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Everything posted by OOM

  1. CONSTELLATIONS! It's cool if with the help of the Distant Object mod we can see the stars in the night sky. It's scary to realize that these stars are not part of the skybox. These are full-fledged luminaries around which there are planets and to which you can fly without various screensavers and scenes. A colossal game world...
  2. Chemical rocket engines are enough only to take off from the planet and gain the first space speed. Well, maybe even slower interplanetary travel. NERVA is generally a useless engine, as it has a complex nuclear reactor, but at the same time gives only a delta of 8900 m / s. Anything below a closed-cycle gas-core nuclear engine with a specific impulse of ~ 2300-2450 simply has no right to exist. Ionic engines (especially its subspecies - VASIMIR) are not a bad option in this regard. The nuclear reactor + ion thrusters offer tremendous capabilities that conventional nuclear thrusters like the RD-0410 or NERVA cannot provide.
  3. But what have the little probes to do with it? Xenon can be used as fuel for large interplanetary spacecraft with an electrical power of at least 300-500 MW. In 20 days of operation of the ion engine, such a ship will be able to gain a very significant speed. Although it requires an advanced nuclear reactor with a high energy density and a lightweight drop cooling system instead of a huge radiator.
  4. Only AndrewDraws can do this. Moreover, besides the usual physics compatibility, visual compatibility with KSRSSVE is also needed. REX is currently only compatible with RSSVE.
  5. I don't expect this. I use the unpopular (I adjust the balance myself) Contares RUS, in which ... there is even "Zarya" with a vertical fit and "Big Union" There is also the Angara rocket. Yes, of course the textures are not perfect ... but the geometry, as for me, is at the highest level, even though the mod is pretty old.
  6. The biggest question is: Will KSRSS be REX (Real Exoplanet) compatible? Right now, 2021 is on the horizon with KSP 2, and it's just not cool to be limited to just a home solar system. It's just that the configs that are now - they make REX to the size of the real Earth, since REX considers KSRSS to be a real RSS.
  7. no You can still use the KSP-I with RO, but there will be no single mechanics. Each mod will work according to its own laws.
  8. I agree. However, this mod currently has one terrible problem - it is not compatible with REX (Real Exoplanet). REX treats KSRSS as regular RSS and scales the planets to the size of the real Earth. Hopefully in version 1.9.1 this will be fixed. Please ... make the config compatible with REX. Playing without other star systems is somehow incomplete. I would like to do some interstellar missions like Deadalus.
  9. What needs to be done to make the mod compatible with x2.5 KSRSS? It just automatically scales to the size of the actual RSS and imbalances occur.
  10. The main problem why I am not using KSRSS 1.8.1 and waiting for KSRSS 1.9.1 is that version 1.8.1 has very poor optimization and loads the PC even more than a full AVP with 8K textures and all the extras. Now KSRSS is, to put it mildly, unplayable. At maximum AVP settings in stable version 1.9.1, I get over 60 frames. While KSRSS 1.8.1 produces no more than 33-35 frames on the launch pad, the size of the textures and their quality practically do not affect the FPS.
  11. Thank you, I finally understood the reason for the weight of the RD-107. But then again, your mod is great, it has everything, including such little-known spaceships like the Japanese shuttle HOPE or the Chinese Shenzhou.
  12. Your mod is great, but I have a few questions. 1. Is this for stock size? I just see that this is not enough for x2.5 and the details are too dense. 2. Why are some parts balanced and some not? for example the RD-107 (contaresRUS) engine weighs 0.135 kg while it should weigh about 1 t considering the size of the stock game.
  13. Is there a way to disable trees via text notepad? they drop FPS a lot.
  14. There are 4 options here: 1. Use full Sci-Fi from KSP-I like Warp Drive. Effective but boring. 2. Build huge rockets of antimatter from KSP-I in orbit. Less effective. 3. Build thermonuclear missiles "based on 21st century technologies" like Daedalus, Z-Pinch from KSP-I. Interesting but ineffective. 4. Just look at the cold night sky and not fly anywhere beyond the Kerbin system. Seems like the best option.......
  15. All these planets are beautiful. But unfortunately, there are simply no such excellent ways to get to them (even using the KSP-I) ... except for the Warp Drive and the titanic antimatter rocket. Daedalus, a interstellar salt water nuclear engine (new fission engine KSP-I), z-pinch, is all well and good, but according to CANON, it allows, at best, to reach the system in 100+ years.
  16. I use this mod purely as a mod for cosmic radiation. It looks great but adds a bunch of head and back pain. In short, this mod ... makes all effectively shielded manned capsules unplayable with their standard launch vehicles, they have to be enlarged using TweakScale. So on the example of 7K-L1 "Probe" from the Tantares mod. Soyuz 7K-L1 Weight 10528 kg of them: 1. Dry weight of the structure: ~ 3380 kg 2. Radiation shield: ~ 4150 kg 3. Fuel: ~ 2820 kg 4. Supplies of food, water, oxygen: ~ 110 kg The ship itself weighs only 3.8 tons (with fuel and standard protection). In low lunar orbit, the radiation dose for the crew is 6.4k bananas per day. But with shielding up to 11 bananas a day (an absolutely safe dose), the 7K-L1 rises to 10.5 tons. As you can see, for protection against radiation, protection with a mass was required even more than the 7K-L1 itself weighed in the stock state. Based on this, I needed an artificially enlarged "Proton" with a mass of ~ 300 tons. Without the Kerbal Heath mod and shielding, the standard Proton with a mass of 150 tons would be enough for me. *** For my personal shielding, I use an initial heat shield which, depending on the size, can give different RadShield HP. And yes, because of this, the number of parts grows by + 15-20 pieces, especially if the case is small and it is impossible to integrate a large shield with a large amount of RadShield HP into it. Despite all this, Kerbal Health is the best mod for this kind of thing. ps. I play at a "hard level" where the shielding efficiency is half that of "normal".
  17. no AVP is the best graphics mod, although it requires a powerful computer. Spectra is MUCH worse than AVP in graphics but better in performance. I have personally tested this myself. In addition, AVP is compatible with OPM and various system scales (such as x2.5) I can even show with a screenshot what my game looks like with AVP. It's even better than the future KSP 2 (I'm serious)
  18. Energia-Buran. The rocket is very beautiful but very difficult to operate manually. However, the March Jeb autopilot has no control problems. (it is also nice to know that Buran had an automatic flight system)
  19. Not yet compatible. But Kopernicus 1.9.1 is already officially released in CKAN It even seems to me that the new Kopernicus is much better than the old 1.8.1 from the old developer.
  20. Future KSP 2 is crying aside Your star systems and planets are the best ever created by others. They are beautiful, diverse, but at the same time quite realistic exoplanets.
  21. 1. Tech that is theoretically possible, but we don't have a good idea how to solve the engineering challenges - examples: pure fusion rockets/antimatter rockets 2. Tech that is theoretically possible, and we have a good idea how to solve the engineering challenges - examples: Orion drives, liquid/gas core NTRs 3. Maybe... Warp drives using negative mass
  22. I think that after every interorbital flight, the spacecraft should be checked and repaired by robots that are part of the local orbital station. In the end, just replacing the engine if it has reached its end of life. The worst thing is when the engine breaks down during flight. But I don't want to think about it.
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