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Starseeker

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Everything posted by Starseeker

  1. Question: does the PVG guidance mode take into account the fixed turn rate at the start? There are a lot of idiosyncrasies & oddities that somewhat puzzle me and often cause frustration while designing launch vehicles, and they'd make a bit more sense (though cause no less frustration) if that was the case. For example, I've found that the calculated burn time for the upper stage it gives at the start increases throughout flight, often quite significantly, and coast phases sometimes go into the negatives. Also, doing things like adding boosters can have unpredictable results; I can add boosters, increase payload mass to match the same (or even slightly more) total launch vehicle dV as from before adding the boosters, and it fails to make orbit where before it didn't. Also, any tips on designing rockets for use with the PVG guidance mode? (I'm on stock system + OPM, since while I've used rescale mods, I've found that they render nearly all calculation tools & dV maps useless.)
  2. So, there was a mod I saw in some KSP videos a while back but I can't remember the name of it. It was like an advanced version of Procedural Tanks, where you could select different endpiece styles for various tanks and stuff, and it had much better textures with what seemed to be complex modeled geometry. Anyone know what I'm talking about? I remember it had some special integration with TUFX, if that helps.
  3. Nope, and while I recently installed Scatterer that was after the screenshots I posted were taken. Ah, gotcha! Well, excited to see what you'll be doing with it!
  4. Having the same issue on 1.11.1 using the latest version (0.2.8); however, the behavior's really strange. On first placing the text decals, they all say "Text" as expected... but when I go to edit the text, it goes blank for all of them except the one that's one space counterclockwise to the specific part I selected to edit the text with. Moving the decals turns them all to solid-color boxes, and going to edit the text afterwards will again set all of them to blank except for the same one-space-CCW symmetry counterpart. Here's a sequence of images showing what I mean: Log file: https://drive.google.com/file/d/1IFMntCMsCHQAAEmbOTJFuYUWiHmPrtp7/view?usp=sharing I've got a fair few mods installed, but most of them are parts mods and really the only ones that'd affect graphics potentially are the following: Waterfall (and configs for it) TUFX Distant Object Enhancement ScanSat Trajectories
  5. Near Future Solar has a nice variety (from non-rotating flip-up panels to massive solar arrays), and it's got three selectable cell types for each solar panel it adds:
  6. Thank you! Really wish there was a wider variety of fixed solar panel shapes in the game, tbh; the ones on the conical section don't look too good ^^;
  7. Sorry, somewhat unrelated, but what mod are those tank-butt conical adapter pieces from? If they're a piece separate from the engines themselves, I might want to grab them
  8. Honestly, I have the fairings as part of the subassembly - in some previous sandbox-mode games, I've even made a range of preset fairing classes (short, medium, and long for an inline & expanded-diameter version of each base diameter), and used subassemblies that were just one of those fairings to check craft dimensions.
  9. Playing around in Sandbox mode, I put, if I recall correctly, my second-ever keosynchronous satellite up into orbit. Inspired by the NASA Relay program satellites, I call it the Sync-1, and it rode atop a pre-made booster I've named the Mjolnir-1, as it's quite similar to the Thor-1 booster I made for low-orbit insertion. (I'm a big fan of pre-designed boosters, and I should maybe make a thread of the ones I put together in my next career- or science-mode game ) Here's some pretty pictures! Mods used: Restock Restock+ Near Future Exploration Near Future Spacecraft CryoEngines Waterfall (and associated patches)
  10. ahhh gotcha! They've got quite an interesting, almost veiny look to them
  11. Out of curiosity, what's the Cougar engine from NF Launchers based on? Given the looks of the two-chambered version, I want to say RD-191 (and RD-180 for the two-chamber), but I'm not certain.
  12. Ahhh, gotcha! And yikes, that's definitely a setback to put it lightly Good luck, and like Brigadier said, take care of yourself first!
  13. Hey, out of curiosity, is this mod still being developed? There hasn't been any dev activity for quite a while now, and I'm not sure if it's just everyone taking a break or if it's something more foreboding for the future of this mod.
  14. This'd probably be the best solution, yeah; switch it, but have an optional patch to un-switch it to preserve compatibility. On another note: is there a particular reason the NSW tanks are 5 sub-tanks instead of 7? It feels a bit weird that there's so much empty space, and six-around-one has the same maximum diameter as four-around-one.
  15. Did some more playing around, and turns out I'd missed the fact that they do, in fact, generate significantly less waste heat when using LH2 as additional propellant. Oops!
  16. Doing some testing myself, and that's pretty much what I see as well! The terrier, poodle, and (to an extent) the swivel are all geared towards upper stages, so their plumes are gonna be fairly dim even at sea level, and vanishingly so in vacuum. Overall, I'd say things are probably working as intended
  17. Do you have a screenshot you could show? It sounds like you might just be using an engine like the KS-25 or something else based on IRL hydrolox engines, which iirc have a *very* transparent plume in vacuum.
  18. Made a neat semi-torchship using the Z-Pinch fusion drives on afterburner mode! Masses in at ~630 tons, with ~350km/s of dV and a total burn time of somewhere north of 9 hours: Sadly, the engines are long enough that, even with autostrut to the frontal command module, they like to wobble around; also, the RCS thrusters are actually pretty low on fuel supply, so I might swap them out for ones using LH2. Overall, loving the work you've done! The modelwork is amazing as always, the effects are beautiful, and the new resource system looks quite interesting! Something I'm curious about: would it make sense for engines in afterburning mode to generate less waste heat? I feel like the LH2 being injected could be used to cool the engine beforehand (similarly to how chemical engines use their fuel for regenerative cooling), but perhaps the flow rates are too low for it to make any meaningful difference.
  19. With mods that just add parts, you generally won't experience effects on existing craft when installing them; it's uninstalling that you tend to run into issues. Some mods that add mechanics that affect all craft (such as life support mods) can cause problems, but this mod just adds parts, so it should be fine.
  20. If the engines have patches for Waterfall, then yes, otherwise no. If the changelog for the mod that adds a given engine doesn't mention Waterfall, then that engine probably doesn't have Waterfall configs. As far as I'm aware, only Nertea's other mods have Waterfall support (as well as a set of patches for ReStock & ReStock+ support, linked in this thread's OP). That being said, having a master list of mods that have Waterfall configs would be rather helpful
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