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    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. iirc, that functionality (see: ResearchBodies mod) is supposed to be stock, or at least Nate Simpson clearly said he'd like it to be so. Well, the other star systems aren't out yet so this feature might come with those.
  2. The OP is specifically asking for in-atmosphere colonies. Blimps; Sky cities.
  3. Your answer might be in here: Otherwise you might be looking at kOS scripting.
  4. My concern is not about leaking (I know the balloon itself might have exit holes in the top depending on how it's meant to operate) but embrittlement: the airfoil becoming as wet tissue paper after prolonged exposure ot hot Hydrogen.
  5. Not so easily. A gas giant is full of the lightest possible gas, Hydrogen. And why do we keep Hydrogen in liquid form? Partially because it will phase through and compromise its container if left to warm up. Personally, I'm confident that this is in the realm of sci-fantasy and wouldn't pass for a possible stock feature (but you can bet that somebody will make a mod that allows this if they're interested enough). The obvious reason being: any sufficiently large facility will be quite massive and will require an active engine system to hold it up. This engine must be capable of an impossible (unrealistic) combination of TWR (to hold everything up) and Isp (to be fuel efficient and not force the facility to largely be a harvester). Remember, our favorite fusion fuel is not normal Hydrogen and normal Helium, but Deuterium and Helium-3, and we know those are super rare. And we don't talk about thermal control setup for a rocket-powered sky city. And that the engine heat will invite even worse "compromise" problems to the engine.
  6. @Astra Infinitum The usage restriction text is because my flares are designed loosely based on the star's color and are intended to be used with planet packs that have many stars and diverse star classes. Mine are not like other sunflares that don't care what the star's classification is and may be freely applied to any star (like the Kabrams flares). Mine are such that you can tell what class of star it is once you see it (same deal as Galaxies Unbound with its flares). "Default G class flare? That's a yellow dwarf G class star, a Sun-like star" ... "Bright orange flare? K class dwarf (between yellow G and red M class dwarf)." ... "Blue flare?! ...Ooooh, that's one of the blue giant stars! O, B or A class." This is probably a clear explanation of something I expect people to do but I don't want them to do as it violates the Non-Derivatives license. (It also probably specified recolored textures rather than configs.) Since you have to ask, I figure you didn't know this, which is why that text is there. Also... amateur recolors (just splashing it with tint, as far as the less tech savvy will be capable of) are going to look like garbage. Unlike Flare Replacer, my flares are not designed to be tinted. You're free to make your personal edits. Thought police and cloud police don't exist (yet) but please don't share, as, well, my intents and my license choice are opposed to it.
  7. I see it. The tank type name is defined with the name FBSM. Sorry. I thought I fully applied that. It was, for a short while, originally named FBCM. @linuxgurugamer PR sent with fix.
  8. Umm @zer0Kerbal I don't believe a mod like this needed adoption. Like this person said above... It's a far better idea, concerning such a basic mod as this, to install the lightest fuel switch plugin out there and avoid adding parts altogether. The idea behind these two mods is the exact same: "I don't want parts mods or complexity at all. I just want only LF here and only OX there."
  9. Hi. "Time to run: 1:00" this is the only line I see, with this exact value, for all stock experiments, with your two mods linked above. I got the impression that they have a combined function.
  10. Well, it's on SpaceDock so you can definitely try it and share your findings with the class. https://spacedock.info/mod/34/Kerbal Tubes
  11. Have you then installed and uninstalled Impulse Party to confirm that my mod is causing the problem? The only possible source of problems would be IMPP_WarpCoilsUpgrades.cfg which affects Angel's parts. And that config is in my mod's Extra's folder. It shouldn't be in your GameData by default.
  12. Like I said earlier. If you can pack the energy (moreover, into a tiny volume) to land any capable sci-fi ship, you are already carrying doomsday levels of energy. It's only a matter of if and how terrorists can make it explode. In any case, sci-fi ships generally have security systems such that no one can just break in and cause a meltdown. I feel like half the time you're asking about SSTO propulsion, though. You should already have been informed on, and settled on something ages ago. Carrying around or riding in something that will cause mass destruction if it breaks in the right way is a very normal issue for sci-fi things. The threat thereof, generally only happens if you have people who can and deliberately want to cause that kind of destruction. It's a "Keep calm and live with it" kind of thing because the thing holding that kind of energy is usually built such that it's not going to be an issue 99% of the time. On the other hand, I haven't watched enough of StarGate SG-1 or Babylon 5 but I know StarGate has "ZPM" things that are basically near-infinite energy stored in a battery in the form of a crystal that you hold like a key or wear like a necklace. I'm sure those don't explode if you destroy them. So in comes another very big issue I'd like to point out. Where do you draw the line between hard sci-fi and soft (sci-fantasy)? You need to have some standards for what physics and technology apply in your ideal sci-fi universe, then you won't have to post a bunch of threads asking "How can I make illogical condition #2498 work?" and you'd be able to decide for yourself "Ehhh. I don't like how these things in this sci-fi work, because actual reason A, B and E." We look forward to questions like "I'm interested in SSTO propulsion tech X. What are its pros and cons? How can I reduce the cons or make them useful? What better tech can I use instead?" and it would be very helpful to us who come to answer you, if you made it clear if you're all in on hard sci-fi or if you want help spinning something realistic but extremely dangerous, to fit your established and well-defined sci-fi ruleset. I know what engine tech I would use, whether hard sci-fi or in sci-fantasy with custom rules. I'd love to see you reach that place. Please do some actual research, some worldbuilding, and define those standards. Project Rho/"Atomic Rockets" is a library of concept tech and Isaac Arthur is a YouTube channel that talks about, and feeds the imagination with, lots of plausible and semi-plausible scenarios. Indulge yourself. Your audience will love you for it.
  13. If you need reaction wheels that big (and want to avoid using mods, which is usually the case) then I suggest you pack some LFO and spam some verniers. This is why they exist.
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