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Everything posted by Nuke
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HotRockets! Particle FX Replacement + Tutorial
Nuke replied to Nazari1382's topic in KSP1 Mod Development
is there a way to apply these effects to rcs thrusters. -
Taylor Wilson and NERVA; check out his TED talk.
Nuke replied to Dispatcher's topic in Science & Spaceflight
i think i would use vacuum actuated pistons in the sub critical tanks. their natural tendency would be to evacuate the core (there would be passive displacement devices to take up the space of the extracted fuel in the core or other parts of the reactor). they would be blocked by freeze plugs and so would remain in a primed state. if the plugs melt, then they are allowed to draw off the fuel. resetting would require pressurizing the vacuum side of the pistons to force them back into their primed state, and to re-inject the fuel into the reactor (and this would just take a couple of valves and some pressurant). the freeze plugs would then be allowed to reform and the pressure evacuated from the pistons. it at least seems simpler than a centrifuge. but thats only a minor problem. the big problem is that the molten salt tends to be rather corrosive. so designing materials that are both light enough for use in space and also can resist corrosion from the salt would be a huge challenge. i dont even think we have the materials for a terrestrial msr. we have run experimental msrs before, and they worked great, but i dont think we have ever ran them long enough to fail due to corrosion. its certainly a problem that needs to be resolved before we can design one to run for a few decades. -
Today, the Unreal Engine 4 was officially released... with a bombshell.
Nuke replied to Streetwind's topic in The Lounge
i personally miss the days when game studios actually wrote their own game engines. these days its all but an impossibility unless you can afford a huge dev team for about 5 years before putting out a product you can license (and were talking just the engine, not an actual game). modern game engines are really complex. but back before that was an issue, smaller studios just put out better games, you dont have to make a game and pander it to the everyman, you can aim for a specific type of gameplay and dont have to worry about what the masses think. -
i have an 400 class rc heli but really cant afford to keep it flying.
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Cosmo vs. Astro... naut. (inane discussion of semantics)
Nuke replied to little square dot's topic in Science & Spaceflight
im just going to call them "space people" from now on. -
ive used the "steampunk from hell" look on a lot of earlier parts, lots of graphite, tungsten and copper colors in there. i rather like it, but im trying to move away from it with newer parts. then some of the newer aircraft parts kinda use an anodized aluminum and glassy black scheme. i will probibly apply that to the edf for sake of color continuity, so it matches the engine pylons and intakes. the wings might also get the anodized aluminum color, but without the black. the girders i wanted to keep simple with a heavy duty looking connecting ring, and then an aluminum truss. as for that big 19-coupler, which is the first part i got into ksp (back around 0.11 or 0.13, i dont remember). i just wanted to do something insane. i probibly slapped it together in 3dsmax over the course of a couple hours, texture was based off of some other textures i made for another mod for another game. since at the time you could just dump a dae in the parts folder, and since i was already setup for that, i just had to do it. i wanted something to go with the 3m tanks that were available at the time (the reason this is called the half meter pack and not the .625 meter pack, is because it predates the changes in scale, and im very stubborn and dont like change). im thinking about nerfing it, making it much lighter but eliminating its fuel. i noticed it kinda locks you into using chemical or nuclear engines, and sometimes you just want a piece of structure, a job for which it is just too heavy. il think about it. as for the future, i want to do some smaller parts, to match those tiny stock girder sections, ibeams, etc. with some lightweight hubs and adapters for better integrating them into larger sizes. will also include engines similar to the ant in form factor, though in arcjet and mpd varieties. this should make really small probes more diverse. i want to have more power components, lights, apus, asas, solar, wheels, reactors, etc. i have a couple other pod ideas i want to try out. there is also some stuff on the other side of the spectrum, i have an 11 meter centrifuge in the works which matches the 3.75 meter profile, im also working on 3.75 meter polywell type fusion reactor, and appropriate tankage. i have an idea for a multipurpose hanger based on extraplanetary launchpads, to let you construct and then recycle mission specific space craft onboard. my entusiasim for ksp modding varies wildly from day to day but i hate to have half-finished models laying around.
