Jump to content

Bonus Eventus

Members
  • Posts

    502
  • Joined

  • Last visited

Everything posted by Bonus Eventus

  1. Can you describe in detail what a large nuclear engine would look like, be structured like? To me big nuclear engine means Orion or Icarus interstellar designs. 100 Year Starship stuff. Also, obviously a few posts up me and AJ were talking about a nuclear fusion engine, so I have plans to make a nuclear engine. The "big" part would be the fusion power plant, the small part would be the engine itself. Essentially, fussion reactor makes plasma-->plasma is sent to an accelerator of some type (engine). As to the interstage decoupler, are you talking about T404 or S6 like the behemoth tanks? And lastly as to the hydrogen fuel tanks switch, this would violate the stated purpose of not supporting or hindering other mods. However, in the future I might extend Kerbodyne Plus with a separate mod that uses module manager to add capability to Kerbodyne Plus. In the mean-time you or anyone else can extend K+ any way you want. It's completely open source. All you have to do is change the cfg file. In fact here's a quick lesson: Open up the cfg file in the Fuel folder you want to change, for example lets use "behemothTank.cfg" : Look for the modules at the end of the file marked, "RESOURCE" Comment out the existing "RESOURCE" definitions by adding "//" to the begining of each, like so: //RESOURCE //{ //name = LiquidFuel //amount = 42640 // maxAmount = 42640 //} //RESOURCE //{ // name = Oxidizer // amount = 52000 // maxAmount = 52000 //} Add a new "RESOURCE" block for the type of resource you're looking for. If you're using CryoEngines, look at any hydrogen tanks in the CryoTanks/Parts/HydrogenTanks folder . //RESOURCE //{ //name = LiquidFuel //amount = 42640 // maxAmount = 42640 //} //RESOURCE //{ // name = Oxidizer // amount = 52000 // maxAmount = 52000 //} RESOURCE { name = LqdHydrogen amount = 1152000 maxAmount = 1152000 } CryoEngines uses Community Resource Pack mod for its resource definitions. In the CommunityResourcePack folder you'll find a file called CommonResource.cfg. Listed in the file we find the resource for LqdHydrogen. It looks like this: RESOURCE_DEFINITION { name = Hydrogen density = 0.00000008990 unitCost = 0.000055836 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true } For comparison here's the entry for stock LiquidFuel in Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = LiquidFuel density = 0.005 unitCost = 0.8 hsp = 2010 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } Almost exactly the same, the differences are in terms of density and cost. going back to the original behemoth tank, lets add the amount of fuel and oxidizer together. That comes to 94640 units. We do this because the density for LiquidFuel and Oxidizer are the same, 0.005. Now divide the density of LiquidFuel (0.005) by the density of LqdHydrogen (0.00000008990). The quotient then is 55617.35261401557286 Multiply the quotient of the LiquidFuel and LqdHydrogen by the total of Oxidizer and LiquidFuel of the behemothTank. That comes to 5263626251.3904338154704 lets call it 5263626252. The the new resource definition should look like this: //RESOURCE //{ //name = LiquidFuel //amount = 42640 // maxAmount = 42640 //} //RESOURCE //{ // name = Oxidizer // amount = 52000 // maxAmount = 52000 //} RESOURCE { name = LqdHydrogen amount = 5263626252 maxAmount = 5263626252 } Lastly, at the top of the CFG file there is line which reads "name=behemothTank". Change "behemothTank" to whatever you want and then save the file to whatever_name_you_desere.cfg. If you want could also change the title and description properties in the cfg to something relevant for your own convenience. Keep in mind that you can also use module manager mod to achieve the same result. Look through the extensive module manager docs to find out how. Module Manager basically gives you the ability to overwrite cfg files. PS: Anyone have any Kerbodyne Plus craft screens they wish to share? I'll credit those I add to the imgur gallery. This would help me out quite a bit if you do!
  2. I wanted to ask if there's anyone willing to post some images of crafts they've made with Kerbodyne Plus. I'd like to make an Imgur gallery that showcases what you can build with K+ and I'll credit whichever crafts I use of course. Also, don't forget I'm looking for beta testers, PM if you're interested!
  3. I think the idea of an afterburn mode is cool, but it's different from what I'm envisioning. Let me explain. So, in my mind the 1st tier is a slow but efficient class of interplanetary engine. It's not as slow as stock ion engines. It gets faster with power. The more ec/sec it's given the faster you can go. As for tier 2 that's the fast engine. The research I've done, which is quite a lot, and from talking to @FreeThinker it appears that, MPD's won't benefit from having multiple nozzles, it's not the same as chemical combustion engines. Essentially, the more power-->the more thrust. The problem is whether or not structures that make up the engine can survive the heat and propellant corrosion. To get around this, many current MPD designs are using lithium as a propellant, like the team at the Princeton Plasma Physics Lab. Most likely you wouldn't bother with gimbaling, since this is a purely interplanetary engine. You'll mostly be doing burns towards one direction, with lots of time for