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Clamp-o-Tron

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Everything posted by Clamp-o-Tron

  1. In the top left picture, if some of the minor detailing on the launch tower and the smoke cloud were gone, I’d have no problem accepting that that was a KSP screenshot!
  2. That's not a normal occurrence for 95% of players. The technical support section of the forums might be able to help you out- I would even suggest verifying your game files through Steam (if you got the game that way) as a first step. I would like to avoid "handwavium" technology that allows things outside the realm of physics- KSP1 is an orbital mechanics simulator, and KSP2 purports to expand that to colonies and propulsion. But, in the other direction, it shouldn't be *too* accurate, necessitating micromanagement. Just like you don't have to account for the gravitational influence of Kerbol while entering orbits of Mun, KSP2 shouldn't require you to monitor propellant mixture ratios to keep your turbopumps from melting or set up a colony government to ensure it doesn't fall into chaos. I'm not too concerned about the above happening (save for The Propulsion Technology That Shall Not Be Named), but more pressing IMO is the possible lack of focus on the early game. A lot of players, myself included, have the most fun designing our spacecraft and mission architectures when you don't have multiple thousands of seconds of Isp or orbital construction. So far, we've seen mostly advanced propulsion technologies and colony parts, probably because they're the shiniest and sexiest, but it doesn't fully dispel my concerns. At least Intercept have overhauled the career mode we know and tolerate- that's already a significant advance. Probably the thing I'm least concerned about is alien life, which has been mentioned a couple times in this thread. I'm not very concerned because out of all the planets showcased so far, none are green with plant life and they all seem to fit the laws of physics. I definitely don't want macroscopic (or at least the alien equivalent of eukaryotic) life elsewhere than Kerbin, and would probably only like microbial life in the seas of Puf/Vall, and maybe something much cooler like stromatolites on the relatively hospitable seabeds of Laythe. Kerbin can and should get the complex variations of life evolution should produce as part of Operation Spice Kerbin Up (please Intercept make OSKU a real thing).
  3. W… wow. This is so much better in every aspect but the most marked improvement is in the SLA. It’s astoundingly good.
  4. Looks excellent! Though if you weren’t referring to it, changing the CO production would be nice because you wouldn’t use industrial production methods in space, you’d use SOE (like MOXIE), and in fact that’s the only reason CO+O2 is ever considered. I’m not at my PC with the MoreFuels update partially done, not will I be for another few days, but I think I arrived at something similar for CO/LOX ratios.
  5. Thanks, but I can't quite find what you're referring to. I've decided to go the alternate route (that probably should have been at the top of my head anyway) of simply applying each SUBTYPE in its own portion of the patch, all referencing the same ModuleB9PartSwitch, and using :HAS (the boolean has been moved to be inside ModuleB9PartSwitch).
  6. @JadeOfMaar for the most part, those look pretty good. I do have a few suggestions: Looking pretty good so far, and I'm also working on some tech for the next major MoreFuels update that I think you'll find some use for (related to my plea for help on the MM page).
  7. I've got a small question for someone more skilled in MM-fu. I'm working inside a ModuleB9PartSwitch and I need to check the part's config for a value, to inform if a SETUP should be applied. This is a simplification of my current state: @PART[*] { BooleanToCheck = False // foo bar MODULE { name = ModuleB9PartSwitch // foo bar SUBTYPE { // foo bar } SUBTYPE // should only be applied if BooleanToCheck = True { // foo bar } } } ... so I'm wondering if there's an elegant solution. I'd be surprised if something like the below worked. SUBTYPE:NEEDS[#$/BooleanToCheck$[True]]
  8. oh hey! I know someone who could use those that person may be adding carbon monoxide as a fuel in the near future, in case that informs your decisions
  9. I doubt it. Paint is mass and Every Gram Counts (thanks W. Chung), plus painting your MLI white and black kind of defeats the purpose of MLI.
  10. More video chronicles! This one is simply a crew rotation- not too exciting. We'll get to the cool stuff soon enough though.
