Ruedii

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About Ruedii

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    Spontanious Unplanned Disassembly Expert

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  1. Hmm, I haven't worked on that part of the wheels. However, I think there is a collider you can edit to handle this. Look for a spawn clearance collider of some sort.
  2. If you need help tuning the wheel module I can give it a go.
  3. Well, first of all, air-breathing nuclear-turbojets are very impractical and ineffective because air isn't a particularly good conductor of heat. This means the heat exchanger has to have increased surface area, and thus be heavier. More effective variants use a wet system where a coolant heated by the heat exchanger is injected into the airstream. Typical coolants would be methanol, liquid CO2, Liquid Helium or Liquid Hydrogen. The combustion of the coolant is minimal and not a real source of expansion compared to the raw heating power of this setup. Even water can be used in this manner, but it isn't the most effective option. It's thermal properties and boiling properties pale in comparison to methanol, which is the least effective coolant I mentioned. As of where water is used in the design, it is usually used as a stage 1 coolant to move heat from the reactor core to the heat exchanger, which would be water or heavy water in a traditional design, although newer reactor designs small enough for this purpose move to molten salt or other materials less prone to boil-off. There were experiments with this sort of thing in the 60s and 70s, but none of them were deemed practical, and most of them exceeded the radiation leakage level for regular usage. Honestly, if air-breathing nuclear-turbojets were determined a viable option, there would be no stopping the US Military from using them for Operation Chrome Dome in the early 70s. No amount of political pressure would outweigh the option to have bomber that only has to land to take on food and water supplies for it's crew.
  4. Unless it was fixed in the latest update (which I just downloaded) there is a (very) minor bug of the separation mini-boosters using the wrong staging icon. (They use the standard rocket one, not the solid rocket one.) I know that this is a minor issue, so no rush to fix it.
  5. As of textures, the only ones left still not working are the short tails. I may need to check if there are any recent updates that I haven't grabbed.
  6. The problem is that it keeps throwing NREs and other debug error spew. They are almost all related to data in the KSC++ mod, which is why I suspect that. KSC++ also has some bad colliders that Kraken my crafts if I run into them. I'm thinking of using the lighter building mods next time I install Kerbal Konstructs.
  7. Yeah, I'd have to try my hand at the canopy. I know how to approach it. For a bubble cockpit. A. Base mode: 1. Create an appropriate ovoid model that clips into a matching fuselage cylinder 2. Delete the portion that clips into the cylinder. 3. Put that block in layer, and give it a nice transparent material with a glossy glass effect. B: Edge "Seal" Trim: 1. Use an edge select to select the edges. 2. Use a feather on that edge select to create trim. 3. Apply a nice "plastic seal" or "classic leather seal" material to that. C: Re-enforcement bars: 1. Select cross-sections 2. Feather cross-sections lateral 3. Widen cross sections. 4. Add metal texture with rivets. D: Mount rails (Mount side) 1. Build base rail design as a simple rectangular pyramid 2. Apply an "inner rail" parallax map to the top to create the appearance of a trench line that can go below the surface it is mounted to. 3. Apply a nice metal texture brushed lengthwise with some nice rivets. 4. Duplicate via mirroring and place the two rails at the sides of the canopy (or any other object you'd like to attach them.) E: Mount rail interface (canopy side) 1. Create a flat plate with a small cylindrical axil and cylindrical wheel attached to each side of it. 2. Double up this on one side. 3. Mirror to the other side. F. Fine tune everything to mate nicely and mate to the 1.25m profile cylinder. Of course there is a difference between knowing how to do it, and actually being able to do it.
  8. I have thought about taking a look at the model file to see if I can just remove the gun and have it be a rear facing seat. I also considered seeing about getting someone to build a slide open, eject off, canopy for this.
  9. Yes, running a less powerful stage at full throttle IS more efficient than a throttling back. My point was that getting that angle lower and staying closer to the apoapsis will provide you with better TWR. Thanks for describing it in more scientifically verifiable terms. Also, that assuming all the burn is either vertical or horizontal WAS the fuzzy math I was talking about. Thanks for point that out. Additionally, the fact that he just gave his finished formula WITHOUT showing his work.
  10. I'm thinking of checking the license to see about continuing this mod on my own. I'll probably strip out the tail gunner seat, rather than worry about the BD Armory stuff.
  11. Oh, also combining all game generated physics on each part to single part into a single force set before applying it to Unity's slower physics engine should boost performance a little (if you aren't doing this yet.) Second, thread out terrain loading onto a helper thread to reduce it's load on the main thread if you aren't doing so already. Finally, put each vessel and each quad of the planet's surface in it's own layer, and only enable interactions between them if they are close enough to interact within the next half second or so. Furthermore, place each ship and, if applicable the quad of terrain under it in it's own "krackenbane" virtual space when it's on it's own layer set. Then integrate them when they are close enough.
  12. Good to know. Probably still needs a lot of tuning, but I have felt less hard stutter. I wish they'd implement COW and Invalidation techniques to get full concurrent GC at the expense of efficiency. Oh you might want to look at the aeordynamic calculations and the aerodynamic FX routines to see if all of these are properly running everything possible in TLAB to reduce heap usage.
  13. So enabling that feature might be an option. BTW They probably should update their Ubuntu version requirements. Ubuntu 16.04 , 18.04 and 19.10 are both currently compatible and have update support the line "or compatible" might work here as well. Ideally they should look at possibly building against Steam Runtime. This might improve compatibility.
  14. What's the current Unity version, if it is 2019.x or 2020.x is there a chance we could get that experimental incremental GC in the update?
  15. Could we get 0.4688m and 0.3125m sized probe parts added to (very) late tech tree under new nodes labelled "micronization" and "additive-subtractive micro-construction" for basic probe design, and "micronized rocketry" for propulsion.