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agrock

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Everything posted by agrock

  1. @linuxgurugamer I noticed there is something like 8 drvies in the source, but only 3 are unlockable in game. Could you shed some light why that is? Would you like me to fix them and make available in game? I was thinking of adding a new part, just having the meshes of 3x 2500KN combined. Larger drives are needed for larger ships because putting 10 FTL drives is just not part-count efficient.
  2. I also noticed that some early Rocketry node unlocks LifeSupport containers. It seems that those would perhaps, just perhaps, belong to a different category. But then, its not game breaking. Also there are many science instruments that are spread among different categories that doesnt make sense... except it does. Putting all instruments into few nodes would make them unlockable at once. It does make sense to spread them over different nodes. It also does makes sense to separate basic LifeSupport containers from long-term voyage parts like hydroponics/air and water filters/algea farms. In career mode, one would only unlock basic rocketry nodes (with LS tanks needed for basic mun missions), and only after some missions unlock more sophisticated LS parts like hydroponics. Ergo: Those LS parts might be in the right place but for reasons that are not so obvious at first glance.
  3. I agree that rocketry would be an obvious first choice for FTL drives, but... separate category would seem hmm appropriate? I dont know how much work it is to actually extend the tree, or if you or anyone in position to make these changes, are even interested in expanding the tree. But if a maintainer would agree, I would be wiling to implement these myself.
  4. There is a small bug, since string formatting take a little more space, the text doesnt fit in left column anymore. See screenshot. I would also suggest, that when node is in years it should only display days precision, if its in days, it should display minutes. This not only solves the bug (shortens the text) but also gets rid of info clutter.
  5. I would like to make a possible request on behalf of FTL mod (I am not its maintainer, just a fan). @linuxgurugamer Would you add one or two categories parallel to rocketry for FTL drives? Currently those drives are in Specialized Control which only costs 160sc which seems too easy to obtain. I think a player should need to send some old fashioned rockets to outter planets before using FTLs. Also there are 3 drives which fit kind of in 2 size-classes. It would be nice to have 2 tech nodes so heavier FTL would be more difficult to obtain.
  6. The mod is great, but I think few things could be polished. I might implement these changes myself if you like, if you would agree to merge them. - menu is cluttered, I would remove "activate/deactivate" and "report" menus and only leave "select next" and "jump". - all important information should be moved to part menu (out of report window) and be displayed always (get rid of activate menu) - its too easy to obtain these part, I would move them from Specialized Control (160 science to unlock?) to some 1000+ sc rocketry category. - maybe ask Community TechTree to create a new category for FTL? - spit time is too short for largest drive (8 seks), should be linearly proportional to other drives
  7. Actually I was reminiscing X15, which only flew suborbital (so I guess its sub-SSTO) but it was pretty small. Oh and it did require a Stratofortress to carry it through first stage. https://en.wikipedia.org/wiki/North_American_X-15 What made me "thumbs up" for this one, was that they put a landing gear (not takeoff gear) on it. Meaning on its tail, not a proper fulcrum for takeoff. The X37 has takeoff gear even tho its not made for horizontal takeoffs. This was probably the only spaceplace (real one) that actually had "landing gear". See? Takeoff gear.
  8. Ahhh... K+H = KH Now I understand what those wierd looking H components are for.
  9. There is a need in OPT mod to add one new part (an adapter, simple mesh, simple cfg). Since I had some Blender classes at uni, and read the Unity tutorial thread, I decided that maybe I could contribute just this one small part. I would need some advice how to import existing model into Blender and then export it back to Unity/KSP format? Please note that I a beginner with Blender and had no experience with Unity. I just need some directions how to start.
  10. (regarding previous question: thank you for recommending Joint Reinforcement mod) I am building OPT KH spaceship and noticed that there is no way of going from K cockpit to KH cargobay seamlessly, there is no adapter for it. Would anyone be up to adding a new part, an adapter?
  11. This is the SMALLEST SSTO that I built AND it actually managed to go to orbit. Admittedly it took me a long time to actually even build this one. I strugged for like two weeks lately (and played this game for years) to actually build something flyable. Aerodynamid stability, landing gear fulcrum, ...took me a lot of time to learn how those work. There is little incentive in game to actually build SMALL SSTOs. Early in game you dont have the tech for it (switchable engines like RAPIERS) and later on what you want/need is haul cargo. Since then I build a double sized version of it, because 25t cargo is considered erm insufficient. I should also add that I have a refueling station in low orbit (that produces fuel out of thin space) so I dont need to build anything that has plenty of deltav and is SSTO at same time. Only cargo haulers and mission specific spaceplanes (that are rocket only, therefore not SSTO which implies jet/rocket hybrid). Also in career mode, there are no contracts that specifically incentivise small ones. Just wanted to share my thoughts on why I think this thread is somehow erm eccentric.
  12. I am a newcomer to this mod, so forgive me for asking something that may be obvious to old timers... What is the current status of this mod with respect to KSP 1.3 ? Does it work reliably? And a best download link? Because there are several.
  13. Gee Bee. Its a famous overpowered rotor-engine aircraft for acrobatics. This one is just art, not a real aircraft model... but happens to bare same name.