  11. I’ve been, and without spoiling too much- it won’t be a disappointing end.
  12. Nope, 4.0 is under active development by GotMachine. There are commits quite often to the development branch. EDIT: they're actually here: https://github.com/Kerbalism/Kerbalism4
  13. @Well Do you remember these parts? I know that it's not in the scope of KNES, but I can't find a good download of this. Would it be possible for you to release this separately or at least send me the files so I can use it for myself?
  14. It's been a while since last posting here, this is a good status update on how my career's going. (As a side-note, the music aligning so well with the video was entirely serendipitous. I just thought the 2001 music would fit well, and it turned out to match the major milestones nicely.)
  15. In a jet engine, your reaction mass is the atmosphere that’s pulled in through your intakes and expelled due to a pressure differential caused by the burning of jet fuel with atmospheric oxygen. In this concept, you simply do the same thing but with your own oxidizer- so you can have higher Isp, because you’ve got more reaction mass per kg of propellant spent than a conventional rocket engine. Anyway, this would be better for the NFT thread, as cryogenic fuels are in no way necessary for the operation of this. I would be careful with Eve and Jool Although there’s nothing wrong with the concept, it works there too, you may have a problem at these higher atmospheric pressures simply due to the much lower chamber pressure than a conventional rocket engine (~800 kPa). The actual exhaust pressure is probably a bit lower, as per the image below (generalizing jet engines). So you’ll get significantly less thrust as you approach this boundary, less than 8 atm (I’m not doing the specific math lol), eventually getting nothing- just as regular engines do. It’s just that this boundary is a lot lower pressure. (The paper in case anyone worries what we’re talking about: https://www.sciencedirect.com/science/article/pii/S2212540X20300407)
  16. More Fuels! Version 0.3.0 Lots of bugs still left here, but there's a clear path to fixing all of them. I just ran out of time (hard to do when you have 6 months). In this, I've: • Renamed to More Fuels! • Major rewrite of central features. • Added RCS fuel switching. • Added a couple more resources and fuel mixtures. • Added a Real Names patch (in the Patches/Optional directory) to change stock fuel names to fit with the rest of the mod. Some known issues persist: • Currently lacking a system to switch monopropellant to other RCS fuels. Upcoming in 0.3.1. • RCS fuel switching is currently broken for parts with multiple instances of ModuleRCSFx. Upcoming fix in 0.3.1. • HTP/LF patch appears to be broken. Upcoming fix in 0.3.1. (Ignore the dozens of B9PS errors you may be getting, they are harmless and are a product of the second listed issue.) I don't think I can say that I'm proud of how long this took, but here it is for your enjoyment. v0.3.1 coming in less than 2 weeks, assuming I can figure everything out. GitHub
  17. Hemeac’s back, which has given me a kick of motivation. Expect v0.3 beta sometime tonight. (Time zone pedantry will not be tolerated ) EDIT to avoid spamming the thread: hopefully people notice this, but I'm pushing it back one day. I had some problems with B9 throwing errors out of nowhere for whatever reason, and it should also give me a bit of time for some more polish.
  18. Yeah, that seems right. Fuel ratios seem about right for hydrolox, and although the engine seems a bit large, it’s probably an NK-19 derivative.
  19. Interesting. I'm not sure how to approach this (in a way other than looking for a bug) than asking for a few screenshots of your attempts. I would be wary of the cargo storage inside the Rodan, it's possible that you have a few hundred units of ore weighing you down.
  20. It’s already balanced for JNSQ, crew Rodman has plenty of margin on just Ghidorah 9, to the point where it can nearly be done with an RTLS booster landing. You may be putting too much mass on your capsule (11 tons is about how much it should mass IIRC), or try to fly a more efficient flight profile (close to vertical with S1 when doing RTLS to avoid much of a boostback burn, or regular with droneship- your entry burn can handle the heating)
  21. I remember a story (possibly from Scott Kelly's book) about astronaut candidates in the late 1990s playing a game at JSC in which they would watch Armageddon a single time and note any inaccuracies they could find. In my very fuzzy memory of his telling of it, the record was over 150.
  22. According to the wiki, 308.15 years. KER’s just a little confused on the days.
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