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Posts posted by CardBoardBoxProcessor
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I just realized that this pack takes up more space than the KW Rocketry pack. Any chance for a low-res version? It wouldn't need to be low-poly, as that doesn't seem to matter so much in KSP, but a low-res version would bring me (and most other peeps with 20+ mods) unspeakable joy. Those engines look awesome, meaning that I'll get them when they come out, meaning that I'll have to delete even more parts that I don't use so much.
But seriously, your balka truss block (the one without anything in it) takes up 8 mb. That's almost as much as most of the KW rocket engines, for a metal skeleton.
as are the RCS I think lol. currently everything is 1024. I have plans to one day go through and make things lower reses as needed. but currently I have not
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It is a fair bit/ But I noticed no one cared about high polyies for kerbX. so free game. I think like ~4500
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I had forgotten how awesome the IVA scene was shape wise dem windows.
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So Some minor Surgery on the RD-33NK. I noticed that the feed pipes were obstructing the view of alot of components of the engine from the side. Diminishing the detailing that I have been doing. And I felt like the pipes were generally too long and drooped.
So I re routed them. I also noticed they hide the Accuators so I enlarged and spread them forward a tad.
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Does it make up for it if I say the truss is the only part of Kosmos I like?
lol what do you dislike about the other parts?
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NoMrBond is possibly going to be helping us balance engines and suck after demonstrating an ability to better than I lol. As for testers. Hold on a tad. Nothing to really test yet Thus why i have not gotten back to anyone.
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Actually, as I've said many, many times, we don't even need a new plugin - CBBP just needs to tweak his animation file and change the order the PartModules are defined in his CFG.
The solution is really quite simple, is reliable and would take less than twenty minutes to implement.
It took 5 seconds with the Dragon Capsule and trunk. Thanks for that suggestion by the way.
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huh I just noticed kosmos has over 108000 downloads. when did that happen lol .
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dont like the kosmos truss? lol
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Anyone heard anything new regarding the APAS 69 docking ports? Been attempting to dock for nearly 9 hours now, but they just won't connect. In all the time I have had 2 ports floating together in space they could have had babies by now, not just stuck to kissing. Or maybe you guys have some tips to something else I can use?
for some reason APAS-69 hates mechjeb.
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Are you going to do any multi-adapter parts? Like a 3.75 -> 3 x 1.25 plate for engines.
I must say, this is tied with B9 for my favorite mod, keep up the incredible work.
Not sure about sizes and adapters yet.
As for RD-33NK(NK-33) I got the plan white nozzle problem solved. adding the corrugated metal jacketed look, and got a look i like for the Turbo Pump Casings
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I really wish DEVs would fix these small issues so there were not 20 plugins needed just to make part modules work to their full potential lol.
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One thing I've noticed from the pod is that in windowed mode, it is impossible to get to some of the right click options on the pod, when just the pod is remaining. Is there any way around that besides action groups? Those work for some of the options, but since they aren't named when you're setting them up, it's basically a "guess which button activates what" kind of situation. Can those be named in the action groups control in the VAB?
Also one thing that might help would work by having the landing gear for the pod tied to the G key without having a right click option for it, reducing the number of things that show up.
Hopefully those are things are helpful!
yeah i really need to make those into landing gear. As for the animation list. I am not sure. it is kind of a DEV issue. since i don;t program the game or have any control over it unfortunately.
it would be nice if I could get the lights to play nice with my lights. but another DEV issue.
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Hi,
First up, I really like your model of the dragon (and your Kosmos stuff, but that's another thread), so thanks for your hard work on that front. Second up, I too think it's a bit overpowered. Actually, I think it's dry mass is too low. Been thinking about this all day and juggling a few numbers, so I thought I'd post my thoughts.
As it stands, 2.5 tons for a 7 man capsule and a 250kN engine is very light compared to the stock stuff. Personally, I'd really like the dragon to be balanced with the stock components. Maybe slightly better, but not radically as it is now.
The best stock engine for thrust to weight is the mainsail, 1500kN and 6 tons. So a 250kN engine alone should be at least 1 ton.
As for the crew capsule, the best stock capsule in terms of crew per ton is the one man lander can, at 0.6 tons per crewman, which wold give us around 4.2 tons for a 7 man capsule. So dry mass should be around 5.2 tons to compare sensibly with the stock components.
