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xXIndestructibleEVAXx

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Everything posted by xXIndestructibleEVAXx

  1. In a month, someone's gonna have to replicate this thing as close as possible and see if it would work at all
  2. The width of a human hair is much smaller than one mm, and you can see hairs move smoothly and clearly.
  3. I see no reason to assume the big white tank is for LOX. I just assumed it was like, the largest possible size H2 tank- especially since its similar to some tanks from Nertea mods lol. I'm most interested in the engine- afaik, we were only aware of one new NTR before this, in addition to the NERV. So if this is indeed a new NTR it seems like big news to me!
  4. Sorry, no offense intended, but this is not correct. The RD-180 runs on RP-1 and LOX, not Hydrolox. It's proportions of fuel to LOX is completely different. RP-1 is super dense compared to Hydrogen, which is why that tank is so small. An engine that runs oxygen rich simply runs with more oxygen than the optimal stoichiometric ratios- regardless of if it is Hydrolox or RP-1. So they are correct, In a hydrolox engine, the hydrogen tank should pretty much always be bigger than the LOX tank.
  5. That's a (presumably) new fuel tank and engine!
  6. Potential discovery that may calm some nerves: In a lot of the pictures where people say there isn't any atmospheric scattering, I think there actually is, it's just very faint. For example, in the new batch of pictures from discord, if you look in the top right corner of the shot looking down at the space center, you can see that the ground is tinted faintly blue. Additionally, in the picture from the steam page of the huge 8 engine plane over mountains, if you look very carefully at the mountains on the horizon (particularly on the left side) you can see that the mountains further away are more washed out than mountains closer to the camera. It's very faint and subtle. IDK why they would seemingly turn atmospheric scattering all the way down, but I do believe it's still there.
  7. I apologize if there is a better place to ask this, or if the answer should be obvious, but can anyone tell me if vessels created using this system are eligible to complete contracts? Since they always say that satellites for contracts must be new I thought that might preclude vessels originating from a preexisting vessel.
  8. I doubt it, if only because the reduced scale combined with futuristic engines designed for interstellar travel will reduce travel to reasonable lengths
  9. Nope! Have a look at 5:42, 7:02, and 7:33. It's definitely a magnetic nozzle, and its use on interstellar ships and the color of its exhaust suggests its fusion. Definitely a new engine.
  10. Tip: the Interstellar feature video (episode 5) contains a new engine not currently listed on this post, appears to be a Magnetic Confinement Fusion engine. It appears multiple times, including in the animated tutorial sections. Hope this helps!
  11. Bug report/suggestion: with B9PartSwitch installed, the ore/metal/rp tanks are *incredibly* expensive, like 150k+. I looked myself, and in the compatibility for B9 folder, the file B9TankTypes.cfg has tankCosts set very high, at 100 for several of them. I changed them down to 1, which seems to have given reasonable numbers in the range of the stock prices of those tanks.
  12. If anyone is interested, I can all but confirm that this mod does not affect certain Far Future Technologies engines, including the pulsed fission engine and likely others.
  13. Apologies if there is a better place to ask this or I'm just missing something, but is there a way to turn off the surface saturation on Kerbin? I'm messing with visual packs and something I've done has made it rather bright, and I would prefer it to be off. EDIT: Nvm, figured it out!
  14. apologies if this has been asked before or should be obvious, but this mod has both eve/scatterer visual support and OPM support- does this mean it has eve/scatterer effects for the OPM planets? EDIT: NVM, looked harder and found an answer
  15. granted, he does such good work that the entire rest of the team quits and the game never releases. I wish to do well on my next exam.
  16. Hello. As some people may have noticed, the story/progression contracts ("Achieve Orbit!" and "Flyby x" contracts) have the normal expiration periods, meaning that if you don't accept them in time they are lost forever. Is there any way to prevent this? Ultimately it is not that important but it does add an element of roleplay, and provides extra rewards. And it really is rather silly that they expire. Also, can anyone confirm that to fulfill the return requirement, it has to be the same vessel that landed there first?
  17. This mod apparently lacks waterfall configs for the non-restock stock NERV, so I went into the files to try and modify the restock config to the stock NERV. It crashed my entire computer. I literally only changed the position of the effects. I think I've finally figured out what "eff around and find out" means. (Not a complaint, just a funny/frustrating observation/warning)
  18. KSP 1.11.2, non-steam, tested on both modded and fresh install, both dlc. In sandbox, even without the "all probe cores have SAS available" setting, the Stayputnik has full SAS control, including the navigation buttons. I tried toggling that setting, and with it both on and off it stayed the same. Tried a fresh unmodded install, stayed the same. Not specific to a certain craft, seems consistent no matter what I do. Any help? Edit: It seems that I also retain full SAS capability both with level 1 pilots, and with all kerbals. The only situation I've been able to find that gives me no SAS is a complete lack of control; ie no piloting kerbal or comms link.
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