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Cochies

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Posts posted by Cochies

  1. 1 minute ago, Motokid600 said:

    Im kind of bummed the engine plumes seemingly dont look as good as Waterfall.

    Exhausts don't look as good as Waterfall, clouds don't look as good as Volumetric Clouds, surfaces don't look as good as Parallax, surface textures don't look as good as HIRes for RSS, part textures don't look as good as TURD.
    Yes, you can say that it is subjective. We can say that it will be fixed. We can say that this is not a problem. We can say that the performance will be fixed.

    But what to say if the core of the game remains the same as in KSP1?
    The same kraken connections, the same FPS drops on large crafts - and this is just what you can see from the video, without tests.
    More new bugs...

    Will this be fixed too? I understand that this was hard to fix after 10 years in KSP1, I was hoping as many would fix it in KSP2. But the game is new, and the problems are old.

    Ok, let's say it's just "early access", the game has potential.

  2. Greetings.
    I started to face the problem often:
    when installed in a hangar, some parts do not open the right-click menu.
    When you delete and return a part through ctrl+z, the menu starts working.
    Can you tell me what this might be related to?
    Mainly comes with new mod details, say a clean install of Tantares on 1.8.1 has this problem with almost all solar new panels. This is not only happening with Tanetares. With some new parts from the BD the same problem
    Are the parts made for 1.9 - 1.12 incompatible with 1.8?


    (The question is removed. Fixed. The cause of the problem is - ModuleCargoPart.  I am sorry for disturbing you.)

  3. 11 hours ago, Zorg said:

    Image

    Added 5m to 4.25m and 6.25m to 5m

     

    Now there will be a size 4.25 ???? !!!
    It is interesting. This will be the second stage of my "Vulcan-Energy"
    One delicate question remains: when is the release expected?
    I am interested not because "Faster would be !!!!", but whether it is worth waiting or starting to use the beta from the git.

  4. 50 minutes ago, Rakete said:

    Where? Nah, this is the great time for mods, as they have now a stable KSP code base to compile against. No breakage due to KSP updates anymore. No reason for the modders to reserve bugfixing timeslots in their workcycles. Now they can concentrate on new stuff - given that they still want to do stuff in their free time.

     

    Ksp2 around the corner? Maybe... maybe not. It got already delayed more than once. So i believe it, when I see it. At the moment i don't have the highest hopes for KSP2. They need to convince me, that KSP2 is better gameplay than my highly modded KSP 1 install.  We'll see, when it drops. KSP 1 might have a much longer life, than we all expect. If KSP2 fails, KSP1 will live almost forever until it's killed by incompatibility with Windows 11, 12, 13... 20... :D.

    Where is a slightly wrong question.
    A good question is why?
    Because no matter how much you like KSP1, she is not a curable patient.
    Because many players are waiting for KSP2.
    Because there is, if not confidence, but hope.

    2022 is coming soon.

  5. Where does this sadness come from?
    Yes, modding KSP1 is gradually pushing B.
    But what I saw inspires more optimism.
    The materials available on KSP2 show that it is possible that the new KSP will be friendly to models for KSP1. I think that the colossal long-term work of Nertea and the entire community of KSP modders will not be lost, and it may be useful for the new Kerbal - if the authors have the motivation to do this.
    Moreover, the creativity of the community still looks muuuuuuuch better than what I saw for KSP2.
    Speaking of "new Nerteaa mods for KSP1" ... What new mod can you still want?

    Don't panic !!!

  6. 3 hours ago, Nertea said:

    I didn't see this in testing 5 minutes ago. I put 4x quad blocks on an engine below the dragonesque capsule and teleported to orbit, translating in any direction caused no rotation with SAS on. Perhaps you can share a craft image that causes this?

     

    Lr-FVhfQuSU.jpg?size=1920x1080&quality=9

    For example like this:
    RCS are balanced.
    I'm trying to shift to the right (red)
    Stock RCS belt creates thrust to the right (green)
    But the total thrust of the RCS capsule is directed not to the right, but to the right and forward (yellow)
    Because of this, a completely unnecessary forward acceleration is created (blue).

    Balancing the RCS so that its operation does not cause rotation is not difficult. But the extra thrust forward is very harmful.

  7. 9 hours ago, Nertea said:

    They are pretty fine. They provide fully balanced +/- Z translation as well as full rotation. It's not reasonable to expect them to provide balanced X/Y translation without additional thrusters because craft are varied in length and CofM. 

    The main problem is not the balance in relation to the  CoM.
    The problem is that if you balance the thrust with additional RCS blocks, then when moving along X-Y there is a strong  thrust along Z.
    Perhaps you are right as an author, perhaps someone is using the capsule RCS as it is and he likes it. But in my experience of use, the simplest solution is to turn off the capsule RCS and place some other RCS blocks on their surface.
    It looks terrible. But at least it somehow works.

  8. Greetings.
    Are there any plans to correct the direction of the RCS in capsules from the NFSpacecraft?
    The center of thrust of the PPD-1 is strongly displaced from the center of mass, which makes it difficult to use.
    Mk3 (Crew Dragon) nozzles are directed in such a way that they make it very inconvenient to use this capsule separately without additional RCS modules.
    Sadly. Cool details. But they are too inconvenient. I do not want to replace them with something, but I have to do it.

