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CDSlice

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Everything posted by CDSlice

  1. Well there are also lots of people that like to use parts from BDB/Tanteres/Knes to kitbash their own rockets and aren't really interested in only flying recreation missions. Making the parts balanced against stock parts means that people that want to kittbash with the parts can do that as well as allow the people who want to do recreations to do those, they just need a 2.5x rescale mod. If you are just recreating the rockets you won't really need to be an advanced player to use BDB in 2.5x scale since your recreations will have the performance you need to do the missions you want. Also, as someone who has played in JNSQ scale it isn't really that "advanced". it is a bit harder since you need more dV to get places and therefore need larger rockets with more fuel but everything you've learned in stock about orbital mechanics still works. It mostly just ends up being that your rockets look more realistic since you can't have absurd payload mass fractions and for larger crafts you will probably need to launch them in pieces and dock them together in orbit instead of making crazy single launch crafts.
  2. The reason you can take a BDB Mercury capsule to the Mun in stock scale is because otherwise the BDB rockets would be massively underpowered compared to the stock parts. Other than trying to recreate a specific mission there would be no other reason to use the massively weaker BDB parts instead of stock parts at the same size. And to be fair, stock's version of the Mercury capsule (the Mk1 capsule) and the Redstone rocket (the early game 1.25m parts) can easily go to the Mun as well so unless you want to say that stock parts are also game breaking you can't say that BDB is either. As for why this is true it is because the stock game scales down the planets 10 times compared to real life while only scaling down the power of the rocket parts by around 2.5 times by increasing the dry mass of the tanks and nerfing the engine power. As such in order to make the rockets have realistic capabilities you have to either nerf the parts (which makes them super weak compared to stock parts) or increase the size of the planets (which gives you JNSQ scale) That said, even in JNSQ scale Luciole is extremely overpowered and wrecks the balance of the game by giving you much more powerful parts earlier and smaller than the 1.25m parts. As such although the parts are really amazing since I haven't had the time to figure out the best way to nerf them to give reasonable performance in JNSQ I've had to take them out of my game.
  3. Yeah I have had a really hard time getting MechJeb to work for ascents with non-BDB rockets as well in JNSQ. It wants to to tilt horizontal way too early and doesn’t get out of the atmosphere. I’ve basically stopped using it for take off and landing since it hasn’t worked for either of those for a while now.
  4. Well, since you asked for it... Personally I would really love for you to something with the science parts. The stock game has so few science options for probes and it would be so nice to have some more restock style science parts. DMagic does have some nice probe parts but the models and textures really clash with the restock style so I don't like using them now. BDB also has some really good probe science parts but then you have to pull in the entire massive mod and I don't always want all of the probes and launchers it has to offer, especially since the entire part pallete becomes stuffefd with BDB parts and it becomes hard to find anything. The 1.875m station parts would also be really nice since 1.25m parts tend to feel pretty small for things beyond LKO while the 2.5m parts require much larger launchers and transfer stages. However IVAs do seem to be a pain to work with based on your previous comments so maybe not the best project to tackle when feeling burnt out. A Kerbal Atomics/NF electrical reactor model refresh would be nice, the models are still of extremely high quality compared to most mods but your most recent work is at a whole new level of incredible and it would be nice to see these parts get the same treatment. Not sure if more reactors are needed, especially since there isn't much to use massive amounts of EC in besides some of your electric propulsion engines which already match up pretty well with the reactors you have. Expanding/refreshing the NF Spacecraft lander parts would be cool but personally I would rather have the 1.875m station parts since they both involve IVAs and I kind of feel like you won't want to do both near to each other in time. I don't think Cyrotanks really needs a refresh, the tanks still hold up great IMO. I also don't think that Waterfall SRB plumes are really needed, RealPlume still works good for those and I seem to remember you saying that the technology behind Waterfall won't really work well for SRBs so it sounds like it would be a ton of work to come up with a new method for the SRBs. Finally, I'd be really sad if you retire from KSP modding since you have easily transformed the game into something far beyond what Squad was able to with your mods but if you feel like it is the right decision for you please do it, no game modding community is worth your mental health.
  5. Since B9 part switch is required by so many mods already I don't think it would be a problem at all to have Tantares use it as well.
  6. Yeah the end game FFT engines can easily take you intersteller, just perhaps in a more realistic manner than KSPI (I haven't played with that mod so I don't know for sure) If you want to make getting between stars even easier, you can grab Angel's Blueshift mod for warp drives and jump gates you can set up between star systems. It is a bit cheaty with respect to the laws of physics but that's true with any mod that makes going intersteller faster/easier than FFT since FFT has most of the major engine designs that are physically possible for intersteller travel without requiring things like negative mass or other exotic mass/energy that likely can't actually exist.
