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Posts posted by captinjoehenry

  1. Hi I'm wondering how I can make a radiator / engine heat work well with this mod.  My issue is coming from a multi mode engine that I'm modding.  Out of atmosphere radiators anywhere on the craft are able to deal with excess core heat that the engines produce.  But while in atmosphere I've only ever been able to get radiators that are surface attached to the engine being able to handle the core heat from the engine.  And even when I do use them the radiators still explode in atmosphere at high air speeds even though the radiators should be far more than able to handle the thermal load even without the convection bonus that they get while in atmosphere.

  2. The thing is for interstellar journeys you don't need a sci fi drive.  There's a lot of real world drives entirely able to get you up to significant fractions of the speed of light.  The Orion drive is one of them with very high ISP and TWR which is capable of interstellar trips in it's more high end variants.  And rreal proposed fusion drives are also able to do the job like the Daedalus we see in the trailer.  You don't need an Epstein drive to go interstellar or even have a torch ship.  Another very kerbal option is the Nuclear Salt Water Rocket which is just a continuously detonating orion drive giving massive TWR and ISP as well allowing you to make real life torch ships.

  3. Honestly I don't mind metalic hydrogen.  It gives a good middle ground gameplay wise and it is something that is at least well theorized.  Admittedly it's not yet proven to be possible or even fully understood but it fits very well with the gameplay and is at least passingly realistic.  Personally I would have issues with an Epstein drive being in the game due to how blatantly unrealistic it is.  As the problem with the epstein drive comes from the very nature of the drive with how much energy it needs to be producing to have so much thrust and exhaust velocity.  While at least for metallic hydrogen all it needs to worry about is whether or not the fuel is really possible.  It seems to be in some tests and that's more or less good enough for me considering it's gameplay role.  While the epstein drive is scientifically impossible.

  4. 3 hours ago, TiktaalikDreaming said:

    The fairing needs to be lifted above the curve of the heatshield in some way.  Not only is this a re-use of that part, but considering I'm aiming at 200pixels/m, more importantly, it means re-use of the texture for the part.  As  it is, adding the two fairing bases is currently using an extra 4k texture (they share the space), but there's a lot of 4k textures already in the mod, as it often ends up being the smallest I can possibly fit things on to.  I'm a bit conscious that having all these massive textures is going to drive away anyone with limited ram.  All that said, part re-use makes sens from a rocketry and kerbal perspective as well.  The part is (ostensibly) already designed and tested.  And, although it's a fair bit taller than necessary, it does achieve that purpose of holding stuff above the heatshield.


    PS: I spend a fair bit of time on some of these decisions, as I only get to my PC every now and then, and things peculate in my brain in the meantime.  I welcome any and all questions so I don't feel I wasted that thinking time.  :D

    As I said it looks great and it makes a fair bit amount of sense just reusing the part to lift it off of the heat shield.  It just isn't as efficient as it could be which isn't a problem :P

    Also I have no idea if this is even something that you can fix but for some reason KSPI has a cryotank mm patch and it messes up the Nexus' fuel tank removing the oxygen tank and making it just a single resource tank with hydrogen and other fluids from KSPI.  I'm pretty sure it's not a problem on your end as I wasn't able to figure out how to get around it myself messing with the CFG file but it doesn't seem to be a problem with other hydrolox tanks for some reason.  But I also don't really know at this point which of my mods add in stock hydrolox tanks with all the modular fuel tank like stuff I have :P

  5. Considering how they said that you can just completely forget about a colony and move on and the colony will still be perfectly fine when you come back to it I assume that means the population only goes up and never down.  Which also makes sense with how they have the population increase due to you doing cool / impressive things in and around the colony from that article.

  6. Honestly I would prefer it if the game came without life support built in.  Or at least there really needs to be an option to disable it.  As while it is a neat feature but part of the charm of KSP in my opinion is how simplified it is.  Which lets you get away with all sorts of fun and silly things like command chair only spacecraft.  And I feel people should be free to use that game play style if they want to instead of needing to add in living space and life support parts.

  7. 15 hours ago, TiktaalikDreaming said:

    Updated revamp releases on github are restructured.  Both Nexus and TDAPS have a gamedata folder and then the mod folder.  Github always tags your zips with the version tag, leading to mangled folder names if you assume otherwise.  This also means I can add content that isn't expected to be installed as the mod, eg source files, craft files etc.


    2nd Stage Engine


    I'll have a look into Comfy landings mod.  I remember seeing some of that a while ago, but didn't know it involved retro burn timings.  

    Yeah comfy landing automatically triggers retro rockets which should come in handy for this mod

    23 minutes ago, TiktaalikDreaming said:

    Fairing bases are started, although when they'll end up in game is another matter entirely.



    The fairings look great so far :D  Espicially like the Nexus stage fairing but I was more expecting it to be more directly on the heat shield instead of on top of the interstage.  I mean it makes sense in retrospect but still I would have thought a fairing on the first stage wouldn't need the interstage /shrug

  8. 30 minutes ago, TiktaalikDreaming said:

    Yes, and that's something I need to change with the github files. There is no such thing at the moment as at the same level as gamedata. Because I didn't think through things when starting the project.

