Maffif

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About Maffif

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    SpaceKiss

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  1. So that gives 2.25km/s acceleration and deceleration (leaving the reserve 1000) There exists some specific trajectory that uses precisely that much dV to intercept earth sooner, but I don't know if MJ has the facilities for that sort of advanced transfer, or how much sooner you can make it- odds are slim here. I would either try to weather it out, or fiddle with Mechjeb
  2. Maffif

    Help with texturing

    Hi, Your imgur link doesn't seem to work, I don't think the post is submitted yet. What resolution is your base image in blender? A higher resolution image can help, within reason of course. It's important to note even some of the best modelers here have to do a once-over after their image is made to properly align the UVs without seams being apparent As far as inverted sides, by selecting all the cylindrical faces (alt-right click on a long edge) and all the subsequent UV faces (A in the UV side) it can be figured out which faces are inverted by dragging around the UV while watching the model. Then you can just use 'h' to hide the islands in the UV panel, and type r180 to spin the UVs (or sy(-1) if they are actually flipped and not just rotated) Without seeing what is going on, I can't be sure if this actually helps you or not, but this is the best I can do for now.
  3. Maffif

    [dev] Spacekiss Plausible Engine Pack

    Mesh for Nuclear Saltwater rocket is about done. This will be the endgame of the pack, a CTT capstone. Ignore the crookedness in the boxes at the right (top)- that's just Unity importing wrong. Right-end: Storage for ~20 tons of fissile salts, corresponding to 400 tons of water for mixing. (I may just leave the water for this and other engines as "liquidfuel" for stock/ISRU simplicity, but hydrogen engines will still use LH2) Contemplating a mesh-switch option for more fuel storage options. Forcing integrated fission salt storage puts some minor limitations on this seriously broken engine; Even with the proposed 20T limit, a vessel with a mass ratio of 4.5- conservatively heavy, at 150 tons dry - could achieve 700 km/s
  4. >Downloads I think I found the new playground to test my dev stuff on. These planets look good.
  5. Maffif

    [dev] Spacekiss Plausible Engine Pack

    New mesh for colossal gas core system
  6. Maffif

    [dev] Spacekiss Plausible Engine Pack

    Revamp in progress; The initial release has been delayed (it would've been out weeks ago) but I want the quality to be closer in line with new stock/recent mod work Seen here: Revamped Lightbulb engine
  7. Maffif

    [dev] Spacekiss Plausible Engine Pack

    Nuclear Thermal Rockets: Meet the family L-R top first -Vapor Core: early unlock, first engine to make SSTO (without payload) feasible. Slightly better than the NERV; still has really bad T/W (600/900s) -Truss: Fuel line is toggleable. Later on I'll probably make various switchable tubes (Crew etc) and more sizes -Liquid Core 2: Huge, T/W=10. Efficient, sluggish throttle response, will later incorporate optional water-hydrogen fuel toggle to switch to poor thrust/great isp (1111s vs 2000s); this engine can SSTO Eve. -Gas core 2: Efficient, powerful vacuum engine. Fills same niche as Kerbodyne's Rhino -Lightbulb 1: Small, highly efficient. Works well even in atmosphere; most efficient vacuum engine until GC4, but poor T/W (2010s) -Lightbulb 2: Large, responsive, versatile. It isn't the best at any one thing, except maybe T/W. VERY good SSTO engine. Future revised model will have spots to mount legs (or use EEX for unlimeted offset) -Gas Core 1: Same as GC2 but in a smaller package. -Gas Core 4: Interplanetary rocket system. Incorporates a 0.8 Gw radiator system (6222s isp gas core rocket generates MASSIVE waste heat, and also needs to be away from the crew a ways)- VERY poor T/W, unusable in atmosphere. Late unlock. Not present: -Liquid Core 1: Probe engine; abysmal T/W, 2000ish isp -Gas Core 3: relatively low profile engine with decent T/W, mounts for gear, and possibly an integrated heat shield. Late unlock. This will be a good engine for landers- possibly suitable for SSTO or booster-assisted STO on distant worlds with unknown atmospheric profiles.
  8. Maffif