  14. Ha ha ha ha ha.... I wont even ask what nickname you gave it...
  15. SSTO heavy cargo lifter (revision 1) This vehicle did carry 37 tones of cargo (although with additional external jettisonable tanks) into low orbit. Not so hot. Main engines are two BROADSWORDs. I cannot tell exact deltav or TWR because those engines are bugged. Nosecone is an openable docking port. Requires Kerbal Joint Reinforcement mod. I just realised this is Mark IV and not OPT J/K design but I assume posting this is fine anyway. SSTO heavy cargo lifter (revision 2) This vehicle did carry 50 tones of cargo (no external tanks) into low orbit. It does not look amazing with a cargo hold only 1/3 of its fuselage but it does carry a lot of mass. This is important when you use KSTS mod. Only mass of payload matters, not dimensions. Notice that central engines are rotated to counteract torque from sub-wing engies because those engines are below center of mass. Makes a lot of plumes on the runway. Spaceplane for explorations of other planets (also dropship) Not strictly SSTO. It is able to go orbital on its own but that uses entire fuel. If you can refuel in orbit, that is fine. Engine is rocket mode only, but an efficient one. 4600 deltav. No jets. That is why it is not classified as SSTO. Ventral docking port can be used for a dropship role, meaning it flies over few meters above mun surface and drop off cargo or a rover and fly away. See last screenshot for that.
  16. I appologise... I posted it on the wrong thread. I was supposed to paste it into the Showcase.
  17. I did manage to fix it by probably doing these two things: - reconnecting the usb dongle - resetting key bindings to defaults
  18. SSTO heavy cargo lifter (revision 1) This vehicle did carry 37 tones of cargo (although with additional external jettisonable tanks) into low orbit. Not so hot. Main engines are two BROADSWORDs. I cannot tell exact deltav or TWR because those engines are bugged. Nosecone is an openable docking port. Requires Kerbal Joint Reinforcement mod. I just realised this is Mark IV and not OPT J/K design but I assume posting this is fine anyway. SSTO heavy cargo lifter (revision 2) This vehicle did carry 50 tones of cargo (no external tanks) into low orbit. It does not look amazing with a cargo hold only 1/3 of its fuselage but it does carry a lot of mass. This is important when you use KSTS mod. Only mass of payload matters, not dimensions. Notice that central engines are rotated to counteract torque from sub-wing engies because those engines are below center of mass. Makes a lot of plumes on the runway. Spaceplane for explorations of other planets (also dropship) Not strictly SSTO. It is able to go orbital on its own but that uses entire fuel. If you can refuel in orbit, that is fine. Engine is rocket mode only, but an efficient one. 4600 deltav. No jets. That is why it is not classified as SSTO. Ventral docking port can be used for a dropship role, meaning it flies over few meters above mun surface and drop off cargo or a rover and fly away. See last screenshot for that.
  19. I have seen some spacestations in other threads but noticed that not many actually produce fuel, rather only serve as transit hubs. Therefore, let me show you mine! Refueling Station "Veragon" This station both produces and stockpiles rocket fuel (LfOx) and Monopropellant for outgoing ships. And by that I mean a LOT of it. Total reservoir is 51840 gallons of liquid fuel, 20250 gallons of monopropellant. And that entire reservoir gets refilled to full capacity within about and only 8 days. Since I am using KSTS mod (for automated delivery into low orbit) and Konstruction (for weldable ports), this station can be split into about 15 sections/deliveries. Tug then moves these sections into proper order, and weldable ports join them permanently. As for orbial delivery, I have recorded 37 tons delivery mission profile, so this would be maximum mass for each segment. But that does not particularly matter, because all deliveries are finished near each other with KSTS. If you split it into 30 sections, those will be within a hundred meters anyway. What you cut down on is docking procedures. Also tug is unmanned, so entire assembly is remotely controlled. Entire station cost is about 3M credits but that is mostly due to me just overbuilding it. Might make a smaller station with just one million. Pillars are on both ends of the station. Most outter docking ports are far from the refinery so even largest ships can dock. Engines on both ends allow changing orbit (of the entire station!) with prograde/retrograde. And since it refuels itself, well. Wind panels gather dust, Dysons turn dust into ore, Convert-O-Trons turn ore into rocket fuel and propellant. Nuclear powerplant can produce 2000 ec/sek but station only consumes about 170. Powerplant runs only at 10% which extends its lifetime to about 50 years. However with full uranium it does cost 1.5M credits. About half the cost of entire station. Note that since Dysons produce more ore than refineries consume (only during day, wind panels require sunshine), and there is a large ore tank, refineries operate without stop during entire night cycle (about 20 minutes). This means refineries require considerable electricity for 20 minutes windows. Solar panels would be able to produce this amount, but batteries would be huge. Therefore a need for nuclear reactors. Both the reactor and all eight refineries require cooling, thats what Tripoles are for.
  20. You should know that this bug is no longer present in my game, although I cannot tell you why exactly. I have 85 mods installed and keeping track of it is impossible. I might have updated this mod. I would suggest to you to try that. Oh and have you tried turning it off and on... (old joke)
  21. @stupid_chris Totally understandable. @ZAJC3W Does it mean I can put larger parachutes without scaling them (increasing mass)?
  22. I have a gamepad (Logitech F710 which is xbox-like). In settings, I cannot change the axis. The dialog window shows that it detects which axis I want to set, I click OK. When I try to change the same setting, it keeps saying its still unset. I CAN assign gamepad buttons to actions, but not axes. Need assistance. Oh and I have ~85 addons installed.
  23. I think that I found a cause and solution to my docking problems... at least some of them... It seems that docking ports need to separate by about 10 meters before they can be redocked. This would seem like a reasonable safety system that would make undocking ships not immediately redock.
  24. There is a slight misphrasing in the texts. I believe it shoul be "remotely controlled" instead of "autonomously controlled". Screenshot shows where the text is.
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