But I'd also increase the power of the engine to go with the increase in dry mass. Personally I'd go for 400kN engine power. If we allow the dragon a slight advantage over stock (it is meant to be cutting edge after all) I'd go for a dry mass of 5.5 tons with a 400kN engine.
Stats for the real dragon rider are a little difficult to come by. But the stats I've found seem to suggest it's 8 tons dry, with 2 tons of fuel and an isp of 260 after allowing for the angle of the thrusters. Giving a delta V of around 600 m/s. TWR is 5 or so. So again, I'd allow the in game dragon rider to be a little better maybe, keep the iso at 290 but give it 2 tons of fuel for an delta v of around 880.
Obviously that's all just my opinion, but as it stands 2.5 tons for a 7 man capsule and 250kN engine is radically better than stock.
I like your numbers. However for weight refer to Apollo and Orion and other mudern space crasft being radically heavier than Dragon. Dragon is of light weight design. I will perhaps make it 4.5 instead of 5.5
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NK-33 (aj-26 more specifically since engine gimbaling) has some crazy feed lines. i like them trying to make them organic since the rest of the engine is quite organic in appearance.
and the basic model is done. need to Wrap and Map it the worst part of modelling.
I color coded it just for fun.
Yellow: Fuel
red: Oxidizer
blue Oxidizer Rich Gas
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I was meaning more that it (the NK-33) was contemporary with the F-1, but against their differing ideologies (many small vs. few large), even the contemporary RD-275 revisions of the RD-253 aren't much different at all from the 33's even though they're separated by almost 40 years of design
Hah, yeah I think a converted KSP version Merlin-1D in (probably) 0.625m format with 0.3 weight and 130 thrust as a stack engine would blow peoples minds.
ll yeah. for 1.25m what would be a good secound stage and sustainer stage engine?
also, it is a shame russians never got the rd-270 going.
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I really don't get ISP I think I need to see it drawn out or something. or a graph or some jazz lol.
but I will use these aweosme numbers reguardless lol. as for research..... Nk-33 was an overhauled Nk-15. I see no reason it should be low on the research tree. lol. But it will depend on stock stuff. Rd-0146 will definitely be far up it though. Even though it is Rl-10 like which is also a really old engine. come to think of it. there really arn;t any new amazing engines aside from the merlin.
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those Ship files need to be redone. they are missing parts now lol.
rotated the Tp so more detail was facing the user. and got the thrust structure. now it just needs feed lines. nto as easy as it seems. need to determine the best more elegant path lol.
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indeed. need people that cna set engines straight before release. i am too busy with art work to fly things and test them properly for lifting capability and such
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But yeah. check out those new engine values and stuff. Let me know if that is more befitting.
I think i might make it an engine over heat issue instead of a fuel limit. but users could still deep throttle enoguh to fly with low heat
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Whoa C7 or someone fixed pod only craft RCs rcs now work really well for Dragon ^^
as per posts/whining I have done some simple simple "balacing" and made it so dragon can only escape speed up to about 2 miles or something like that.
small update I am sure people will be happy with the panels and landing legs. besure to send a thank you to sumghai who recommended it.
R4:
Band-aided Solar and Landing leg animation problem. only real fix is a DEV fix.
removed Dragon Brain as it is pointless now.
Changed some engine power and the like.
added Reaction Wheels to Capsule.
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NK-33 coming along nicely
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ill test for you any time KBBP, i guess my question is are you going for realism? if so there is a bunch of us that will gladly roll up are sleeves for you
I am not sure. i really am just the artist lol. I don't even fly the thing other than to hack gravity and test the RCS thrusters even work lol. I have not flown it for the past two updates ha.
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
in KSP1 Mod Releases
Posted
emissives I did it in a way that sort of conveys the flow of fuel from the fuel manifold.
I like the RD-33NK (NK33 IRL). It is a 1.25 based engine but is more of the class,nozzle size, and power of a 2.5m. It is high thrust for 1.25m and medium thrust for 2.5m but the good ISP and long burn times makes it work well for 2.5m. I laucnhed this craft to test out emissives. The short and stubbiness makes it quite stable. Like the Antares Rocket it really crawls out of the launch pad. Only going 40m/s at 2500k lol. But with such good ISP it eventually gets going pretty good. Also like Antares it is ALMOST a SSTO craft. the small upper stage allowing to circularize the orbit at the AP.