-
Posts
355 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Coga19000
-
Smallest SSTO with orange tank payload [STOCK 1.0.5]
Coga19000 replied to Kergarin's topic in KSP1 Challenges & Mission ideas
@Kergarin Well, I was rreferring to the part of the mission where the SSTO return without the orange tank. And no, my grand idea was NOT to land the orange tank by its own power (or by itself) Anyways, I'll take that as a no. Doesn't matter though; that's that docking ports are for after all. -
Rethinking the Nuke -- for real this time
Coga19000 replied to Laie's topic in KSP1 Suggestions & Development Discussion
Hmm, though your intentions are good, I do have some objections on most of the suggestions posted here: 1. Making the engines heavier and more powerful is currently my favourite idea as of yet. As log as the two values balance themselves so the NERVs don't suddenly become good enough for lifters, it seems like the most logical, simple, and effective idea, which will also impact all game modes. 2. I don't find the game mode idea too intuitive; adding a game mode for a single part/set of parts (even as a simple option) seems too much, and I don't see any reason why the two futures cannot complement each other in some way. If anything, at least make it an option to disable either nukes or ISRU, or both, but without making them mutually exclusive. 3. Both the spooling and the unthrottleability are not only generally bad ideas for gameplay in paper, but also will not affect too much in practice outside of the aforementioned landers (spooling doesn't matter when you're in orbit, and throttlability is even less impactful for what is the least powerful liquid engine in game)-and I haven't even seen too many nuclear landers around. And it doesn't even make sense compared to real-life: fission reactors are usually on all the time, and are notoriously hard to completely stop and then restart in such a compact size as a nuclear engine. If one were to actually restart a fission reactor during flight, it would take quite some time to start up, which would be plain annoying for everyone. And since NERVAs do not rely on bipropellant production, but on ventilation of fuel over the reactor, they are in fact the ONLY currently conceived engine that is both FULLY throttleable and IMMEDIATELY throttlable. 4. Reputation costs seem logical to me, but a realistic and integrated addition would be much more complicated than that; the initial reputation penalties should happen for the first flights carrying a nuke, with diminishing penalties, until an X amount of flights; afterwards, penalties would incur for every time a nuke was fired in the atmosphere (possibly with also diminishing results) and a HUGE one every time a nuke blew up in the atmosphere. My opinion on the fact is not that overheating is a bad idea, but that it is implemented in reverse of how it should be. What I think should happen, is that the engine should not overheat when fired (since heated fuel is expelled from the vehicle), but instead when it is NOT fired, where the reactor keeps heating up, but the heat remains contained in the vehicle. For anyone not interested in radiator spam, two options should be added: 1. A new toggleable option, Active Regenerative Cooling. During that, the engine's waste heat is reduced (but not completely), but a small trickle of fuel is lost over time, without producing thrust. (Alternatively, you could also use Oxidizer for the process, which would solve the half-full tank corundrum.) 2. Shutting down the engine would cool down the reactor, which would essentially spool down the engine, but differently than the way suggested. A shut engine will still produce waste heat, but at a much smaller rate (smaller than regenerative cooling, probably). The process will not be instantaneous, but will take some time (from 5 to 15 minutes, or even more). Activating the engine would be the same process backwards, during which the engine would either not work or fire at a reduced specific impulse. This way, the engine on a vessel without a crap load of radiators would in fact have to spool up/down the engine, but only through interplanetary transition intervals, not through every single time the engine is fired. Oh, and if a constant power generation output is added to the engine (which I'm supportive of), then that output should either stop or greatly diminish. -
Smallest SSTO with orange tank payload [STOCK 1.0.5]
Coga19000 replied to Kergarin's topic in KSP1 Challenges & Mission ideas
Splendid! Now, let's let the madness begin! Actually, I now have two different variations in mind. The original is probably more logical, and definitely easier, but I'll make sure the second one is also possible (also giving you another hint on what I'm thinking): The SSTO has to land intact... But does it have to land... in one piece? -
I know this is a very old comment, but I found a nifty trick to salvage such a situation: allow your Kerbals to leave the ship with no Life Support on their person, then make them start ferrying supplies from the containers to the living quarters.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Smallest SSTO with orange tank payload [STOCK 1.0.5]
Coga19000 replied to Kergarin's topic in KSP1 Challenges & Mission ideas
I'm generally terrible at cargo SSTOs, but I think I found an interesting loophole to the rules that can get me out of this. But just to make sure, you mentioned that we cannot put engines in the payload, but we can put a nosecone on the orange tank. So namely, how many... Aerodynamics... can we include on the payload? -
I have been considering bying a fitness tracker as of late. After a lot of playing around , and after finding out that the Mi Band is by far the cheapest one around, and with considerable protection and battery life, I got intrigued. However, I also found out that it does not have a heart rate monitor, is a bit generous on the steps, and the LEDs do not light up correctly, which was a disappointment. And then MiBand 1S came out, with a new heartbeat monitor. Anyways, this is great and all, but there is not enough information about it avalaible to satisfy me - not even in the official Mi.com page, which doesn't include it for some reason. So, if anyone knows whether or not the steps are more accurate, the heart rate monitor is accurate enough, and if generally it is a worthwhile improvement over the original Mi Band, I would really appreciate it. Oh, and how much the monitor lowers the battery life. I do not worry about it much though, since the original held for at least a month. PS: I have a Xiaomi Redmi Note 2, so yes, I can use the Smart Unlock feature. Which is one of the main reasons I tend to gravitate towards the Mi products.