    Yeah I think that'll be easy enough to fix and should resolve the problem of the releases number invalidating the cfg file path 

    Also you might want to look into integrating or at least adding compatability with this mod 

    and the retro rockets on the first stage as that's pretty much exactly what the mod is intended to help with 

  9. Just now, TiktaalikDreaming said:

    There's guaranteed to be a RSS patch, basically resizing and taking away the Kerbal nerfing.  Usually I'd write those with a MM [NEEDS] so it takes effect if and only if RSS is installed, but that's easy enough to adjust.  The plan is also an RO patch for those who like their rockets to come with limited restarts and ullage issues.  Ullage already dealt with in the current second stage.

    Awesome :D  More just interested in real world performance while still being kerbal.  Basically just the real world DeltaV and performance without any of the annoying real life problems :P 

  10. 27 minutes ago, TiktaalikDreaming said:

    Oh, yes, I've recently done some twr Kerbalizing balance on the first stage, which was actually a mess. Twr would have gone down but ISP up. The second stage hasn't really been kerbalized yet, so it's still scaled convair numbers. So suitable for a solar system that isn't squished. Delta v may shrink before the final cut.

    No shoo!  Real scale is best XD  Like seriously realistic numbers on these huge launch vehicles are my favorite part.  I was massively disappointed in the old Nexus and never ended up using it as kerbalizing it makes it so disappointing and small :( 

    Or at least make sure to include an easy to get to realism mm patch as realistic sized / capacity super massive launch vehicles are by far the most fun :P 

  11. First proper mission making use of the fantastic heavy lift ability


    Containing 6 orbital relays for positioning in extremely high orbits 3 polar and 3 equatorial and 3 different landers.  Each of them within their own radia hanger.  Payload totaled around 100,000 - 150,000kg and the uperstage STILL has over 20,000 m/s of delta V using the high thrust mode :D

  12. 14 minutes ago, TiktaalikDreaming said:

    And crash tolerance ignores whether the part is full of propellant or not. There's a lot of things that aren't exact physics simulations, but using what's available to get something approximating reality is half the challenge. Suffice to say I will be looking at the crash tolerance. Again, like the lack of fairings, it annoys me as well.


    Looking forward to the tuning!

    Also the Nexus tank and heat shield cost 0 dollars when emptied of all resources which I don't think is quite correct :P  Mind you them being so affordable is nice and I don't think your quite at the cost balancing phase yet.

  13. 1 minute ago, TiktaalikDreaming said:

    What I'd love is a damage but not destroy mechanism. The heat shield was supposed to be a crushable structure. But I do need to tweak the general impact resistance of the craft. Especially the way it seems to explode through the middle and have the side panels flop down, just looks wrong.

    Yeah sadly there isn't really any good system in KSP for crushable structure other than to make it have massive crash tolerance.  And then if you do a water landing you need to have every part have massive crash tolerance or the whole thing implodes

  14. 3 minutes ago, TiktaalikDreaming said:

    The main first stage tank is mostly a giant hydrogen balloon. Convair obviously thought drag concerns were secondary to surface area to mass ratios. The way no one has flown anything like it suggests they were wrong, but maybe it's a scale thing.

    I normally actually have too much delta v at the end, which is just as bad and a bit more Kerbal. I doubt there's any good solution here except to add the potential for more solid fuel. Then a bit of trial and error can get out right for your game. At first I thought you were going to mention the retro rockets on the interstage, because I was just looking at their total absence. Which is one of those things I need to fix before adding fairings.

    That bigness and drag is why I mentioned the first stage needing a fairing :P  As it is designed as an SSTO even without a second stage.  As things are though it's obsenely draggy to the point of killing SSTO abilities.

    As for adding more solid rocket fuel that's a decent idea.  I would say you can probably leave the retro rockets as is and just boost the impact tolarence to like 75 or 65 m/s as that's enough to cut it.  And I mean the Sea Dragon was designed for like a 100+ m/s impact and it's an equally huge rocket :P

  15. 2 hours ago, TiktaalikDreaming said:

    Those are planned. Agreed I've finished some tweaks on the interstage parts, in fact. My test craft are not looking very aerodynamic

    Thank god!  As it is trying to launch the Nexus without a fairing dies a horrible death due to drag.  It has so much drag it is totally unable to do SSTO stuff without me adding tweakscale to the interstage so I can reduce air drag.  The darn thing is so wide it has an obscene amount of drag XD

    Also the retro rockets on the heat shield have more or less 0 margin.  I would recommend either increasing their power and or increasing the crash tolerance of the heatshield.  Because as things are firing the retro rockets at nearly the exact right second with a nearly empty tank gave me an impact velocity around 60~ m/s 

  16. Very cool!

    Any chance of a fairing for both the Nexus and the second stage?  As it would be nice to aero shield parts on lift off.  And the Nexus is an SSTO so a fairing for it does make sense.

    Also an easy way to fix the git hub issue is to just make an upper folder called GameData and realese that in a zip.  That way you can just drag and drop without needing to rename the nexus folder