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KerboNerd

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Posts posted by KerboNerd

  1. It looks like you're on the right track with your fuel use calculations! Your method for determining the change in velocity (Delta-v) and fuel consumption using specific impulse (ISP) is a standard approach in rocketry. The logarithmic part where you're using the natural log (ln) to calculate the fuel mass fraction is also correct.

    As for your hydrogen and LOX (liquid oxygen) calculations, if you're using a 5:1 LOX-to-hydrogen mass ratio, you would divide the total mass of fuel (180 tons in your example) by 6. This gives you 30 tons of hydrogen and 150 tons of LOX. Your understanding of the fuel mix proportion is spot on. Just remember, these are quite complex calculations and can vary based on specific engine designs and mission profiles.

  2. On 6/14/2020 at 2:24 PM, dvdwilliams88 said:

    I have a bunch of 3d files for crates and barrels that could also be used for engines or other parts. if you would like them let me know what format for the 3d files and where to send or post them for your use. I would be glad to share them to help your idea. this type of mod sounds awsome.

     

    You can hop on C.E.D.A's discord - https://discord.gg/yQBam7d

  3. 6 hours ago, reese4221 said:

    These parts look fantastic! might i ask how the fusion reactors work? can you mine fuel for them from some planets or moons or are you limited with what you carry? and are there / will there be tanks too increase fuel capacity for said reactors? thanks!

    Both the reactors and the fusion rockets work in a similar manner. Currently the only fusion mode for the reactors is Helium3/Deuterium. I've created a new resource called ""Helium Plasma" that the reactors create when activated. The plasma then can be routed to either the engines or power converters.

    Helium-3 is commonly available in the atmospheres of gas giants. Therefore this pack will have scoops to gather the helium. Deuterium(Heavy Water) is created by gathering water and separating it with a standalone converter that will be made.

  4. 10 hours ago, Cloakedwand72 said:

    Nice mod! Was sorta disappointed that the craft didn’t come with exact actuating fins like the SpaceX starship was hoping to do its reentry's maybe possibly add that in the next update? Oh I’d love to have a craft save file so I can fly the craft already. Any way have a good week!

    I'll make sure to add these suggestions to the pack's To-Do list!

    8 hours ago, Weimaraner said:

    Looks nice. do you plan on adding the landing legs that the real starship uses, or are you keeping the falcon 9 legs?

    Legs are being made as we speak! The plan is to have many types of legs that the starship prototypes use and probably even new designs.

  5. Diphhb9.png

    uPuHGVI.png

     

    "Travel to Kerbol system bodies in style!" - Stephen Kerbon Jr. (C.E.D.A Technologies Chief Engineer of ITS)

    This modpack consists of parts that allow you to build vessels that are well suited to explore Kerbol planets with ease. What are you waiting for?!

     

    It's recommended to install KRE (Kerbal Reusability Expansion) mod to fully experience the pack.

     

    Dependencies (Bundled):

     

    Downloads:

    GitHub - https://github.com/KerboNerd/ITS-Aethon

    SpaceDock - https://spacedock.info/mod/2427/[1.9.x] C.E.D.A "Aethon" Interplanetary Transport System (ITS)


     

    If you have any suggestions for parts to add to this pack, shoot a comment!

    In the case of a bug, please use the "Issues" tab on the pack's GitHub page.
    https://github.com/KerboNerd/ITS-Aethon/issues

     

     

    ! ATTENTION !

    This is NOT a SpaceX Starship ripoff! :P

  6. 10 hours ago, krenshala said:

    Now i'm curious what Isp and thrust they have.  Things look really nice so far.

    The drive's stats are made relative to Rocie's stats on the fandom site.

    Quote
    • Thrust: 6,370,000 N
    • Specific Impulse (isp): 1,927,000 seconds
    • Exhaust Velocity (ve): 18,900,000 m/second (6.8% of light speed)
    • Mass Flow Rate: 2.2 kg/second
    • Thrust Power: 60.2 Terawatt
    • Total power output: 96.8 Terawatt
    • Engine's Thrust to Weight Ratio: Presumably over 3 (The Roci has a dry TWR of 2.6)

     

  7. nglMK0Hh.png

    Presents

    PvoTQnr.png

    On this topic i will try to post all the parts i'm working on for FTD.

    Feel free to give feedback. Any appreciated. :)

    So let's begin...

    Main idea:

    Creation of the series "The Expanse" inspired parts. That means:

    • Famous military frigate "Rocinante" parts 
    • Mega Station parts
    • Various Fusion Torch Drives (Epstein drives)
    • Other well known ship parts like the Truman-class, Donnager-class etc.
    • Structural parts that you'll be able to use to make utilitarian ships look industrial (tanks with trusses)
    • Sleek ship parts to make yachts

    Creation of other, heavily Sci Fi inspired parts.

