-
Posts
206 -
Joined
-
Last visited
Everything posted by natsirt721
-
Additional for future features
natsirt721 replied to michanst's topic in KSP1 Suggestions & Development Discussion
Or, they should at least be able to be fixed, partially if not fully. This is a whole 'nother can of worms (how do you 'fix' a busted engine?) but if we get a stockalike KIS sorta deal it makes repairs at least feasible. -
There's an option in the right-mouse menu in-flight to reverse the thrust, but if you have more than one then yeah, action group is necessary to avoid excessive yaw. I think @Whisky Tango Foxtrot has it correct - It fills a niche that doesn't exist (yet?). I have to say the only reason I use it is because it looks nice mounted on a nacelle with the circular intake for low-altitude craft.
-
Survey Scanner
natsirt721 replied to Long Finger's topic in KSP1 Suggestions & Development Discussion
This is a good point, however I support moving the altitude requirements into KSPedia rather than moving the inclination requirements out. -
Jet engines on Eve (and Jool)
natsirt721 replied to Human Person's topic in KSP1 Suggestions & Development Discussion
Well, almost any atmosphere. Want to guess what 3000K oxygen radicals do to an improperly shielded NTR? And you can't shield for all reaction masses at the same time (on one part) due oxidization and reduction reactions and all that. Although, for Kerbal's sake this could probably be overlooked. Well sure, but you're still burning hydrogen and oxygen in a conventional rocket engine, isp in the 300-400s range. Turbojets get like, what, 9500s? It's still going to chew through the onboard oxidizer at a steady clip. With regards to the Eve CO2 ramjet, depending on the compression ratio of the turbojet it could operate in the 5-15km altitude range where ambient pressure isn't too large (less than 2atm). But a compression ratio over 30:1 or so would still push the incoming air supercritical at 5km, so it would have to be operated in a pretty narrow envelope. Then again, with a lower ratio (5:1 or so) turbojet you could conceivably operate at or near sea level, but the thrust would be pitiful. I'm not aware of how Eve's elevation is distributed, if there is enough land above 5km it might be practical, but I suspect that this is not the case.- 25 replies
-
- 1
-
- eve
- jet engines
-
(and 1 more)
Tagged with:
-
Once I learned how to set up an orbital rendezvous and dock properly, that was the end of the beginning, so to speak. Designing vehicles to be easily dockable (read: proper RCS thruster placement) assisted this greatly.
-
Jet engines on Eve (and Jool)
natsirt721 replied to Human Person's topic in KSP1 Suggestions & Development Discussion
For Jool, a H2 scoop would amount to either an infinite duration NTR burn or, if combined with oxidizer, a plain-old chemical rocket engine. Either way, not particularly appealing as 1) NTRs have terrible atmospheric isp and 2) oxidizer is heavy, and chemical rockets have terribly isp anyway - doubling your mass ratio isn't going to be terribly useful unless your ship is gargantuan.- 25 replies
-
- 1
-
- eve
- jet engines
-
(and 1 more)
Tagged with:
-
Heatshields and spinning
natsirt721 replied to martinborgen's topic in KSP1 Gameplay Questions and Tutorials
I have never experienced uncontrollable rotation with any of the shields, perhaps your design is in err? Pictures would go a long way. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
natsirt721 replied to IgorZ's topic in KSP1 Mod Releases
Ok, but the vessel was stable until I attached a separate part. Maybe that induced an outside force that caused disassembly? Would using a single pipe and struts (rather than two pipes) mitigate this? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
natsirt721 replied to IgorZ's topic in KSP1 Mod Releases
So having multiple vessel links is a bad idea? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
natsirt721 replied to IgorZ's topic in KSP1 Mod Releases
I have been messing around with KIS/KAS since 0.25 when it was a buggy piece of hell, and thought I'd come back to it now that it had taken new ownership. Although not much has changed in the last few iterations, I immediately remembered why I shied away from KIS/KAS in the first place - things always break. EG; I RV'd two large (150+ parts) ships in low orbit and attached them with pipe links. I had had experiences in the past where a single pipe link would lead to gyro-kraken in minutes so this time I used 2. The vessels seemed stable enough so I went about replacing a medium TCS unit I had broken earlier. Lo and behold, as soon as I attached the new one to the engine nacelle, the entire nacelle fell off the ship, as if I had detached it with a wrench. Unfortunately I didn't catch a look at the logs before reloading the quicksave, but if it happens again I'll add them. I have KAC and KER installed, as well as OPM but honestly I can't see where a mod conflict would create these physics'y bugs. APIs work in mysterious ways though... I want to use this mod to its full effect but I honestly can't see the point if my ships are going to get destroyed by bugs. EDIT: Another thing I noticed is that kerbals on EVA in zero-gee environments like to reorient themselves sometimes on interaction with the KIS UI. -
It seems like you need an extraordinary amount of space directly outwards from the hatch in order for it to be unobstructed, but I can place parts above or below that actively shunt the kerbal off the hatch's ladder. The obstruction zone should be resized: shrunk in the outward direction and expanded in the hatch coplanar directions.
