pic has 2 8m cargobays and a hollow 10m-7.5m structural fairing, giving something like 1500 cubic meters of usable volume), with maybe a select few 10m parts.
  3. Update 1.8.9 for KSP 1.10.1 is up - SpaceDock | GitHub ChangeLog:
  4. Since two craft per participant are allowed, if you need more entries, I can enter *rolls D6* this as well:
  5. I'm going to treat that as a 3, so looks like I'm entering this. Nice; I can get the least-capable craft in my stable out of the way first. ... I'm going to guess probe cores aren't allowed, since the presence of one would defeat the point of the G-Limiter being enabled
  6. The Saturn engine is a Panther clone included with BDA. Looks like ~120% thrust, ~60% mass, ~20% less fuel consumption. Anyway, got some potential entries ready to go. Apropos of nothing, someone pick a number between 1 and 6.
  7. BerdinskiyBear - that is the mirrored variant of the D1-MR; lack of mirror would have it fold in opposite directions on opposite sides of the craft. After going through the wheel rigs and configs, I think I've fixed all of them, so here's update 1.1.6 - SpaceDock - GitHub Changelog: -Size0 ISRU no longer overheats -Deployable wheels fixed
  8. Elephant has been tweaked, should be more usable now. Also update to KSP 1.10.1 I guess. Grab from the Usual Places. Changelog: -Elephant Intake no longer occluded in stack mode -Elephant now permits radial attachment of parts to it when fairingless
  9. Not really the thread for it, but yes. BDAc 1.3.4 SI is now up on Github.
  10. Submission preference as in how you wanted entries submitted if you wanted them via PM or just links in the thread or whatever. As for Goliath things - yeah, unorthodox is about the only way you can do it. (@46.5% Throttle it would even be legal!) (Not actual entry.)
  11. I note a distinct lack of bombs on that dummy. Sure. I can throw something into the ring. Any preferences on submissions? If you're interested, despite saying 1.7.x, the BDAc TeamIcons plugin does work in 1.10. I really should remember to update the OP for that at some point...
  12. Mining comets is wonky due to a bug with the drills - looking at the drill configs, it appears the new ModuleCometHarvester (why they couldn't just use asteroidharvester since they're mechanically identical I have no idea) was straight-up copy-pasted by SQUAD from the small drill to the large - hence the large drill having incredibly short range and low yield on comets.
  13. M3X update v1.5 for KSP 1.9.1 1.10 is now up. I apologize for the wait. Grab it from SpaceDock | GitHub Changelog:
  14. One thing to note - increasing MaxCoolant increases total radiator coverage required. If that isn't desired, heat generation can be calculated by looking at the Temperature Modifier curve, and finding the value for nominal operating temp, and then dividing the second number by 50. For instance, the tempmod curve from the size1 stack drill: ... key = 250 15000 key = 500 10000 key = 750 2500 ..... Operating temp is 500, 10000/50 = 200 heat to be radiated. MaxCoolant is the amount of heat radiators can pull from the part; if the MaxCoolant value is less than this, the part is guaranteed to overheat; conversely, larger MaxCoolant values ensure the part never overheats (assuming, of course, that radiator capacity >= MaxCoolant is present). Odd, I remember them working during testing. I'll see if I can figure out why they aren't working.
  15. There hasn't ever been a slanted mk2-1.25m adapter in M2X, are you thinking of the one from Quiznos aerospace?. No reason why I couldn't add one, though. Symmetry on node bits is still hell, due to "Up," the part transform vector direction that indicates direction of lift for wings is rotated 90 deg from "Up", the part transform vector direction used to determine symmetry rotation. Interstellar Fuel Switch support ended ver 1.8.3, back in KSP 1.5 in favor of B9 Part Switch, which worked better.
  16. "Mini" Mag Orion, apparently using the same definition of mini that miniguns use: This is 1/4 scale, btw; Real-World variant is 20m diameter. Not shown: magazine stacks and the massive radiators needed for its multi-MW power system and on-board nuclear reactors. From what scarce documentation I can find, in-game stats would be ~60 tons, Isp 9500-ish, ~650 -1250 kN/Pulse, 1 pulse/sec. Not a lifter engine, but definitely something useful for cruising about the outer solar system.
  17. Had two ideas how this might work, went with the more 'Moar Boosters!' approach first just to see what we're dealing with here with regard to DeltaV needs. Meet Kengee 1, a 58.3 kiloton Class G Comet. Since this was an exploratory attempt, I used an Orion Drive: 68k dV became 504; the good news is it only needs 3k dV to park this in High Kerbin orbit. I just need to rendezvous 5 more 1500t Orion vessels to Kengee to get the necessary dV. Alternatively, the Orion vessel does have an ISRU plant to refuel its RCS thrusters, and the comet does have 51 thousand tons of propellant to be mined...