corrective burns, so you'll be able to rotate your craft and burn again. This is similar to how in Star Trek, the Enterprise doesn't do U-turns in hyperspace. There's no need for fast response, because the distances are vast. I agree that the design you posted was clearly the winner from the poll I conducted. The problem is it's wildly inaccurate. So, my idea is to take from that design and emulate it as much as possible for the new single nozzle design. I imagine having a fairly large housing for capacitors at the connection end, which leads to several rings of magnets similar to the structural rings in the design you like (there will just be more of them and they'll probably need to be thicker. The single nozzle will pass through these rings. Here's an image of an ELFA to demonstrate some of the key components.
  4. @AJTheMighty 7.5m ion engine cluster? That would be huge! My thoughts were to have: 1st tier interstellar engine - 3.75 or 2.5 (whichever is best) electrodeless lorentz force accelerator (type of magnetoplasmadynamic thruster) 2nd tier interstellar engine - undetermined type of fusion propulsion (z-pinch or something) Oh, and you're right about the image I posted! It's going to be very detailed, I'm already over 5,000 polys with just the nozzle
  5. I was lazy with the release notes and left out a bunch of updates: Yes, I deleted the T202 to T404 adapter. If I add it back it will look like the T404 to 3.75M adapter (I think the T404 to 3.75M looks good with T202). Added bulkhead sort, all the parts have a custom bulkhead of "kp", so you can quickly get to all the Kerbodyne Plus parts. You can also search for "kp" or "kerbodynePlus" in the tag search (as well as "behemoth" or "behe" for all the behemoth parts and "t404" for all the t404 parts). T404, T202, and behemoth have custom bulkhead profiles, so you can sort that way to ("t404", "t202", "behemoth"). I added new tag entries for all parts. Rebalanced all the part costs and tech tree placement. Increased the size of XL Landing Strut. Rebalanced weight and heat tolerance for all parts. Added new RSP-A3 Radial Stack Point (acts like a hardpoint with 2 attach nodes. It's physicless so it transfers mass to the part its surface attached to like the cubic octagonal strut). Changed the texture for T404 inner walls from orange to black, because in some cases, the t404 b struts were turning orange when zoomed out do to mipmapping. I'll probably remap the texture to prevent this in the future. Changed the size and placement of the particle effects for Behemoth engines. Added the new T404 B-2 and B-3 trusses. Added new T202 B-2 integrated truss. Added T202 BA-64 Battery Array - 6000 ec Added 3 new structural Tank Couplers each with 10 attachment points but different configurations. These new orange structural parts will make up a third tier of construction for the purpose of making even bigger superstructures. Added S6 radial decoupler part of the behemoth launch system. Added T404 H-3 which replaces the older T404 B-3 (naming was weird before, the size was 2 and it's configuration and purpose are fundamentally different). Added Kerbodyne S6-7890 X4 Tank Cluster (4x 7.5m tanks, t404 center) and Kerbodyne S6-7890 Tank Cluster (5x 7.5m tanks, no t404 center). Added R-D HLRX4 (behemoth class rcs) Changed the Kerbodyne S3 Smart Cone SAS torque from 75 to 300 for 1.1 stability Rebuilt the cfg file for XL-6 Landing Strut using 1.1 wheel modules (thanks to @NecroBones @sarbian for their help with this). Remodeled all T404 parts adding struts to sidewalls (now they really look like trusses!). Remodeled Leviathan Solar Wing increasing total length by 20M. Remade panel animations. Replaced the central mast truss from alpha texture to real geometry. (Each panel has its own collider, making for a part with hundreds of colliders. This causes lag. However, when the part is destroyed every panel tears off quite spectacularly. In ksp 1.1, on my machine, the lag was tolerable. I plan to rebuild this part in the future to accommodate a more compact animation, so will try to optimize the physics at that time). Redesigned T404 3.75M Adapter (adapter is now hollow, has cool struts similar the XL-6 Landing leg and now longer holds any electric charge). Adjusted the scale of the CM 1 internal space for compatibility with the new 1.1 crew overlays. Added new S6 7.5M Fairing (increases to 15 meters in diameter) There's an easter egg I left (mistake) I wonder if anyone found it. To answer @Table's question, I haven't started modeling the nuclear reactor. Instead I've been working on this:
  6. Think I just found our fusion reactor: http://www.helionenergy.com/?page_id=199
  7. Nice work! I really like how the site looks on Ipad
  8. Have you tried different settings with TsubSys, as @NecroBones pointed out, this seems to further dampen the spring of the wheelCollider. It worked for me, and I was trying to lift a craft with 5000+ tons lol. Also what does the debug menu say? Mention anything about sub modules of the wrong type at such and such index?
  9. Kerbodyne Plus 1.05 is out. Now compatible with 1.1 pre-release.
  10. it's out http://spacedock.info/mod/300/Kerbodyne%20Plus?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E
  11. I liked your idea for adding small rockets to the radial decoupler, BTW. I just can't get to it now.
  12. Are you asking me to quickly build a rushed comm antenna and include it in the update?
