RedParadize
Members-
Posts
866 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RedParadize
-
Your guy might be right. What SpaceX video showed is the BFR landing on Mars, coming directly from Earth and breaking into its tin atmosphere without orbital insertion. In that case it does make sense to be nose down as there is almost no atmosphere on mars. While it was not said clearly, Musk said that, unlike Earth entry, Mars entry would degrade the shield. If I had to guess, I suspect landing on Earth would be nose up, like the shuttle. That way minimise G and is easier on the heat shield. ( I am very curious to see how they will flip the BFR in the much denser earth atmo, specially when coming back from mars. It have to be pretty high into the atmosphere I think, otherwise it would be pretty hard on the structure and crew.)
-
@Shadowmage I am currently taking a break from KSP, but I feel concern as it's a game I always go back to... as long as I have SSTU with it. If you think it is becoming too much for you I can't ask you to keep going, specially that I am just a player and still I am taking a break. With that said, I would say SSTU deserve to be in the released section. Its quality is on par or surpass released mods. SSTU deserve to be known, because its not a mod, its many mods, its a total conversion. I would say that while you stopping development would make me sad, the current version is more than adequate. So, if you get it to 1.4(1) and then do nothing but maintenance until you fell like doing more I would be more that happy. This mod is too good to die, it have to survive, one way or another.
-
Hummm... I see it more like Take2 making sure they can't be sued for... well... any reason. Facebook have the same thing you know. It doesn't mean they will steal your stuff.
-
I did that before and its easy. You just have to multiply the position value by your rescale and they will line up with the rest. (It probably sound obvious, and if you often work with 3d stuff like me it is. I sometimes find it funny when someone do not know what I consider to be basic, but for non initiated it is not)
-
[WIP] Nert's Dev Thread - Current: various updates
RedParadize replied to Nertea's topic in KSP1 Mod Development
Deep Space Exploration Vessels have a radiator that is a bit like that. By default it act like a normal radiator, but you can eject coolant to get a quick cool down. Obviously it won't do it on its own and doing it when coming out of warp would be too late, but you could do that before warping. A simpler way to avoid explosion is to cut power of what's not needed. Then start warping slowly until heat dissipate (warp 4 and bellow), then go full warp. -
I use FMRS. But for stuff like a Falcon Heavy it quickly become laborious and boring. So I use Kerbal Space Transport System, it record the launch and after that you can use recorded profile to instantly spawn something of equal weight in orbit. The thing is it doesn't support FMRS. So I use KSTS in a... unintended way: What I do is I test the recovery of every reusable stage separately (or using FMRS). I then calculate the value of recovered part manually. Then I start KSTS and do the full launch and save the game. I then edit my savegame and change the cost value (look for KSTSScenarioModule). Its might sound like a long process but its not. Its fun
-
@Shadowmage I see. I already used SUBMODEL when I did my single part lander quite a while ago. I have some Idea I would really like to do... will see. About your comment on the soyuz booster, I agree. I often have wished for longer nose cone and sloped tanks. There is so many ways these could be used. Now that you are down to repeated sub segments it might open up many possibilities, like curved segments. Depending on how your new in-game editing works obviously. If I ad to do that in maya I would simply use a lattice...
-
@Shadowmage Now I understand better some of the comment you made! I trough your approach was more similar to the now defunct Kosmos URM. I now wonder how you will apply various textures to this. UDIM maybe? Regardless, it look much simpler like that. Might incite modder to use your stuff. You comment suggest "advanced" user could potentially combine various section themselves. I am interested by that part.
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
RedParadize replied to Nertea's topic in KSP1 Mod Releases
"Real life" atomic engine are extremely dangerous, you just can't get close to them. It is even more true for that model as it inner surface get covered by melted radioactive material... Even if brought back to earth it would be extremely difficult, if not impossible, to get it cleaned and its nuclear fuel replaced. As Nertea did it, its good for quite a long and powerful trust... I do not recall exactly but with a couple of hydrogen refueling (remass... not fuel), that meant like 5 trip to mars and back for me. Quite worth it. -
[WIP] North American Rockwell Mars Excursion Module
RedParadize replied to TiktaalikDreaming's topic in KSP1 Mod Development
that's a pretty weird return capsule. And I like weird stuff. It's the first time I see that thing. It does, in some way, make sense. To perform a direct return from mars, a capsule would need quite allot of lift to prevent astronaut from being crushed under too much G, I guess that shape would do exactly that. And more angle to the heat shield mean less ablation. Cant wait to play with it. -
Yeah i figured something was wrong when i found i could duplicate my problem on your engine. Trying to mod engine almost from start was my error. But i have been looking for a feature like Cruise control feature for so long... On the good side it is easily implementable using MM. Its clean and easy to use. There is also some very nice exclusive part My compliment for all that.
-
@Angel-125 Hi, I have been trying to add WBICruiseControl to other engine. Somehow, while I do see the Cruise control button it does not seem to activate at all when I warp. Is there any other requirement for it to work? Edit: Ahhh, you need to be in orbit! didn't realise I was when I tested your engine. Edit2: Nope, still missing something. Edit3: I can't seem to make Tesla rocket to work.
-
@Shadowmage The radial booster decoupler generate way too much drag, it is particularly true and annoying when scaled down to 0.625 as it will inevitably make the booster crash into the rocket. I think that since they are mostly conformal it would not hurt to set the dragModelType = none. That or reducing maximum_drag, minimum_drag and angularDrag to 0
-
Basically, it allow me to do a two stage to orbit without discarding anything valuable. In this case, the petal protect the pod, solar panels, legs and experiment. All of it is brought back, main engine included. Since all the weight is at the bottom and that most of the stuff do not generate parasitic drag, the re-entry and landing is safe and pin-point accurate. I had been playing with up side down rocket for quite a while. If you want the equipment to be accessible from the ground its really nice. with a extra tank staked on top and solid booster on its side you can lift it from Kerbin to low orbit. It can land and take off from the moon on its own and do the same from Duna with a just the top jetissonable tank. These top tank eject upward and down and are replaceable from orbit. So if you carry few extra top tank you can plan a mission with multiple landing without carrying too much weight.