    • Freight containers
    • Reactors or many kinds
    • Structural parts

     

    Possible help:

    My dream goal for KSP is to gather a team of creative KSP veterans that have a special place in their hearts for Sci Fi. To come up with ideas and solutions for creating an awesome universe of toys that, in the end, can make an awesome universe of possibilities. This way the transition to KSP2 would be perfect. Since KSP2 very much emphasizes Sci Fi and interstellar travel tech, all the stuff we'd make for KSP1 could be easily ported to KSP2 with ease and we'd have a "head start" of sorts.

    Of course my coming up with C.E.D.A has nothing to do with all this. Well actually it kind of does. C.E.D.A is my first official step in KSP "Roleplay" if you can call it that. That doesn't mean you'd have to specifically "work" under C.E.D.A. It's just fictive. The team's name can be whatever, and i would be in no place a leader or a "slave master" as i've heard stuff like that happening. I'm just fascinated with this idea of a Sci Fi nerd team that could Sci KSP the Fi up! 

    I hope all this doesn't make a weird picture.

    If you think you're up for the task, throw a comment! I'll invite you to C.E.D.A's discord and from there we can start the ventures of KSP SciFi-ification!

     

     

     

     

     

     

     

     

     

     

  8. C.E.D.A is honored to announce,

    jqE8CLp.png

    Stockalike Airplane Parts Pack  v1.0

    This mod adds a few airplane parts to the game, that include elevons, wings, intakes, engines and more neat stuff!

    Test them out for yourself by downloading the mod from the following links:

    GitHub: https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/releases

    SpaceDock: https://spacedock.info/mod/2232/C.E.D.A Aeronautics Division Stockalike Airplane Parts Pack v1.0

    Also available on CKAN

    Required mods:

    Firespitterhttps://github.com/snjo/Firespitter/releases

    Module Managerhttps://github.com/sarbian/ModuleManager/releases

     

    There are more parts coming to this pack, so hold on tight!

     

    Installation

    1. Place the folders from the downloaded folder into your game's "GameData" folder.
    2. If asked to replace files, do so.

     

    Well know Issues

    • No issues have yet been discovered.

     

    Be sure to dispute any issues regarding the mod here:

    https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/issues

     

    Special thanks to:

    Zarbon (General Motivation)

    Not_Not_F (Part Descriptions)

    JadeOfMaar (Part configs)

  9. On 8/26/2019 at 4:54 PM, max7453 said:

    In the future, can I increase Ore into fuel? I don't have to cheat to fly the boat back.

    If by increasing you mean converting, that will be possible! A new resource will be introduced that will be mixed with the present resource "Neptunium Gas" to be compressed into Hyper Plutonium!

  10. 1 minute ago, vossiewulf said:

    Yes, some folks can be making reasonable parts in a few weeks, but I'm sure you know now, if you've been doing it for a while, that at that point you only knew a very narrow and focused slice. I did something similar way back in the 90s, but I also go back and occasionally look at some of the work from that time and I shudder as to how little I knew and how inefficient my processes and models were. You should also know that it's completely possible to model something that looks correct and works, but has way too many polys or bad edge geometries or isolated vertices all over. It takes a while until you can make things that couldn't be improved upon by another modeler adhering to the same poly budget, and even longer to do that in a reasonable amount of time.

    I totally agree... Even now, a month in my modding "career", i go back and perfect the models. It doesn't take 10,000 h to make something... It takes 10,000 h to perfect it. And you learn a lot of ways to improve with time.

    The biggest challenge was to optimize the workflow.

  11. 5 hours ago, vossiewulf said:

    Modeling in 3D is not something you learn in a weekend. If you really want to do this and have it not be an endless series of not having any idea what to do next and having to ask someone, download Blender and get some good books and spend a couple months working through tutorials until you have a grasp of what 3D modeling is and how it works. That includes everything having to do with UVW texture coordinates and texture mapping methods and processes.

    Then when you go to make parts for KSP it will be a reasonably accessible experience and you'll be able to make something good that you're happy with.

    Actually depends on if you're a quick learner... I was. I learned to make most of the KSP parts in about one and a half weeks (sleeping included ;) ).

    Also the forums is a good place to ask around for questions. You get responses very quick.

  12. For the "realism" i prefer over-usage of normal maps. I usually use normals for panels, bolts and windows. Just make a plain black thicc line and you'll get a groove there after you import the image into xNormal or any normal generator. After that, you export the image with the normals and import into unity with a bumped shader.

    I'd rather not take example from me mostly because my texturing is nowhere great. I aid that with bunch of normals and i wouldn't suggest to do so.

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