  13. I see. I was under the assumption this was a setting for stricter collisions and not turning physics off. No matter how high I set the breaking force or torque force the attach node would break the moment physics engaged. Oddly, this would change when the attach node didn't have a size setting. Instead the part would collapse under weight. EDIT: To illustrate what I'm talking about, here's some screens of tests I did. 1) Light payload. Breaking and torque force are set to 8000 (absurd I know, I was just trying to get obvious results) attach_node = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 100 You can see the odd looseness of the joints. I tested this by giving a girder the same node properties, and it did the same thing. 2) Heavy payload (+5000 tons) breakingForce = 400 breakingTorque = 400 node_attach = 0.0, 3.0, 0.0, 1.0, 0.0, 0.0, 3 physics significance still set to 0 3) Settings kept the same as 2 accept physical significance set to 1. Perfectly stable. It can even fold up and unfold with no problem, which is how it worked in 1.05 with physics significance set to 0. My guess was that I had pushed the limits of the physics engine beyond what it could deal with. Also realistically, it's hard to believe these landing legs could take that level of shearing stress in the real world, with such a shallow angle. BTW, thanks for your help @sarbian
  14. If you have a landing leg that is meant to carry large loads, try physicssignificance = 1, instead of 0. This stop weird forces (probably sheering at the attach nodes).
  15. Just to be clear, 1.05 is coming out to day. 1.1 is weeks away. That's why I've tried to pack some extras into 1.05
  16. @AJTheMighty You're losing your mind in the best way. So, I figured out what the problem was with the landing legs, applied a liberal amount of hackery, and now they work perfectly. Uncovered a bunch of weird edge case stuff while trying to figure this out. Kinda painful, but I know a lot more about 1.1 which I needed to do anyway before K+ 1.1 can be finished. So, only thing left to do at this point is another part for T202 and one surprise that will make payloads easier. Night dev peeps.
  17. now the large landing gear is exploding constantly, although I don't blame it. It's being forced to carry over a 1000 tons I'm hoping this is the last bug I have to get to. Looks like the update will be out Friday. Sorry for the delays!
  18. I know that exhaustion well Thanks for all the hard work. Guess I wasn't clear before, but that's what I meant when I said load the mod page into a modal window, just through jsonp and ajax calls, however Bootstrap provides javascript for this and it's meant to work with JQuery. https://nakupanda.github.io/bootstrap3-dialog/
  19. Yeah, I would stick to a uniform size. That might have not been the best example to have chosen. 1. Reduce bandwidth and load times for user. Unless you pay for amazon web hosting on a slide scale, you won't be able to give people the kind of load times that a CDN can provide. Images can still be uniform by using javascript (get image dimensions) and CSS overflow limiting within a div and then scaling. Essentially you would crop the images. Users would learn what makes for best presentation and it would still be easy. As to legality, this is from the Imgur TOS: "Also, don't use Imgur to host image libraries you link to from elsewhere, content for your website, advertising, avatars, or anything else that turns us into your content delivery network. If you do – and we will be the judge – or if you do anything illegal, in addition to any other legal rights we may have, we will ban you along with the site you're hotlinking from, delete all your images, report you to the authorities if necessary, and prevent you from viewing any images hosted on Imgur.com. We mean it." This seems kind of like a grey area, considering users would be linking to content of their own volition. All the images I've used on GitHub, for instance, through markup have been hosted on Imgur. It's not even clear what users should or shouldn't do based on the fact that they have overlays on their site which give users the direct link to an image. I'm not suggesting you use Imgur as your personal CDN, but similar to youtube and short film sites that embed youtube videos from users. 2. Cool. Couldn't remember if they were there before. 3. Ok 4. I suggested this because it would provide a nice segmentation to design within compositionally and programmatically. But, it's just one solution out of many one could use. 5. Great! 6. This is partly to do with immediacy for the user and also, because, if done correctly, you would have the flexibility of using frontside databasing, reducing potential http calls. Users won't always want/need the info on a whole page of images/videos/media and no one will be paying the hosting for those served resources. 7. In my experience it's best to redo it, if... 1) you'll likely repeatedly be digging through the code when things break or 2) want to extend the capability or capacity of the system
  20. That's a good point, hadn't thought of the thumbnail use case. However, you may be able to figure that out. Well, that's possible even when you host images yourself, perhaps even more likely
  21. @XdiiasXD In unity check to see what scale your model is importing at (in the inspector window under the model tab)
×
×
  • Create New...