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JadeOfMaar

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  • About me
    22nd century kerbal engineer
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    Graphic design; Aliens and sci-fi/far future things; Near future things too; Hypersonic craft; Anime; Learning to make mods;

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  1. @scocdp Did you somehow not install Community Resource Pack? That's where the majority of resource definitions are. Rational Resources provides things to do with the resources, but does not define the resources for itself.
  2. I've considered exactly that, however, I've opted to design the parts to not be dependent on matching step when the bay door moves. KSP being KSP, there's a good chance they'll de-sync and it could be very immersion-breaking depending on the player... I also don't have that much skill and involvement with Blender. I'm one who mainly uses another modeling app to make things and Unity editor + Part Tools to make things play-ready.
  3. Umm, no. The parachute is not going to pop open from inside the inventory. And the parachute is not going to have inventory slots for you to rackmount into it.
  4. That won't be too necesary. SCANsat for KSP1 shows what's in the sea floor. It doesn't care that there's water (or whatever) and atmosphere in the way. Detecting what's in the sea, and harvesting that, are another story.
  5. Buoyancy Is there a formula or law of physics where buoyancy decreases as pressure decreases? I feel that, instead of inventing or hunting down some kind of logic, KSP2 should do unlike KSP1 and at least don't have max buoyancy by default. In my mod "Rational Hydrodynamics" I patch kerbals and crewed parts to have values around 0.7, and heavy metal things like nuclear reactors and their tanks, and engines, to have roughly 0.3. I'd rather not have to resort to that (filtering parts and giving them different numbers based on these filters) but if I just give everything the same value then some things like engines and heavy metal tanks would still easily float... or crewed parts, lift surfaces and kerbals would sink too easily and they shouldn't. Just that one thing would make submersible engineering so much easier. Every fuel tank (not just the Ore tanks) should naturally easily be usable as a ballast tank. How much you need to fill it only depends on the density of the tank (its dry mass vs volume) and the mass of the fluid (if not the sea water) or expendable or transferrable solid to be used for ballast. ISRU Adding rare resource hotspots to sea floors is one of, I think, the three great things that can be done to draw players in (the other two being ease of buoyancy control and science opportunities). If buoyancy ceases to be an absolute pain then a lot more players will actually build to dive and will actually approach the sea floor with something bigger than a bare minimum science shuttle. Except for ocean worlds (where there's no dry land) how would you approach resource placement?
  6. I had been giving plenty thought to that, actually and I'm for doing it but I'm not yet fully set on it due to complications with expected behaviors and the complication of needing to move in time with an animated stock part and avoiding as much as possible, altering and re-releasing Squad's models (because that's just a sad thing to do). Nonetheless, here is a draft.
  7. Name the other radiator mods (except KSPI-E) and someone may write integration patches for them. Or is this mod somehow integrating every other mod's radiators and you want it to not do that? (I don't know if this is normal behavior. If it's abnormal, I don't know yet what mod would cause it.) The point of this mod is to not be the stock heating system. If you want just radiators, install Nertea's Heat Control and not this.
  8. KSP doesn't ...or didn't... like it when an engine has no propellant that has mass. ElectricCharge is massless and is the only propellant of these engines so something has to break (because propellant mass is needed for fuel flow per unit of thrust). I suppose RealFuels does not have this "tolerance" built in so it breaks. You're better off using procedural batteries for tanks for these engines.
  9. Absolutely not. Lookup the Microwave Air Plasma Thruster. The only use of a turbine here is as the pump for compressed air into the ionizing chamber. It's a concept tech that promises to take electric aviation to serious heights (metaphorically and literally). Side note: It would be useless, possibly even subtractive, to try to combust ionized air. The ions might be resistant to combustion or could produce less net thrust or would gain the energy necessary to corrode the engine parts. And there's the pointless added engineering complexity of trying to make a hybrid engine. Amusingly, this is exactly how the original creator of the OPT Spaceplane mod figured the 2.5m Nebula jet engine would work.
  10. Yes. SCANsat only cares about crustal resources so that 5% you're seeing is in the sea floor. If you splashdown with the RR Ocean/Sea Scanner (a clone of the Surface Scanner) you will see your > 75% Water.
  11. I'm entering the Electrical category starting with 0.625m. There is a surprisingly high number of generator types overall. One of these four is non-nuclear but is as good as as any nuclear reactor and is not a Handwavium at all!
  12. Parachutes are not engines. They explicitly use high drag surface area to function, and they provide stopping force. They don't add to a craft's motion by any means. Robotic props and krakentech props use the relative and actual motion of control surface blades (separate parts) to produce lift. I haven't played enough with those to remember but I believe the plain servos merely consume ElectricCharge and have to be rigged with the KAL. The "rotor engines" I believe will consume LiquidFuel and IntakeAir and immediately respond to throttle, but both will produce spin torque which leads to lift force and don't care about mass flow. None of these use an engine module and really "consume the ambient air" and produce thrust.
  13. It will. ModuleResourceIntake doesn't care about resource placement. It only cares whether Oxygen is enabled on a planet and the resource is defined. The key checkForOxygen = true is what tells the intake to only be usable on the likes of Kerbin and Laythe. It is required. If you understand the use of CRP's IntakeAtm then you understand Classic Stock's Atmosphere. They're exactly the same except for the reason(s) that Classic Stock exists. If you spin a fan by hitting it with your hand or using a pedal system then when it produces wind that's the Atmosphere resource at work. Atmosphere as purely a working fluid: you still have (and feel) the mass flow through the fan but you're not generating that flow by combusting the Oxygen in it. You don't care if there is Oxygen, only that there is mass and pressure (for adequate thrust).
  14. Sorry, no. I haven't played with System Heat and I guess I haven't anticipated this situation.
  15. I have an answer to that. One of these options should suffice or at least give insight. I recommend #2 as it requires the least work. The only thing that can go wrong is if the player doesn't have MM installed and wants to fly on Eve or Duna. But that should be quite unlikely as no good mod works without MM (except maybe MKS). If you're very wary of that edge case then go with #1. Rely on stock IntakeAir by default and assume that most players won't fly where there isn't Oxygen. Include a patch to change to IntakeAtm if CRP is installed, or Atmosphere if ClassicStock is installed. Conditionally define the Atmosphere resource in Buffalo2 ( :NEEDS[!ClassicStockResources] ). The whole resource pack's not installed? Declare just this. If you do code an electric motor then this plugin would need to define a virtual mass for the propellant and keep the amount from never changing. This path is easily how your anti-grav motor works but without bothering to track the CoM. Burial at sea? Your coffins are way too expensive.
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