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billyoak

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    Bottle Rocketeer
  1. Even though the 3m parts are the same size and basically the same mass i think the stock fix might be a little too strong but it is a big improvement not having to nurse larger craft down on pillows and struts. Im sure the correct answer is between the two.
  2. Hey guys "Stock Bug Fixes" has a fix for the Mk3 part strength being a bit low. http://forum.kerbalspaceprogram.com/threads/97285-KSP-v1-0-2-Stock-Bug-Fix-Modules-%28Release-v1-0-2d-3-18-May-15%29 <<+ Mk3StrengthFix (18 May 15) - (STATUS: Updated Release) - Description: Mk3 parts are easy to break relative to their size. [spoiler: Notes] >>
  3. Hi, I noticed that the breakingForce & breakingTorque are not set in the cfg's for the mk3 parts. As a result these craft are very fragile. For example the following craft with almost no fuel and no payload needs to land with a vertical velocity of about 1m/s other wise it will fall apart. Copying the breakingForce & breakingTorque for 3m parts into the cfg's for equivalently sized mk3 parts appears to make the craft behave more consistently. Example ---------------------------------------------------------------- cfg from the large mk3 LFO fuel tank PART { name = mk3FuselageLFO_100 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -5.0, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = experimentalAerodynamics entryCost = 84000 cost = 10000 category = FuelTank subcategory = 0 title = Mk3 Rocket Fuel Fuselage Long manufacturer = C7 Aerospace Division description = Filled to the brim with Rocket Fuel, C7 Aerospace's supplier Ekson-Kobil have assured us that this tank is absolutely airtight. attachRules = 1,1,1,1,0 mass = 7.14 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2300 // = 3000 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = srf, mk3 MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LFO_100 } RESOURCE { name = LiquidFuel amount = 4500 maxAmount = 4500 } RESOURCE { name = Oxidizer amount = 5500 maxAmount = 5500 } } ---------------------------------------------------------------- cfg from the equivalent 3m part PART { name = Size3LargeTank module = Part author = Squad mesh = Size3LargeTank.mu rescaleFactor = 1 node_stack_top = 0.0, 3.74, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -3.74, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 TechRequired = highPerformanceFuelSystems entryCost = 46600 cost = 13000 category = Propulsion subcategory = 0 title = Kerbodyne S3-14400 Tank manufacturer = Kerbodyne description = When nobody believed in (or even asked for) an even larger fuel tank than the already enormous S3-7200, Kerbodyne stepped up with the sanity-defying S3-14400 model. Carrying fully twice as much fuel as before, this fuel tank may just pack enough propellant to justify its proportionately enormous cost. attachRules = 1,1,1,1,0 mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 // = 2900 bulkheadProfiles = size3, srf RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } }
  4. Larger parts would be nice but the quad coupler is an easy enough work around. (personally i think a larger cargo bay and larger wing sections would be nice) From a performance point of view from the poll i don't see them needing a boost. - - - Updated - - - It would be nice at least before the lvl 3 science facility. For most of the career i ended up using reusable 2 stage rockets to get stuff into LKO.
  5. The 20 Rapiers is because only 1m air breathing parts parts are available if 2m parts could be used it would be 5. The purpose of the craft is to show the ratios. 1 rapier per 4-5 tonne of payload and 1 air breathing engine per 14T of craft.
  6. The current Rapier stats are ok.(Not too easy not too hard) Although it did take a little bit to learn how to make a ssto's with the new aero/parts setup. For reference my heavy lifter 90T to LKO; 20 Rapiers, 6 Turbo Jet to ease the mid section of the flight. Take off weight 360T.
  7. Totally pumped for resource mining and an aero update. For aero the only risks i see here is it can make learning to fly rockets a bit trickier for the new player. (rockets flipping around as their light fuel empty noses catch the wind as they drift too far from the velocity vector). And too easy for veteran players (in NEAR / FAR only needing about 3.5Km of delta-v to get into kerbin orbit) For the mining it can also make the end game too easy for veteran players. (slap a bit of mining equipment on and you can grand tour the system. travel/scan/land/mine/refuel/repeat) An off Kerbin resource is incredibly valuable so it should be something you have to work for. e.g. Use a sensor/lab to scan for general areas that are rich in a particular fuel Then you need a science Kerbal to treasure hunt the resource in the above area using soil samples. "A large Xenon deposit appear to be located far to the north" "A medium sized Oxidizer deposit is located nearby to the south west" "This region is rich enough in Liquid fuel to be mined" Then an Engineer Kerbal would be required to operate the mining equipment.
  8. @Rainbowtrout - same here man. I think a tweak of the head shape and maybe something like a military bun will probably do it. (A little off topic)
  9. I might just add the link for those that do not know http://www.pcgamer.com/kerbal-space-program-ama-reveals-origin-of-kerbals-plans-for-1-0/ "We are actively working on Girlbals (studio petname, not actual name). They will take some time, it's a decent bit of work and we have to get them right. We may be just a small indie studio but we feel that gaming in general should no longer treat women as an afterthought. Even if it's extra work. "
  10. That is very true "Sucking all the fun out of the discussion: Kerbals are clones. They are generated from a computer on Earth and are completely identical other than their names and personalities. These traits are assigned at random when they are created." but even i feel for Bobfred when he is traveling backwards towards Tylo with a terrified look on his face at 1km/s and even i don't know how it will all end. On the anthropomorphize bit i guess its something that has been with humans for a long time elves, dwarfs, etc.
  11. the crew cuts and square jaws also add to the "maleness".
  12. I'm pretty sure they are all dudes. From memory "Girlbals" are being considered but the devs are trying to figure out how to design them right. It could be a cool project for the community to come up with ideas on what the Girlbals should look like. (drawings / 3d models etc)
  13. Macey was a nice guy and his video series are some of the best. I hope he is ok out there "in the deep lonely black". Ill drop in a link for those who do not know him. http://www.youtube.com/channel/UCVNZXXTp6dt81aXAoU5Uj3g
  14. sooo many good posts and threads vanished. I think it was a couple of months worth. It was like a big forum reset.
  15. On the plus side KSP is in the top 10 on steam. It usually sits in 30-40's. Nice work guys & gals.
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