  9. 1 hour ago, Nertea said:

     

    Some screenshots would be nice to help figure out what's wrong/

    I apologize, the question is removed: the reason is that I did not update something from the SH-NFE-HC set. I had too long a day of updates: because of the updated waterfall, I had to change FarFuture, and further along the chain all thermodynamics and electricity, compatibility with kerbalizm. Probably missed something...

  10. 1 hour ago, Rakete said:

     

    https://github.com/post-kerbin-mining-corporation/SystemHeat/releases

    Newest package, Extras folder: FissionReactors

    Wow. Thanks.
    I wonder what was going on in my head that prevented me from discovering it.

    SystemHeat works strangely.
    The module was applied to the reactor.
    I see the value of the heat flow.
    But in flight, heat is not generated. Flow power - Nan
    What could be the reason?

  11. I will not talk about 1.875 and 5 meter parts - they will say a lot about them without me.

    I was pleasantly surprised by the renewal of cargo parts (very nice! I use them often), greenhouses, and in general old parts.
    They already seemed a little old-fashioned.
    I will not hide, until the end I believed in updating the geometry of the service compartments PPD-TRUSS and PTD-C. But if you didn’t do it, then you didn’t do it.

    (No, this is not a criticism, not a request to redo it, just a thought out loud. I hope it doesn’t work like it did last time)

  12. hoZ3Qn9Ouqw.jpg?size=1920x1080&quality=9

    30 minutes ago, Friznit said:

    The Saturn V model was scaled down so it would fit in the VAB in KSP.  The revamped version is to scale.

    Thank you. I understood the reason.

    Perhaps, too long use of the Hangar Expander did not allow such a version to come to mind)

    I just tried to apply 6.25 size for the test ... I think, very good proportions in the area of diameter change.

  13. I have long wanted to ask: why is Saturn-V 5.625 meters in diameter?
    Why not 6.25?

    6.25 x 1.6 is a 10 meter real diameter.
    The adapter 3.125-1.875 meters scales well up to 6.25-3.75 meters. (1.66666 proportion)
    The 3.175-2.5 meter adapter scales well up to 6.25-5 meters (1.25 proportion).
    It's comfortable. This is the variety of use of parts.
    6.25 is an excellent diameter for creating, for example, a proportional Ares-V

  14. 18 hours ago, Pappystein said:

    Nice Standard ISS!

    I am going for a heavily altered one based on the fully proposed but not built ISS.   Using BDB, Habtech2, Tanteres, and both SOCKS and Kerbalrise for shuttles (not that I use them for much... Everything you see was launched on Saturn INT23, Titan V(LDC Titan with CH4 engines) or various modifications to the Angara A5.

    I am planning on introducing all of Earth To the Sky's Space Station Freedom to the ISS (currently have Skylab up but not the addendum modules)

    While I can make a valid UDM and DSM with Tantares parts, the SPP as well as RM-1 and RM-2 are a bit tougher.   I would have preferred to make the Russian Segment out of SSTU's DOS parts but A) not updated for current KSP versions and B) follows too strict of scaling (rather than expanded scaleing like BDB and Tantares are now using, All the docking ports would be either tiny or HUGE)

    The Launchers are from

    BDB:

    Delta IIH-HOSS (delivers small items only),   Delta IVH (one launch only just to experiment), Titan LDC (Titan V CH4 with STBE from Rocket Motor Menagerie the bulk of the station including Zarya)  And Saturn INT23 for Skylab (the anchor part to this floating asteroid target!)

    Eisenhower Astronautics:

    Angara A5+ and A5++ (A5+ has RD-191V for 2nd core stage instead of RD-124 and A5++ is like A5+ but with core first stage stretch and CASTOR 2 SRBs)

    SOCKS:

    US Style "Moonraker upgrade" Shuttle fleet, including Enterprise, Columbia, Discovery, Endeavor, Explorer, Independence... and well MANY more :D.     All shuttles have upgrades structures and launch on an All Liquid launch (two LRBs based on Titan V LDC with STBE engines above from BDB and RMM)

    Alternatively the USS Enterprise is flown on the Tantares Energia (as described below)

    Kerbolrise:

    KR1 and KR2 family of Shuttles are used in conjunction with Tantares Energia that is stretched with the aft RD0120s cambered to center up COT with COM

    Tantares:

    Given I have been unable to orbit anything except Energia in JNSQ play-through Energia is the only LV from Tantares I use.....

     

    Shuttles quickly took a back seat to Transtage and other stowable fuel tugs given my PEBKAC issues with robotics.   But I will be still using them for supply runs.

     

     

     

     

    Yes, I understand what your plan is.
    In theory, the usual Angara A5 should be sufficient for the construction of the ISS.
    I don't like using the shuttle either. This is authentic, but requires the use of manipulators (and for the KSP, unfortunately , there are no manipulators that could be called "easy to use") Аnd it takes a very long time.

    My ISS is, in fact, just a target point for replica spacecraft such as ATV. I enjoy working on them (and launch vehicles for them) much more than the ISS itself.

    As for the size of the parts - everything you need can be changed through the config file)))

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