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DaMichel

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Everything posted by DaMichel

  1. Nice, that was quick. Thanks again for all the effort. The CoL in Donziboys pics shifts a big step forward upon adding the delta wing to the front. Is there some strange aerodynamic effect going on or is it simply due to the shift of the wing area?
  2. I noticed the negative sign as well. Should have kept a better eye on it because now i wonder why it didn't keep accelerating the craft. Anyway, i also added the craft file in the dropbox.
  3. I think i just experienced the same issue, but i don't use Firespitter! Only stock parts were on this craft. It happen when i approached KSC in a SSTO. I got it down to Mach 1.2. Then it seemed to retain it's energy perfectly. Nothing would stop it. I could trade speed for altitude though. Prior to that some parts on the ship exploded for no apparent reason. Eventually the whole craft exploded. Take a look https://www.dropbox.com/sh/biakqd6iqt19g2d/IChPvO9k4V I have FAR, JointReinforcement, and some information plugins installed. Using Version 0.12.2 of FAR. Now i've got so say that before all that happened the craft already had exploded on loading my savegame. I had to use quickload to continue playing this savegame. So probably the craft is fubar to begin with. But just in case this is some bug in FAR i thought i should post it.
  4. Thanks. I need the collision though. You can see in my unity screenshot that i split the collision mesh into three pieces. But i don't like it because it only works on 1.25m fuselages. I think i will just remodel the collider and see if i can still attach things the way i want to. Thinking about it, collisions are probably not checked against parts on the same ship. It would be horrible when the ship bends and flexes. Ships which are connected by docking ports ... that's another thing. Pretty sure that i had an explosion problem once due to intersecting parts on different sub-ships.
  5. KSP is IMO first and foremost a simulator with virtual Legos. Why do people play simulators? I mean flight sims. For the enjoyment of just flying around, and the challenge i guess. All Sim games that i know also have some sort of missions or campaigns: DCS, ToH, ARMA ... (see where i'm coming from). They just give you objectives. Go some place, deliver something, shoot something, etc. I believe that this is a good direction to go in. Hence my suggestion in the post above. I'd also increase the difficulty level by adding more simulation aspects like life support and heat management (optionally i suppose). Don't get me wrong. The Lego aspect of KSP is big and totally justifies simplifying things.
  6. Instead of the grindy stuff (science included) i would much rather see a mission based progression with a cost system. This seems to be half way implemented and then abandoned unfortunately. Basically the game would give you goals like bring instrument X to planet Y and you would earn money for completing the mission and a recycling bonus for bringing stuff back for reuse. You'd have some starting money and most parts would be available. The limiting factor would be money (just like in real life i guess ) and you would have to try to build your rockets as efficiently as possible. Ofc you'd have to pay for each part on a ship for each launch. You could make test launches for free. Revert To Hangar would give a full refund. Mission would start easy, like making a suborbital flight, then become harder, ending with getting some science lab to jool and back or something like that.
  7. Thanks guys. I made it after the look of the stock orange tank. I believe it is some thick but light isolation material for liquid hydrogen storage or something. I thing it looks really nice. But if i continue this i will try to vary the textures a bit. Anyway here is something i have tinkered with Edit: See first post! It is designed to support high/low mounted large wings on medium fuselage parts without ugly gaps. A center piece planned. I have a question which maybe someone here can quickly answer: Can the collision mesh intersect the other fuselage parts? Basically part clipping by design. Or should i avoid it? It appears to be okay, but i',m afraid of side effects like spontaneous explosions and such ;-)
  8. Great work DYJ. Thanks! I have a question though. How do you manage to mount the wings above the fuselage like that?
  9. @Donzi: Nice to see someone else building nuclear spaceplanes. I've been working on something similar but much smaller for career mode. I don't have all upgrades so it runs on fission reactors. There are several variants. Still trying to figure out the best configuration. I burn most of the LFO during the ascent. Probably i'm not patient or it is limited by only one intake per turbojet. To get into space i switch to LFO in 23 km altitude at mach 3.5. By then the thrust has dropped below the level which LFO gives. It has no payload either, except for science experiments! Its mission will be to dock with a mothership, go to another planet, fly around, do science and hopefully return to KSC Btw. @Fractal: Last time i checked IP intakes provided 5x the amount of atmosphere than stock intakes. Might be a bug. If not, isn't this OP? Looking forward to the next update. Cheers,
  10. Yup i know. Talisars Spherical & Toroidal Tank pack. I wanted something which does not appear as bulky though. And more choice is always good, right?