-
Mods: How many is too many?
Coga19000 replied to CrashTestDanny's topic in KSP1 Gameplay Questions and Tutorials
The problem with KSP and mods is that it has a limitation of 2.5 GB RAM; even if your computer is a beast, KSP simply won't go over that limit without lithobraking (crashing) Just wait till Windows 64 is out, though, and the "mod it till the game crashes" mantra will rapidly change to "mod it till the computer is on fire". -
Greetings From A Wide Eyed Kerbonaut Cadet!...
Coga19000 replied to Fubarbrickdust's topic in Welcome Aboard
You will soon find out that almost every single mod in the database is going to greatly enhance your gameplay experience on the long run. However, that does not mean you should get them all. First off, getting mods before learning to play the stock version is going to overwhelm you a lot for the ones who require expertise, and distract you for the ones who don't . Also, you should probably be really working on a budget when downloading mods, for - in contrast to games like Minecraft- KSP mods can put a real strain to your computer. And finally, just because there are not really bad mods, that doesn't mean you'll like then all in the long run. Even though quality is not a concern, your criteria should be realism- as there are many mods out there that do the same thing, but at varying levels of realism, ease of use and gameplay balance. Your personal view on how much of each you want is the only real judge when you choose mods. -
Greetings From A Wide Eyed Kerbonaut Cadet!...
Coga19000 replied to Fubarbrickdust's topic in Welcome Aboard
Welcome aboard, young cadet! Yes, our community here is generally speaking one of the best and most helpful out there. But then, what else do you expect of space geeks? -
[Subassembly] Kompakt Tokamak
Coga19000 replied to luizopiloto's topic in KSP1 The Spacecraft Exchange
So.. Is this thing filled with RTGs or something, or simply a decorative piece? It does look awesome ether ways. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Coga19000 replied to Orionkermin's topic in KSP1 Mod Releases
Well, the 3.5m parts are actually 3.75m, so it is also right in the middle. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Coga19000 replied to Orionkermin's topic in KSP1 Mod Releases
Do you realise what you've done? Do you? You made us realise we need 3.275m parts, that's what you've done! -
[Broken in 1.0.5] "Kerlantis" NASA Space Shuttle Replica
Coga19000 replied to Jon144's topic in KSP1 The Spacecraft Exchange
That's amazing, but I have some objections on the render. The SRB's smoke trail is good, but this is because it burns solid fuel. The SSMEs burn hydrogen and oxygen, and therefore their flames should be semitransparent and with some blue shades, while the smoke trails should look like (because they literally are) water vapor. -
Believe it or not, I think the most epic use for this mod is in conjuction with RPM. Starting of with SG and changing to RPM later on can really show off the progression of eras in a career save.
-
New Folder Technologies: ZPE Propulsion System
Coga19000 replied to GagaX's topic in KSP1 Mod Releases
I second the update request. Ford Kerman needs a ride back home! -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
Just another thing I saw; Career had some 1.25m and 3.75m parts (eg. Warp Drives) that are not avalaible in Sandbox. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
I know man, and I wish I could make this model for you if I was not sure it would turn up like crap. But still, at least make this temporarily until sometime capable of doing this shows up. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
If I may make such a bold comment, FreeThinker, I do feel copying the models from NFT is not a good idea. It may be legal now, but some may think that you are not taking your work too seriously despite the rest of your works. Also, NFT and KSPI have kinda different and distinct art styles, which do not really fit too much as parts of the same mod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
Just a thing ; the RAID mode, as I understand it, is basically Boresight in BDA. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
Yeah, I kinda realised at the first time that I could not power it up again because my Warp Drive sucked away all of my Electric Charge and I had none to Jumpstart it with. But the second time, deactivation seizures away all of my Electric Charge too, and without something specific to use it. -
I third the rocket SSTO part. They are literally too easy to make ; a large 3.75 tank (maybe a medium one too), a Rhino engine and a crapload of chutes can get my stock stations in orbit in two launches (I'm mostly making USI-MKS stations though, which are overbuilt enough to need half a dozen launches, but still)
-
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
What do you mean a step-by step procedure? It happens literally every time I deactivate the ICF Reactor. No matter the place or the craft, it just does. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Coga19000 replied to TaranisElsu's topic in KSP1 Mod Releases
Is this still workng, or no?