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FourTee2

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Everything posted by FourTee2

  1. After watching some videos and reading some articles about the Copenhagen Suborbitals, I've become inspired to someday build a largish liquid-propellant rocket engine. I just finished watching their video-presentation on the turbopump they are building for their TM65 engine, and it seems, well... large, heavy, and cumbersome. It then occurred to me that quite a few modern cars use a form of turbopump in their engines (a turbocharger) and I began to wonder if it would be possible to modify one of those for use in a rocket. People occasionally build jet engines out of them, so it doesn't seem *too* crazy of an idea. Frankly, I'm surprised that I can't find anything online about doing such a thing. In the Suborbitals' video, their engine designer states that their turbopump can move 18-20 liters of propellant per second, increasing its pressure to 18 bars. If one attached a high pressure steam source to the turbo's exhaust inlet and the air inlet of the cold side to the outlet of a propellant tank, would it be possible to achieve performance anywhere close to that? The video I'm referencing:
  2. Does anyone have a copy of 2.2? 2.3 isn't working quite right and I'm not exactly sure what to do.
  3. Just for the record, I'd like to throw in for a separate Plugin-Powered board... It just seems proper to have the mods divided that way.
  4. That does seem to be the case... Anyway, a major complaint of mine that has less to do with the game itself and more to do with the way the developers are handling PR: Most of us are not bothered by the content that Squad is delivering, it's that they're terrible at managing hype. They tell us of an amazing feature set, say all sorts of cool things about it, and then delay it indefinitely. This happened with docking (though we ended up getting it), resources, and now it's happening with Career Mode. It's happening so much that it's starting to become Squad's M.O.. They've lost my trust, and I've lost the ability to vote with my wallet. It's a ****ty situation all around.
  5. Firstly, there is the community. It's turned into a brawl between the Captain HarvesteR Brigade and a very vocal group of people who are concerned about the direction development is taking. This is incredibly annoying, as most criticisms, even the constructive ones, are met with extremely distasteful and not-well-thought-out responses. That's one thing that needs to be fixed.
  6. Well, I have a feeling that a significant portion of the posts in here won't be concerning the development of the game specifically, however if you feel that strongly about it, you're free to request it to be moved.
  7. But this thread is meant to be taken seriously, by people who actually want things to be changed. It's not supposed to be a wishlist/joke.
  8. Exactly! If anything is to get fixed or changed, it needs to be done so before Squad stops listening to us, and before they stop development. EDIT: And, in my opinion, complaints are valuable as well. It just takes a bit more time to figure out what to do about them.
  9. Given what's brewing in HarvesteR's current blog post, I beg to differ.
  10. We've been cluttering up HarvesteR's blogs and other people's threads with our minor complaints about the game for quite a while. Why not voice our gripes here, instead? All in one purpose-built, very clearly labeled place. Happy Launching!
  11. Same thing has been happening to me since the runway was introduced. I have no clue why, but I do have a workaround. You'll find that each plane you build has a certain speed that, if you exceed while on the runway, will cause it to lose control and veer to the left. There is also a very specific place on the runway, at least in my game, where it tends to happen; somewhere around the midpoint. I am usually able to overcome this problem by staying below the aforementioned speed until I pass that point, at which I throttle all the way up and take off. Let me know if this works! For the past few months, I thought this was only happening to me, and am hesitant to report it as a bug until I know otherwise.
  12. It's a bit shocking seeing people on such an easygoing forum bashing somebody for releasing a graphics mod in its infancy. What Hogdriver and Erkle64 did for docking, PhoenixTheSage is doing for graphics. The devs probably won't get around to implementing/improving either for quite a while, so somebody decided to take matters into their own hands, and I see nothing wrong with that. Having seen how much ENB can enhance and refresh games lacking in the graphics department, I'm very excited to see where this mod goes.
  13. Just wondering... is this plugin still being developed/debugged?
  14. I'm assuming that nobody has any idea how to fix the orbital twitches...? I loved this mod before they started happening...
  15. I totally agree with adding back the rendezvous module. Even if the autopilot bits are completely nonfunctional, having the readouts was, and still would be, incredibly useful and helpful.
  16. I reported this earlier and got no direct response.... I'm going to go ahead and assume that nobody has any clue about what's causing this.
  17. Agreed, I like the second pic better as well, as I\'m not sure how much I\'d like to visit Planet Koo-Aid... but you know what? Even if it turns out to be fluorescent lime green, it\'s still another planet, and that\'s good enough for me.
  18. TO ANYONE HAVING THIS ISSUE WITH ANY MUMECH-POWERED PART: There are two separate fixes, which probably should be posted in the OP of all mumech.dll-powered part threads. [list type=decimal] [li]Always run KSP.exe as administrator[/li] [li]Move the KSP game folder out of any directory monitored by Windows User Account Control (i.e. Program Files) and into a directory that a 'non-sudo' user has write privileges in (i.e. My Documents)[/li] Hope this helps, it sure helped me!
  19. I had this same issue, and I posted a fix fairly recently in this thread. If I wasn\'t on my phone, I\'d type it up again, but for now I\'d recommend that you simply read through these last few pages and look for it.
  20. This is exactly the same issue I have... were you able to find a workaround?
  21. Same issue as rkman, but I\'ve also got another: the hinges twitch. Once I extend the hinges past their center point in either direction, they start to bounce back and forth. This bouncing becomes more and more violent the more the hinges are bent, and imparts a force on the craft that bounces the g-meter up to around 3 g\'s.. a fix or workaround would be wonderful, as I can\'t use these amazing parts until this stops happening!
  22. I was getting this issue with the last version of Mechjeb and 15.2. It seems that Mechjeb doesn\'t like to work when your KSP folder is located in 'Program Files'. Simply move the game folder to an area that Windows 7\'s User Account Control doesn\'t stick it\'s nose (like 'My Documents'), and Mechjeb will run just fine. If you\'re like me and can\'t stand to have the game folder elsewhere, open up the compatibility settings of 'KSP.exe' and set it to always run as administrator. This instantly fixed all of my 'this part type...' errors, hopefully it will do the same for yours!
  23. Sorry to bother you guys about this, but I\'m having a pretty annoying issue with Mechjeb. First of all, I\'m on 15.2, and am not using any other addons or plugins. Here\'s the problem: Mechjeb only works on a clean install of 15.2 (meaning wipe all KSP data, download 15, and patch to 15.2), and even then only works the first time I run the game. For example, I will install KSP, patch it up to 15.2, and drop Mechjeb in the proper folders. I\'ll run the game, and everything will work just as it is supposed to. The next time I try to run the game, however, the Mechjeb pods will disappear from the pod selection window, and everything that uses the MuMechlib.dll will be greyed out in the part selection window. They also throw the 'not available in this version of KSP' error. Any help will be greatly appreciated!!!
  24. I doubt it. Near the end of the 0.15 update, around the time that they decided to push docking back, Harvester mentioned that docking was '90%' done. This being the case, everyone was fairly sure it would be in 0.16, and I\'ve got the feeling that Nova might have thought that as well (meaning he actually intended said ports to support the docking feature, not EVA\'s). Unfortunately, as the 0.16 update began its development cycle, it became quite clear that docking was nowhere near 90% done, so I\'m going to go ahead and assume that Nova simply never bothered to change that small bit of text.
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