  11. Exactly the point i raised some time ago. Since then i just added radiators to every craft. It's not ideal but i guess i won't uninstall Interplanetary so soon anyway But from a realism point of view, i was very surprised to read that apparently the cooling system on the ISS is mostly there to get rid of the heat from the solar panels. They even call it "Photovoltaic Radiator Panels". Go figure. http://www.space.com/21059-space-station-cooling-system-explained-infographic.html
  12. DaMichels Fuselage R2 For the lack of a better name. These parts are rectangular fuselage pieces meant to be radially attached. You get two center pieces, an air inlet, a terminal piece, an adapter to the standard 1.25 m parts and as extras a smallish tail boom and a slanted cone. Download https://www.dropbox.com/s/hra805mva0qzoej/DaMichelsFuselageR2.zip?dl=0 Notes * This is a revision of the 2014 release. Now with better looking (i think) textures and mesh. * RealFuels compatibiliy: configs are included. * AJE compatiblity: The inlet has a configuration for AJE. I copied the config for the Sp+ rectangular inlet and made the inlet area larger. Not sure what i'm doing though. * Swappable Tanks: If you have the Firespitter DLL and no RealFuels it will use it to give the parts swappable tanks. So you can chose between LF, LF+OX and MP variants. * Usage of FerramAerospaceResearch is strongly recommended. The parts have some values for stock aerodynamic parameters but i have no idea if they are reasonable nor will i take the time to balance for stock. In contrast, FAR figures this stuff out automagically. * ActiveTextureManager: I include a configuration which scaling in general and compression of the normal map. If you like a more aggressive configuration you should probably delete the cfg (damichel-fuselage-ATM.cfg). * Relies on ModuleManager for the extra configurations, which is however not included. I haven't checked what happens if it is not already installed ... Picz Old Stuff Below Edit: Update Mar, 06 2014. Current content: * Spherical Tanks with 1.25 m base from 0.625 to 10 t. * "Flat" Fuselage pieces including two tanks in two sizes, an intake, an end piece and a tail boom for radial attachment. *Radial Aerodynamic RTG, because i can. Has much lower drag in FAR than stock RTG due to not having attach nodes. *New: Cargo Bay: 2.5 m diameter, relatively stock-like. Comes in heights of 1, 2 and 4 m for efficiency. Fits well to KWRocketry and B9 parts. The doors are designed to require less room for opening than a standard design made of a single door piece. The CargoBay need the Firespitter DLL, which is not included at the moment. Get it from the Firespitter mod. The Intake needs the KineTechAnimation DLL. It was included previously but since i don't want to keep track of it i removed it. Get it from the B9 mod or Taverio's Pizza and Aerospace. Here is the download link https://www.dropbox.com/s/ayqdo72ieq0do86/DMTanks_Mar06-2014.zip And pics of course ;-) The textures on the fuselage are deliberately a bit lowres. If you like it more highres, i can give you the original texture in twice the resolution next update. Link to the source data https://www.dropbox.com/s/95mgbvrxnbdxznq/DMAssetDistribution-Apr18-2014.7z (c4d and fbx meshes & psd textures) --------------------------------------------------------------------------------------------------------------- License: These parts are released under Creative Commons Attribution-ShareAlike 3.0 Unported License. I used textures from StretchySRBs, heavily modified/integrated into my own.
  13. localSol: Yeah. There seem to be some glitches with the atmospheric intakes, but the engines definitely work. I should read up on super sonic aircraft design though, since most of my planes become terribly unstable at high speeds and altitudes whereas they fly just fine in the lower atmosphere
  14. Glad to see this being maintained. It is such an awesome help for keeping my sanity while trying to intercept other planets One small suggestion, assuming you keep the arrow buttons: add another column of buttons in in-between to zero out the current value. I think i would rather use that plus the arrow buttons instead of typing in values. Btw., would it be possible to support the mouse wheel? Basically it should increase/decrease the value of a text field over which you hover with the mouse.