    [dev] Spacekiss Plausible Engine Pack

    Thanks. That was my plan for optional CRP integration, but I didn't know offhand how to write it. Right now I'm leaning towards using LH2 for some rockets, water for others, and giving a small few (Like the whirlpool, which needs some buffing to keep it competitive with other engines) a GTindustries multimode option. Likewise I plan on making the NTR's consume very small amounts of (undecided expensive resource); the torch drive (Nuclear saltwater) will use the same resource set, water and X, but at a proportion closer to 1:5. For now I'm giving the leakier GCR's (and later, the NSWR) pathetic isp at 1atm or greater. With that, I invite any to behold the first truly big engine: "A huge monstrosity of an engine, Kerbodyne's late entry gas core rocket is peerless among atomic rockets in terms of specific impulse. The tradeoff is very poor thrust performance; this rocket will not lift itself off of Kerbin- probably for the better, considering the engine is constantly ejecting its vaporized nuclear ractor. This is also the only thermal rocket incorporating nonregenerative cooling." 188 Tons, 1800kN/5222s (vac) (Still making some cfg tweaks to keep heating balanced between generation and loss; the part should do both at roughly equal rates) There are six seven NTR's tested/ready and a bonus switchable truss completed, with three more NTRs and a few more extras on the way. My current hurdle is putting multiple mu's in one folder, since I use an atlas texture. Whether or not I figure that out, there should be a primitive release very soon.
  9. I'll try that as soon as I can and get back to you. My NTR package is due to release soon; of those only one isn't regeneratively cooled, that'll be a massive open cycle gas core engine. It will be the Guinea pig, a massive thermal body (should it fail I'll just apply equal nerfs to the radiator and heatproduction)
  10. @Nertea I don't know if this is a feasible option here, but this is my plan for heat management on the hot engines I've got in dev- to incorporate "radiator" wings/trusses of sufficient mass into each heat intensive engine and handwave a vast percentage of the heating, treating the engine-radiator-truss system as what it is: a closed system. By bundling the mass/cost of cooling, balance is maintained (as well as the realism of keeping the radiators between the engine and anything else) at the expense of several huge pieces that necessitate off-surface assembly. I'm just sharing a thought, I know both real life and SSPXr have FFT shelved indefinitely
  11. Maffif

    [dev] Spacekiss Plausible Engine Pack

    Looking promising, only a matter of time now @JadeOfMaar
  12. SpaceKiss Engine Pack Kerbalized Endgame Progression Dev Edition 0.1 “Rough” ETA: SOON (reworking models now) Pushing you to the next Planet Pack Note that this release will be a test version; it is by no means ready for review- and this is also my first stab at anything Blender/Unity. End goals include custom plumes, proper progression/balance adjustment, CTT integration, ISRU/better engine configs, persistent thrust modules, and ensuring each engine has a proper niche at its respective tech level. This is (will be) an engine pack, filled with parts ranging from real to futuristic and exotic, but all theoretically possible and realistically implemented. Disclaimer: some bits might end up only as realistic as the stock ion engine* so ‘realism’ should be taken with a grain of salt. Simplicity and playability are prioritized over absolute realism, although some parts may be suited for a futuristic RSS game. The goal is to make endgame-level operations available while maintaining stock simplicity. These parts will enable new/emergent gameplay- like how to get 200T+ engine to LKO, figuring out brachistochrone trajectories, harvesting other CRP resources, escaping gravity wells with snail-like thrust, and what to do with all this dV. Future dependencies/recommended mods Todo list (Mostly chronological) I plan to fill out the relevant portions of the community tech tree to its furthest reaches, in a light and simple pack- letting users visit faraway bodies with realistic tech, without doubling down on the performance hit already taken with extensive planet/star packs. To that end, parts will be as simple as I can make them while still looking good/like their chalkboard counterparts, and when possible, part count will be kept to a minimum (Engine-reactor-radiator combos, for example) I haven't totally decided on resources, but I plan on eventual CRP support as well as stock options-it should play nicely with other mods and utilize already-present resources. Planned parts: *The stock ion engine has realistic isp performance, however its thrust is on the order of 1000 times higher than the real-life equivalent. For keeping things fun and avoiding superlong burns, some other hyper-efficient engines should have their thrust likewise increased from mN-N range to the low kN range- and a persistent thrust module will be added to eliminate some tedium
  13. Maffif

    Convair NEXUS - super heavy Historical Launch Vehicle

    I'm already noticing. The first week of learning blender was immensely frustrating, and now I'm churning out (simple) models. Unity is another story. Thanks, I'll check that out.
  14. Maffif

    Convair NEXUS - super heavy Historical Launch Vehicle

    Thanks for the update! "Soon" made me chuckle. I'm just getting into partmaking with blender, and it has given me a newfound appreciation for models like yours
  15. Maffif

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    I don't believe kerbalism works with KSS currently- and there isn't a working 1.3.1 release of kerbalism- but it looks promising for later releases of both. For now, there are plenty of other life support mods that do fine with it - I personally go for kerbalhealth (adds considerations for long voyages like microgravity and radiation) along with a supply mod like snacks or TAC EDIT: There is a recently updated backport of the 1.4.x Kerbalism to 1.3.1, but it doesn't work with the extra stars yet. I can't speak to moving KSC, but I suspect (if possible) it involves some .cfg work and kopernicus magic on your end