not-a-cylon

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About not-a-cylon

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    Rocketry Enthusiast
  1. significantly weaker. using 1.25 meter parts: sabre intakes and cooler, omega fusion reactor, 2 small radial radiators, electric generator, and thermal turbojet in creative mode. before I installed the mod tweaks. after the mod tweaks. can anyone else confirm?
  2. Did this change affect thermal turbojet thrust in atmospheric mode? My thermal turbojets are really weak now
  3. example: in SPH TWR 3.26 in flight TWR 2ish (MJ and KER disagree) TWR doesn't change after launch clamps are released and craft is moving. ninja edit: it looks like the the TWR is somehow affected by altitude, which makes me think that ISP directly affects TWR in some way- the displayed TWR looks pretty close to what the projected one would be. Is this all intentional? If so, how can I figure out my atmospheric TWR from a standstill before I launch my craft? I need to be able to have accurate numbers to make my physics correct sci-fi atmospheric to warp vtol spaceplanes
  4. Even right after takeoff, my MJ/KER TWR is shown lower than the projected one in the VAB.
  5. I'm not sure if this is a bug, or if it's just me not doing stuff right... Using the Omega Fusion Reactor with a thermal turbojet in atmospheric mode shows a higher TWR in the VAB than when in actual use both in Mechjeb and KER. Why is the maximum TWR lower in flight?
  6. I noticed that there are parts above Deadly Reentry maxtemp of 1250, so their heat tolerances get halved. Some of those parts have heat shielding. The ones that don't, notably the intakes, get fried at around 850 degrees. Is this intentional for the intakes?
  7. I love that this is still being worked on! Any chance you can do a prerelease of the vtol engines? I'm itching to build a physics correct sci line of atmospheric and space craft. I did almost a yearlong hiatus from KSP and you had just posted the teasers then and got really excited.
  8. +1 for asking if this is still being worked on or at least recompiled for .90. I just got back from a 9month long hiatus from playing KSP and have been itching to make some cool things now that the welding tool and tweakscale have been integrated well. I would like to be able to continue my dawn carrier story! Speaking of tweakscale, it might be easier for the mod if it used tweakscale instead of having a bunch of parts sized differently. come back Alskari pleaaaaaaseee if you don't have time to really work on the mod (real life can do that heh), could you at least re release the mod so we can keep a community version alive?
  9. I've got a question about balance. The b9 intakes have a max temp of 1700 (also slightly related, there are parts with 1500). The "ridiculousMaxTemp" default is 1250. Would it be unrealistic to set ridiculousMaxTemp to 1800 or would it be better to talk to b9 about setting the b9 parts below the default 1250? Or even another option: set the ridiculousMaxTemp.maxTempScale to another value to handle these things better?
  10. Placing vertical stabilizers on the end of wing seems to mess up the CoL indicator. It seems to be just a cosmetic problem- I don't seem to have a crazy yaw/roll
  11. is it intended that the squad mk2 parts have way less volume than b9 mk2 parts?
  12. Is there a way to enable KER just in Blizzy Toolbar? I'm using the latest version (1.0.14.1)
  13. is there way to make parts invisible to FAR? I'd like for my ladders to not create drag on my aircraft- I don't think it's balanced that the game's lack of aerodynamic ladder choices (or ladders directly built into hulls) should compromise designs.
  14. Hey now. Part welding works well for optimizing HSH. There's a bit of finesse in design and tricking to make it work well. First thing: build in the SPH, save the craft, make a copy of the craft file and move the copy to the VAB folder. Let the VAB re align your craft and then weld. Second: make sure your root part is free so you can plop it down the weld onto anything. That's more difficult than this other method- build your hull, weld it, then use it as your first part.
  15. Ah I remembered another thing I wanted to tell you as you gained more momentum in working on your mod! I really enjoy the fact that you've designed your mod with an open ended play style in mind. Think like playing with lego- sometimes you would use flat pieces as wings, plating, bulkeads. The short cubic or rectangular ones would sometimes be structural building blocks and support beams. Sometimes you would use them as makeshift laser cannons. Sometimes you would even switch the flat piece's function with the blockier pieces and vice versa. The magic in this paradigm is the parts are interchangeable to fit your imagination. The other side of this . You're given a flat piece that is shaped like a specific wing. The blockier parts. They're shaped like a really cool cockpit and have intricate shapes on them. While the new lego parts look cool, you've constrained the player's imagination with your own. This isn't necessarily evil- sometimes you need to cut down part and polygon count. You could makeshift the new similar wing shape with the original flat pieces but it would take more parts and thus reducing cpu ability. I however still think that it should be up to the player to make these decisions. You provide the framework for the user's imagination to take off and do its thing. While the various crafts submitted are all built from the same parts from your mod, they all look unique reflecting the ascetic of the creator. Either way, whatever you decide on, stick to your guns and a consistent game play design and your mod will continue to work its magic as you add more parts!