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a smallish, hardly useful update. as you know, i am incredibly lazy. but after suffering a string of horrible failures and a few marginal successes with my electronics hobby and growing weary of electron hearding, i have decided put some time into the mod instead. i want to aim for a post 0.24 update (so i can support any new features that come with it). the next version will have a a few new parts. they are all in game and being tested/balenced, but they still need textures (this is the major item on the todo list). there are also other parts in the pipeline in lesser states of completeness, some of those may get worked in if im in the mood (or any that are in but which ive forgotten about). heres the new stuff: -dual mode arcjet engine, which runs on monoprop/monoprop-charge. it can act in chemical or electrical modes. chem mode gives more thrust, electric mode gives more isp. -electric ducted fan, nifty for flying around on kerbin/eve/jool/laythe/duna. -set of small(ish) wings, including but not limited to: glider wing, delta wing (with internal lf tankage), canard, tail fin, aerodynamic structural pylon, solar wings (with built in solar panels and batteries). new particle effects. the mpd engines and arcjet (and i want to do the hall thrusters if i figure out how) now have exhaust effects. sounds work now and there are more of them (i apologize in advance for my horrible sound engineering skills). most of the duplicate textures have been eliminated, that was a major memory hole. tech tree support is in, but is currently untested. all part cfgs now use MODEL{} and NODE{} instead of the old skool way. experimental: ducted fan and vtol engine now have working rotors (powered by firespitter). reworked mpd thrusters, should now work more sanely (but still power hungry). replaced bleed air and bleed gas with bleed system pressure, bleed thrusters are now interchangeable. experimental: intakes may accept atmosphere with or without oxygen and produce appropriate resources (though i need to find a better way to do this). various balance tweaks. pretty much enough stuff to justify an update. the only real hold up is some texture work i absolutely need to do, some bugs i need to fix, and support new 0.24 features when they come out.
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Skylon may fly this year, first SSTO spaceplane?
Nuke replied to Naten's topic in Science & Spaceflight
i dont exactly think they are in it to game the system. they get a bigger payout if they succeed, and besides their patented heat exchanger manufacturing process is worth enough by itself to give all the top members a very nifty retirement package. that kinda thing has applications all over the industrial and energy sector. that said they will not be pulling it off alone. they are going to need to team up with major players to pull this off. so yes buisness partners. probibly not at this conference (they are all under payed over worked astronomers after all) but there will be others. -
Skylon may fly this year, first SSTO spaceplane?
Nuke replied to Naten's topic in Science & Spaceflight
i never saw anything in the source that indicated it would. i think the op is sensationalizing. -
So... about resources.
Nuke replied to DoctorCruz's topic in KSP1 Suggestions & Development Discussion
i would argue that getting "shelved" is completely different from being "abandoned". in that its something that may be reconsidered further down the development pipe. im happy to use kethane in the mean time, regardless of its (minor) annoyances. -
KSP should require a Standardized Mod Versioning File
Nuke replied to Oddible's topic in KSP1 Mods Discussions
these three things should all be in a mod's readme file anyway. its not my fault if users dont read it. -
Skylon may fly this year, first SSTO spaceplane?