  15. Hey Ferram, i just wanted to thank you for your hard work I got into KSP after watching ramjbs aircraft design video and have been using FAR since the beginning. Very nice. Also the structural strengthening plugin. For everyones amusement here are some of my creations, because everyone likes pictures, right? The space plane is pretty cool. It uses the nukes from Interplanetary, so in theory it should fly on any planet with an atmosphere and make it back into space. I'm looking forward to trying it with your atmospheric improvements. Keep it up!
  16. I was thinking the same. They could even be used in addition to the main engine to fine tune intercepts from far away for tiny dv costs. Especially with the help of mods like PreciseNode which i currently use. I might try that on my next ship.
  17. Nice Plugin! However, strut connectors didn't work properly for me. They are there just for esthetic reasons. I know they are useless when welded.
  18. I like the idea. Not strictly in terms of some story missions, but getting awarded for some accomplishment. And here is an extension with air plane/SSTO related things: -- Fly with a plane (No rocket engines. Must have wings, Bonus points for landing.) -- Fly at supersonic speeds. -- Fly into orbit with a SSTO (Must have wings and air breathing engine.) -- Fly in the atmosphere of a different planet (Wings required. Rocket engine is ok. Lift force must be at least 90% of the gravity force for a minute or so. Bonus points for landing there.)
  19. When i learned to rendevous, i killed my relative velocity completely several times during the encounter and then just burned toward the target. Approaching with 5m/s from a distance may be too slow because as you noticed you target will run way. When you are 5km to target you might try .. say up to 50m/s relative velocity. Burn relative retrograde and lower you speed as you get closer. At some point you have to switch to RCS. Use lateral thrust to keep your velocity vector on target. It takes a bit of practice but it is actually not hard. For when you are really close i also suggest NavyFishs Docking Alignment Addon. Also while learning make sure that your ship has high TWR and powerful reaction wheels to make the whole thing more responsive.
  20. Well, it sorted itself out. Very likely i had deleted my firespitter.dll, not realizing that B9 depends on it. Looking at the B9 parts right now, and yeah they use the FS stuff just like the AirBrakes, which incidentally also didn't work. Hope this helps someone here.
  21. I have the same issue lately (with the reinforced connections mod + FAR + some others). The stock landing gear seems to work fine. I'm sure that it is some sort of addon incompatibility issue since it appeared after updating some addons. Before that i could usually take off if i was careful enough. Now the friction seems to stick the gear to the ground, almost impossible to move. Was too lazy to investigate though
  22. Right. One thing i don't like about that is that you have to add a part from Interstelar to a craft which should be fine without it IMO. Also, i disagree about the dissipation being generous. One more question/suggestion: When you switch the engine to liquid consumption mode, it leaves the oxidiser in the tank, right? Which means one would use Jet-Fuel tanks. Of which there is only one or two (stock). Am i missing something here? If not, would it be possible to add a monopropelant consumption mode with the same properties as liquid mode? Just because of the larger selection of tanks. And one more: Make radiators glow based on their temperature! Also the inline/radial radiators.
  23. Hi there. First post in this forum. I've been playing this game for some time now and been enjoying it a lot with all the great mods. I'm wondering about how heat balance works in this mod. I started a career with RemoteTech and some other mods (Manley inspired ). So in order to maintain control, the electronics equipment of my probes has to run 24/7. I had this one probe, powered only with some solar panels and it was disabled by waste heat half way to Duna. I know there are ways to fix it but is this realistic? So ... Wikipedia says the solar radiation around earth is 1400 W/m^2. Lets see how hot our ship might get if it was a black body radiator. I also assume that it has twice as much emitting area as receiving area. So using Stefan-Boltzmann's law, i obtain around 334 K. Then it should be in equilibrium and emit as much as it receives. I guess this is quite overestimated, since a real craft would reflect some light and whatnot. Hence i guess the heat loss without radiators could be increased a little. Real space probes don't have big radiators either. How is heat balance modeled actually? I had a look at the plugin sources and i couldn't completely understand it. What i expected to see was like three compartments which are in thermal contact: reactor core, radiator and the rest. Each with its own temperature and heat fluxes in between. It looks however like the temperature of the craft is some fixed value, right? (FNResourceManager, l. 275) Okay i'm just nit-picking i suppose ... Thanks for making this mod!
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