  7. Most likely not but you can still use it in 1.11.1 with the latest Kopernicus stable release.
  8. Looks like I'm actually using an out of date WaterfallRestock, I could have sworn I updated it when I updated Waterfall for FFT. Thanks for the help!
  9. The Restock+ Pug plume seems to be rotated 90 degrees: Also, the plume for the Restock+ Valiant looks to me like it is located too high on the model, it is coming from above the engine bell instead of from inside the engine bell. Edit: The Restock Terrier has the same issue as the pug with the plume rotated 90 degrees. I have the latest versions of Restoc and Waterfall
  10. @ktosiu already tried attaching the engine backwards and it didn't change anything. Plus as you can see the warp effects from the engine show that the engine facing forward with the control point orientation while the warp direction is backwards with the root part. So yes this is a bug since the ship is not facing forward during warp, it is facing backwards because the root part is facing backwards which is not the intended behavior according to Angel's reply.
  11. Uh, the Vector is a stock engine that burns liquid fuel unless you use the optional CyroEngines patch that converts some stock engines into LH2 engines (and also makes the Rhino super OP so I don't use it)
  12. Honestly if had gotten RAC3 as SLS I’d be one of its strongest fanboys because that is the most Kerbal rocket I’ve ever seen and I love it. Instead we got the boring “strap some super expensive reusable engines to a tank with some SRBs and call it a day” SLS and we didn’t even get it fast which could have somewhat made up for the massive cost of launching the thing with zero engine reuse.
  13. The Kerbal Atomics engines by default don't integrate with system heat but there is a patch to make them do so in the system heat download (if you installed it from CKAN you probably have to manually download the system heat release to get the patch.) To be honest I don't really remember how radiators work with non-system heat enabled parts when system heat is installed since I used the optional patches to make everything in NFT/KA/stock use system heat since I find it far superior to the stock heating system.
  14. Do you have Nertea’s Heat Control mod? The larger radiators in that pack are an absolute must for using Kerbal Atomics/FFT engines. To cool the engines you have to have the engine and the radiators on the same system heat loop. Then you just keep adding radiators until the system heat manager says that the final temperature is the same as the ideal temperature for the engine.
  15. Are you using the optional system heat patches to convert as many parts as possible to using system heat? I used to have that problem with NFE reactors until I used that patch to convert them from the stock heat system to system heat.
  16. The Mk2 pod is in either Restock or Restock+ now, it has a snazzy new look with those mods. The 1.875m engines to go with it aren't though.
  17. Fusion pellets are in stock KSP? When did that happen?
  18. Oh the poor kerbals, they haven't yet figured out the glory of the Nuclear Salt Water engine. Not only is it like a bomb, it's like a bomb in liquid form that is constantly detonating in your engine nozzle! Hm, we're getting some more lore here. Maybe this is why the president was so happy to divert funds to exploring Laythe... Great looking crafts by the way! Very interested in seeing how this mission turns out.
  19. From my experiments with the Cassaba I think it is 1 science converts to 2 units of antimatter. This means filling up the antimatter ring is fairly cheap science wise but the larger tanks needed for bigger antimatter engines cost ludicrus ammounts of science. In that case you would be better off harvesting it or manufacturing it with the Antimatter Factery part.
  20. Theoretically, since you might want to use Spacedust to manage exoharvesting and most people that want to run this mod will also want to run FFT maybe you could just ship a patch that adds graviolium to the FFT bussard scoop? Would be easier than developing a whole new part and exoharvesting system.
  21. For someone who doesn't know a ton about the performance trade offs between metholox, hydrolox, and whatever liquid fuel is supposed to represent, @Nertea would you mind sharing what the intended role these methane engines will have? Like when would I want one of these instead of a fuel dense, but heavy liquid fuel engine or a more efficient, lighter weight, not fuel dense hydrogen engines?
  22. I've got the whole collection installed, but as I've said, they're usually the foldable paper-thin types. I was thinking of a dish that would be the Kerbal analogue to New Mexico's Very Large Array. Also, an impact tolerance comparable to girders and struts. Well, the foldable ones are what we’d probably use for spaceships in the future for giant antennas since it is simply much easier to launch them into space and are probably lighter. I also kind of doubt that Nertea is interested in modeling a giant antenna dish for FFT since he already has antennas for that niche. However depending on what you want to do you might get OK results tweakscaling the largest (re)stock relay dish for your ships or using Kerbal Konstructs to place additional DSN towers on Kerbin or (maybe) other planets and moons.
  23. Have you checked out Near Future Exploration? It has some pretty massive antenna reflectors that can boost your antena strength to insane levels.
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