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Blaylock1988

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Everything posted by Blaylock1988

  1. I just tested your fix, it seems to have worked on everything except the Cupola. EDIT: nevermind, I think Ven's cupola just doesn't have reflections.
  2. Installing this mod via CKAN does not work correctly. It appears to be looking for the ModuleManager DLL in the GameData folder, however CKAN does not install the ModuleManager in that location. This seemed to be fixed by downloading the mod as usual in CKAN and manually dropping ModuleManager into the GameData folder.
  3. Correct me if I am wrong, I thought in KSP there were a couple engines that had higher Isp in atmosphere than in space. I agree it isn't very realistic if this is true. Scientists design engines for specific applications. They know what atmospheric pressure (or range) their engine will be operating in and design a fitting bell nozzle because they also design the combustion chamber pressure. What I was explaining is why a single given rocket has doesnt have a constant Isp at changing altitudes. KSP doesn't calculate pressure differences, it just interpolates between ground Isp and vacuum Isp depending on what elevation you are in the atmosphere (if there is one present) to get the instantaneous Isp (the one you can click on and see). That is exactly what I was suggesting Nothke (or someone) use. That along with knowing the min and max and where the min and max are can be the parameters necessary to change the exhaust plume effects.
  4. A lot of people are making incorrect statements about exhaust plume shape and size. Color just depends on temperature, and fuel mixture. The exhaust plume size and shape is never the same as an engine travels through the atmosphere. When the exhaust plume is narrower than the bell nozzle, the nozzle is known as overexpanded. This is because the engine is operating outside of its optimal design conditions and it is too low in the atmosphere, so low that the air pressure is pushing in on the plume and the nozzle isn't getting every bit of force it can from the exhaust. When the bell nozzle is at the perfect balance of exhaust pressure and air pressure, the exhaust plume is exactly the same size as the nozzle exit and the engine has maximum efficiency. When the exhaust plume expands out past the bell nozzle, that means that nozzle is underexpanded and isn't capturing all of the pressure that the exhaust could provide (often the case in space). This is the whole reason why there are different Isp ratings for atmosphere and space for every given engine (just two in the case for KSP). So much depends on the size and shape of the bell nozzle. Keep in mind that some types of engines and some fuels work better in different environments as well, that is a different discussion This leads me to an interesting thought. Nothke, if you want to get the simplest variable to use in changing the exhaust plume size, just use instantaneous engine Isp and compare that linearly to the min/max of the engine for simplicity. The problem with trying to do a variable exhaust plume is that each engine has a different sets of Isp's with only 2 data points (atmo and space). Realistically we should have a curve that shows Isp vs altitude. You could take the ground/space Isp and convert them to min/max at ground or space. This means if Isp Ground is higher than Isp Space, the rocket should be optimal expansion at launch, then gradually become under-expanded in space (huge exhaust plume). Similarly, if the Isp Space is higher than Isp Ground, the rocket should be under-expanded (tiny exhaust plume) at launch and gradually become optimally expanded as it reaches space. I assume you need to use a plugin that makes the smoke and particle trails from the engine change with multiple variables (more than just thrust) in order to implement this, but I think it is perfectly doable with a few equations. Maybe have different algorithms for different types of engines (like nuclear vs standard).
  5. That Duna base setup looks better than Bobcat's HOME's. I want them I NEED THEM
  6. THIS IS EPIC! I have the Mass Effect starmap song to play in the tracking station!!!!!!!!! It's a dream come true :') http://www.youtube.com/watch?v=eoqyXSDpr14 Similar to the specific music on planets, it is possible to play a song while viewing the map on an active ship?
  7. With soundscapes, is it possible to play a specific soundscape only while in map-mode? . . . . . . . . . . . Mass Effect galaxy map theme?
  8. What is funny is that us in the satellite industry actually refer to the production satellites themselves as "buses."
  9. The FAA has jurisdiction over all United States private and civilian spacecraft and launch vehicles. The government (military) has its own set of regulations that are more strict and do not fall under FAA regulations. NASA does not create these regulations, they abide by them.
  10. The FAA will not let something like that go into orbit because it is not capable of maintaining its orbit via station keeping and is not able to control its reentry. Rule of thumb is objects larger than 1 square meter do not burn up in atmosphere. A bus like that could de-orbit and come down in a city and knock out a skyscraper.
  11. I like it. It reminds me of the 1.25m BACE kit inflatable habitat, but in 2.5m. They will go well together.
  12. This plugin sounds like something bullettMAGNETT can use. He has great sounds made from scratch, but he said he doesn't have the coding experience to make a plugin.
  13. I can't figure out what the normalizer does, but I always turn it off because it makes everything sound terrible. I have a Soundblaster Z card, which should be able to handle any audio thrown at it (works with BF4 5.1 surround well).
  14. THIS is exactly why I stopped using KW Rocketry, because the large engines would slide all over the place and the rocket would fall apart. I will use this mod right away!
  15. Keep in mind that IRL, solid rocket boosters usually make the most earth-shattering noise, like the old Titan IV rockets. The Delta IV and Atlas V rockets today (LOX and LH2 as KSP is modeled after) are like whispers compared to the Titans and STS launches. In short: make SRBs louder
  16. Actually on that note, this would be a perfect use for one of sumghai's station parts like his Karmony Science Module. Some of his stuff doesn't have many purposes yet. http://forum.kerbalspaceprogram.com/threads/35043-0-20-FusTek-Station-Parts-Expansion
  17. WOOOOHOOOOOO!!!! I was actually doing pretty well with career mode and no mechjeb for a while, but the repeated stuff and lack of precision when going between planets was getting annoying.
  18. In the mean time, focus on getting your first version out with just the stock sounds replaced. Then work on your version 2 that uses a plugin.
  19. I prefer your method of creating them from scratch. I don't like a lot of the sampled stuff because I always hear repeated patterns in the loops and it detracts from the realism. I am legitimately excited to see what kinds of different sounds you produce. Are you using something like FL Studio?
  20. I just installed your mod and also Kethane. I chose your mod from the tech tree, despite noticing that Majiir also has a tree. Is it possible to use this mod at the same time as Kethane in career mode?
  21. I have to say, this mod has come a long way, and I am very happy to see how perfectly your science idea transitioned into KSP 0.22.
  22. This would be great. Keep in mind with KSP 0.22 the longer a vessel was in space, the more science you get when you recover it, but I don't know how much. EDIT: I just saw that the interstellar mod 0.7 science modules do exactly what you want with constant science generation.
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