- 1 reply
-
- 4
-
KSP Multiplayer
natsirt721 replied to Nicknamemk2's topic in KSP1 Suggestions & Development Discussion
Touche. -
KSP Multiplayer
natsirt721 replied to Nicknamemk2's topic in KSP1 Suggestions & Development Discussion
War Thunder has you there. -
Space Elevator and Refuel Station
natsirt721 replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
An inland dry dock, what? If it is inland - and presumably on the planet surface - then why does it need hangar doors? -
Space Elevator and Refuel Station
natsirt721 replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
The thing about this is, the technical level required for exploring a solar system versus exploring a galaxy is at least an order of magnitude, and probably two or three. The game just isn't set up for that sort of thing. There is a mod that allows you to add multiple planet packs and travel between them I think? But the stock game just doesn't need that. -
Reentry guidance control unit (RGCU)
natsirt721 replied to Gameslinx's topic in KSP1 Suggestions & Development Discussion
I believe Snark (and the OP) was referring to a shuttle-esque spacecraft, not an Apollo reentry capsule. Two totally different control problems. -
Let's discuss Rescue Contracts
natsirt721 replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
I'm with Veeltch on this one - IMO the only redeeming factor of rescue missions is subsidized crew hires. Nix the rescue contracts and cap hiring costs and everyone wins. -
Semi-futuristic technology
natsirt721 replied to Clockwork13's topic in KSP1 Suggestions & Development Discussion
EM drive is a reactionless drive, and as someone wiser than I once said, "friends don't let friends use reactionless drives". What is the point of exploring a single solar system if you can grind your way down the tech tree to buy one of these, then zip about the planets on your infinite impulse engine? I do like the idea of the water engine, as NTR's can definitely use propellants other than diatomic hydrogen. Typically a higher molar mass means more thrust and less exhaust velocity, so water, carbon di- or monoxide, and diatomic oxygen would all be nice alternatives. Although blowing oxygen at 3000 degrees across any sort of material is not conducive to it maintaining structural integrity. But I digress. If you want more resources, there's a mod for that. -
Space Elevator and Refuel Station
natsirt721 replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
The only way to add a space elevator would be to have it like a building. There's no way to render it like a craft on the current engine and no way that the devs will rebuild it for the sole purpose of a 'neat thing'. And if it is a building, then it totally takes the spirit out of the game because then you can just poof you stuff into orbit like it's no big deal. At extreme risk of sounding cliche, "Once you're in orbit you're halfway to anywhere", what is even the point. We get motors like the Mammoth and Kickback for a reason, use them! -
What is the lowest spaceplane takeoff speed?
natsirt721 replied to Numerlor's topic in KSP1 Discussion
Wing area is important but so is shape. If you want an aircraft with a low stall/takeoff speed, build long thin wings (high aspect ratio). Beware that high AR wings will perform very poorly at Mach numbers greater than ~0.8 due to a proportionally large increase in drag. For reference, most of my spaceplanes need between 70 and 90 m/s before rotation, and although I'm certain you can do better, stall speed isn't a huge deal for spaceplanes in general. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
natsirt721 replied to IgorZ's topic in KSP1 Mod Releases
It looks like the link to here from the new KAS thread points to the old KIS thread rather than this one. It's the one in the Recommended Mods section. -
Hello, I saw this on an earlier post but I am seeing flares through Kerbol. I do have OPM installed so it might be an issue with Kopernicus, and I didn't test it in stock. Previously it was mentioned that this was fixed and became broken again, just wondering if that was the case this time or if there's a mod incompatibility.