  18. Maintenance Update 1.8.8 is now up for KSP 1.10: SpaceDock | GitHub Changelog:
  19. Yes and no? Adding generating a resource during operation should be fairly trivial; that said, Orion classic was actually fairly heat neutral, surprisingly enough - between ablative oil coatings applied to the plate before each pulse (Carbon and Hydrogen absorption spectra minimize heating) and the copious amounts of Beryllium Oxide filler included in the pulse units to absorb and downshift the EMR wavelength of the detonation from hard X-Ray to UV (Plasma is generally opaque to UV), the pusher plate was expected to experience minimal heating. (I want to say predictions were something in the range of 0.7 deg. C increase per pulse, but I can't find the source I came across that number, so don't quote me on that.) So some heat, but nowhere near the level of on-board reactors. Medusa though? Medusa IRL would get toasty. Lot of bits exposed to X-Ray nuclear fury. I'd need to find the relevant calculations (or someone else who knows the KSPiE heat mechanics would need to chime in) for proper numbers, but again, adding a resource (WasteHeat) should be trivial, so it would mainly be a matter of putting proper numbers in the .cfg. Minimag Orion would be very doable.
  20. The vessel is being shaken to pieces, or the Medusa itself is exploding, resulting in a RUD? If it's the former, the nature of physicswarp means parts are being subjected to greater impulse per frame, due to fewer frames to spread the impulse over. Running a quick test, you'll still want struts (either physical strut parts or autostruts), at least for the heavy stuff -A.P.U. magazines, larger fueltanks, anything at the end of a long stack of parts that can noodle - for vessels under physicswarp. If it's the latter, I'm going to need logs, because it never did that during testing.
  21. KSP 1.10 update - SMX 1.1.5 is now up - SpaceDock | GitHub Changelog: -Fixes Asteroid klaw and Radial Klaw textures -Miniklaw moved to legacy due to stock miniklaw; non 1.10 installs can find it by removing the TechHidden = True line from the /MiningExpansion/parts/size0klaw/part.cfg -Adds CometHarvester modules to all drills -Improves Atmospheric Condenser Xenon harvest rates
  22. Update 1.8.1 is now up - SpaceDock | GitHub More a tune-up than new content - Changelog: -KSP 1.10 Update -Fixes inverted nodes on 1.875-3.75m adapter Engines now respect Infinite Propellant Cheat -Added Per-pulse dV display -Nukes no longer instantly vaporize asteroids/comets
  23. It's a parts pack so everything should work (probably) in 1.9.x, but given my last update was apparently ~3.5 years ago for version 1.05, it's fairly safe to say this has become an abandoned mod; I ran out of energy and inclination to continue working on it, mainly due to inexperience at the time, and then just sort of forgot about it. I might still have the in-progress stuff that never got released, but even if I can find it it would be so old I'd likely want to completely redo them just on principle. But does that I'll come back to this or resurrect it? I can't give a anything more than a definite, unambiguous 'maybe'. While this would be an excuse to take a break from and move beyond Mkn space plane bits, resurrecting this would depend at least in part in how much interest there is for an updated KBPP. So, two things that would be helpful to know are (1 what level of interest there is, and dependent on 1, (2 are there any specific ships/vehicles people are particularly interested* in (since Star Wars being Star Wars there's thousands to choose from across all the movies/comics/games/etc), since part of the reason this mod died the first time was lack of a clear direction or desired parts wishlist. *beyond the TIE-series + A/B/X/Y wing - those would be included by default in a resurrected KBPP.
  24. Yes, in the sense all the material involved in it's construction will make it to the ground No. Not intact anyway, not with the rear landing gear where they are. TBH, I missed the landing part of the requirements the first time through, so it was designed purely for ascent - trying to land it, the extreme CoM shift when dry caused it to helicopter its way down, ultimately splashing down at ~30m/s and exploding.
  25. Did some more optimization and tinkering based on the success everyone else has had with short and stubby vs long and managed to shave off almost 7 tons: The Fat Sparrow - 36m/s left in the tank @ 81x80km orbit; 16,416 Funds, 22,227 kg Wet mass. Only a single precooler as extra intakes are superfluous and saves on drag - it's not enough air for static full thrust, but by the end of the runway it's moving 150m/s and the precooler becomes more than sufficient for the Goliath. Got to 400m/s @9km before the 100 LF earmarked for the Goliath ran out and the Thuds lit.
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