Nuke replied to Naten's topic in Science & Spaceflight
the whole point of the presentation is to build publicity and get investors on board. perhaps find buisness partners as well. i could imagine rolls royce being contracted to build the engines. rel by itself just has the capability to design and test the engine components, and possibly produce a prototype, but they will need to contract a manufacturer like rolls to take care of the mass production. then get scaled composites to build the airframe. i cant think of anyone in the uk with the knowhow to build it, given the exotic composites involved, so scaled is the perfect choice. of course that means virgin galactic will end up with a couple skylons -
Feasibility of fission fragment rockets
Nuke replied to Accelerando's topic in Science & Spaceflight
its essentially a fission reactor that you run in a constant meltdown state. fissile material vaporizes and is thrown out at very high velocities because of its insanely high temperature, giving you really high isp. cool stuff. -
EAS-1 External Command Seat
Nuke replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
at least fix it so you can put a kerbal in it at launch. first person view and working displays would be nice, but id be happy if i could put a kerbal in it without having to build a crew loading gantry into my ship. -
Feasibility of fission fragment rockets
Nuke replied to Accelerando's topic in Science & Spaceflight
i figure nothing irradiating everyone and forcing them to watch doctor strangelove clockwork orange style wont fix. this is one of those technologies you could probibly develop over the course of a couple decades provided the funding doesnt get cut and the protesters keep their nose out of it. in other words darpa probibly already has one sitting on a shelf somewhere. -
KSP should require a Standardized Mod Versioning File
Nuke replied to Oddible's topic in KSP1 Mods Discussions
thats why its hypothetical. i dont see it ever working. it would have to be a work of unattainable perfection, and even then it would be hard to get a large fraction of the community to use it. as a modder (a very oldskool modder at that) i am content to work without any unnecessary applications (i rather dispised being forced into unity), same as when im in mod user mode. only my readme file may stay users from their otherwise inevitable doom. i totally agree that the spaceport is broke, i believe i have released 4 version of my mod. 2 were uploaded to my google drive, one was successfully uploaded to the space port and another was up and was downloadable but its stats were not being tracked nor was it showing up in search results. of course thats what majiir's thread is about. this one seems to be more about packaging (though i admit the problems are somewhat interrelated). -
you are not going to be able to lead a group of modders if you are not one of them. at this point you dont even have an idea, and you want people to work for you, for free, so that you can massage your ego into believing that you accomplished something after letting others do all the work.
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i would do this, except i would not have buildings made out of parts, instead i would have dedicated building kits, that can be placed on the surface of a planet and then deployed. once the deploy animation runs its course the part would then be made static and would be part of the planet from that point on (it may be possible to demolish or dismantle so it can be reused but that is not a requirement). think of it as the way extraplanetary launchpads work, minus the slowness amd instability that comes from the completed base.
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KSP should require a Standardized Mod Versioning File
Nuke replied to Oddible's topic in KSP1 Mods Discussions
some of us modders are stubborn and dont like to be told how to work our magic. we would sooner see the world burn than change our ways. that said if someone were to hypothetically develop the ultimate package manager that makes mods stupid-easy to install and also came with dev tools for quickly making packages to the correct format. its possible that such a thing could become a defacto standard that everyone uses just because it makes everyone's life easier. such a thing would have to cover all the bases though. it would need to install dependencies, manage updates, then resolve compatibility conflicts and all the other things that can go wrong with an automated installer. so its a pretty big task on its own. even then you would still get rebels who like to do things their way and ignore it completely, or worse have competing tools that do the same job but dont work interchangeably. the only way i see this working is if squad or other community leaders took the reigns. -
How to make having multiple crew useful?
Nuke replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
i like the idea of kerbal classes and class based skills. you would have pilots, mission specialists, scientists, etc. a pilot is needed to fly the ship, but is horrible at science. your scientist gets more useful data than a pilot, etc. each would have their own set of skills. a kerbal can be leveled up based on his experience and use that exp to get skills. by having a larger crew you have a larger overall skill set at your disposal. it also makes you want to keep your kerbals alive. so it comes back to rpg elements. -
it doesn't matter what folder things go in. it all ends up in the game database anyway. you can find any piece of data you want with the url (which probibly gets resolved internally to a reference to make lookup faster). i think the problem is that there is a lot of subsystems in the game that still dont use all the features the game database has to offer. i would bet that bitmap management is one of those subsystems. but its just one of the millions of things on squad's todo list.
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lets turn mech games into crappy shooters! doesnt sound like fun to me. certainly not fun as ripping through your cockpit with a full lbxac salvo from my beatstick. a realistic mech is going to be a lot smaller. i think the area of the foot pad goes up linearly with the weight of the mech, that bug mech i posted earlier looked to have the foot size slightly bigger than of an elephant. i also noticed that the robots gait kept 5 feet on the ground at all times, but that may have just been for testing. and just look at what darpa is doing with 4 legged robots. nature really does give you your size limits for a biped, something equivalent to spinosaurus could be 20 tons and still get around on 2 legs. so im going to assume 20 tons per leg pair as an upper limit. so its going to be more like shattered steel (you are probibly too young to remember that one, it was a buglike mech game from the dos era).
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world domination