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LordFjord

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    Sr. Spacecraft Engineer

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  1. Wow, this looks amazing. Might be just what I need to get started with KSP again even before 1.1 hits us. Question on procedural stuff: do I get it right that the craters will be recreated for each save and persisted?
  2. I had to reset my password before I could log in. Was that just me or did I miss something?
  3. Thanks a lot Alshain (and NathanKell), that clarifies it. Soooo, I just might want to stick a "put on enough intakes to not have asymetric flame-outs" on the top and the mod becomes obsolete.
  4. Sorry, missed your post when I updated mine. I made a test vessel for engine asymetric flameout and I might think that the mod is indeed obsolete for KSP 1.0.5. I mean, looking back at previous KSP versions, this setup would have been a candidate for a garanteed spin of death.
  5. Cheers shepheb for the fix, I have merged it and the mod seems to run (more or less) again. Oh, and welcome to the forum :) [b]Now to the bad news[/b] However, I have taken a look at the new engine configs and I fear that the mod becomes useless unless I (or someone else) does a major overhaul of the intake to engine distribution algorythm. The reason is, that before, each airbreather engine used the same amount of intake air as a resource. Now, they have different values. The mod (so far) only took intake area of the intakes into account. Example (RAPIER in jet mode) [code] PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } [/code] The Panther is also a special case, the ratio goes up from 12 to 40 when you go afterburner. => the mod might work as long as you use only the same engine type, but I wouldn't rely on the mod with mixed engine setups. edit: I have built a basic SSTO (my 1st in 1.0.5 ;) ) that should have entered the spin of death on flameout. Here's a pic of it with the intakes and engine info displayed. As you can see, all intakes feed the rightmost engine. What happened, was that both turbojets flamed out at the SAME time, while the RAPIERS were still going in jet mode. They flamed out independantly of the turbojets a bit later, where I switched mode and got into orbit comfortably. [img]http://i.imgur.com/57G0Egq.jpg[/img] Sooooo, the question now is, is the mod obsolete or not? Engines and their flameout behaviour is more complex as it was before and I did not run into the asymetric flameout issue. Can anyone, who can reproduce it, post it with a craft or some pics & info?
  6. Thanks for the heads up guys, I will take a look at 1.0.5 and fire up a test rig to see how flameouts happen on various LF engines. There might be other changes that could affect the mod, for example air consumption of engines, it was the same for all LF engines in 1.0.4 if I remember correctly. If that is changed, then the mod is basically useless for mixed-engine vessels. Soo, give me a bit time to check things out and see if I can fix it. Until then, best build old school style without the mod.
  7. Oooohh, nice shiny new stuff. That intake screams for a F-16 replica. And amazing what a new node attachment point on an engine can do
  8. "Won't flip MK I", "Certainly won't flip MK II", ... (general rover names, not related to RoverDude's awesome creations )
  9. You are probably looking for gchristopher's Sporklift/Hot Dog Bun Reusable System. I wonder if amazing stuff like in that old challenge is still possible to make - or how some would work in today's stock KSP. Got to love looking back at old insane engineering wonders. Seriously, check out that thread. It is full of genious minds (excluding mine).
  10. My "strip Minmus from as much Science as possible" mission did a safe return to Kerbin with a very kerbal landing. The nukes were still blasting away but the whole scene remained stable. Something like 3-4k science in that lab + ~3k processed and transmitted. Take this, tech-tree!
  11. Interesting, I didn't know that they spawn all in the same plane. This should make it a no brainer to set up a harvester somewhere in the belt.
  12. Welcome to the forums, Andrea/Badie @devnotes: each new tiny bit more multiplayer news is great news!
  13. After a longer time of only lurking the forums and do a few posts here and there, I have picked up the game again and started a new 1.0.4 career save. So ... much ... fun A few orbit flights, placing a few sats for contract and cash, a Minmus and Mun mission, ferrying some tourists around. I am in love with the game again. Next on schedule is a classic Duna/Ike mission - with the science and cash from that I should be able to unlock all the SSTO spaceplane parts that I need for more science and engineering challenges and experiments. Fjord
  14. An SSTO spaceplane that is capable of hauling 16 tons to Minmus is no easy task. If you do not have much experiance with spaceplanes, I would suggest to start smaller. Getting one to Minmus is hard enough already without any cargo. I would guess that a spaceplane capable of doing that will be rather big - and big ones are hard to design. In the end, you probably have the same goal as many: to create a stylish plane that can go anywhere with mining/refueling, am I right? A quick search gave me this: It doesn't go to Minmus but I guess if you replace the passengers and half the cargo with fuel, it could.
  15. The rapiers have a certain minimum speed that they need to "kick in". Aim for something beyond the sound barrier, lets say 380-400 m/s, from there the rapiers should carry it. You usually still need some turbojets to be able to get there, so try maybe a 50%-50% turbojet/rapier setup.
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