RedParadize
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Posts posted by RedParadize
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@tater Yeah, like I said I have seen it now. It is better than the first two proposal on that aspect. But the trade off is huge, mobile wings, bigger thermal stress....
I am still thinking that entering ass first is a better option. But hey, I am not a expert...
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I still do not see how they will flip that thing around for the landing... Actually I didn't watch the conference... Now I see... still realy doubtful
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@drhay53 @Starwaster I have difficulty connecting regular SSTU docking port... The only way I found to make them connect was to spin until it secure the connection, not great when you want to align. Maybe its a related issue.
@Shadowmage In wish file upgrade for the fuel tank container are configured? I have almost everything unlocked but I do not seem to be able to unlock the zero boil off.
Fun note, Everyday Astronaut used your merlin model as a reference in its last video. -
@Shadowmage No Realplume. If you tell me that you do not have that problem under Realplume I will install it. I have a much better computer than before.
About the deflate. Excess could be dumped as they currently are. Trough a warning would be nice, regardless if you implement this or not. -
@Shadowmage There is a FX bug with the RD-110. It looks like its always on.
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@Shadowmage I know I should not write this since you have so little time available, but I just can't resist.
A "nice to have" feature would be to get your rocketpart back when deflating. Maybe not all of them... A bit like Ikea stuff, when you move you always lose some part...
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Remember what I said when you had that promotion?
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@Shadowmage Yeah, as our discussion progressed my assessment of the problem and what I wanted to do evolved... At least we found a bug I guess...
I will simply patch the HAB so they have a increased capacity when inflated. I will also change the deflatedCrew to 1 on the variant that have a integrated hatch... sound like something you might want to do too. I may increase the capacity of all of them, just enough to make them more competitive against tanks and container. That bring me back to one of my original question: I would like to know how to mm patch the ModelData...
Edit Hahaha! Looks you answered before I could post this! -
@Shadowmage Now I see the source of confusion... I was trying with the HAB 1B. That one do not have its stored resource increase with inflation, same with the other HAB I tested.
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@Shadowmage
I am a bit confused by your answer. If you look at the two image you posted, while the battery change from 80 to 800. The usable volume did not. So if I get it right, to make the "Storage" container volume change according to inflation state, it need to have a specified volume in it? Like the battery? -
@ShadowmageYeah, I was suspecting it was the zero volume, I just tested the same for COS and the default caps do the same thing.
Now that we got this out of the way, what about the available volume for inflatable? -
@Shadowmage I mean Flat cap, like what ST-HAB-A1 have has default.
Give me two min for the log, forgot where they are...
https://www.dropbox.com/s/oqdq4339ipwd27a/output_log.txt?dl=0 -
@Shadowmage Interesting, but usable volume of the container remained the same. So you can't store more resource in the configurable container when inflated.
I can confirm that the null spam is still there in the last version, even without my mm patch. To reproduce: Pick a Hab that have no cap, and click configure containers.
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@Shadowmage Null bug is still there, and inflation do not increase available volume, at least in editor.
Edit: give me a sec, I will test this without patch first... -
Hi @Shadowmage
I finaly rebuild my SSTU MM patch for 6.4x. I am still a bit rusty but went pretty well. Sadly I do not use your latest SSTU as there is no version of kopernicus for 1.4.4. Stuck with 1.4.3 for now. Anyways, I have few questions regarding the inflatable parts:
First off, their available volume do not seem to expand when inflated. I looked a bit into your code and from my poor understanding of it it does not seem to change/update the available volume. Is it a game limitation?If I assume that its a game limitation or that it will be patched in 1.4.5. I would be ok with increase the HAB and CFG in both state. Is it possible to MM patch SSTU_MODEL? I tried this without great success:
@SSTU_MODEL[ST-HAB*,ST-CFG*]:AFTER[SSTU]
{
@volume *= 2.0
}Also, it might already have been fixed in the latest version but I noted that if there is no end cap to the hab and you try to edit the container it will trow infinite null error and container editor window will be a empty window that can't be closed.
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Hi there
I am back to KSP! ...and have to reinstall all again... I do not recall exactly, @Jimbodiah, were you the one that had a patch file for SSTU 6.4 scale ? I mean the engine mass and everything... -
There is no docking port on the front of that right? I mean in the design there is not. Its a bit sad trough...
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I wonder why they didn't use a simple EP curve for that. It's so easy and instictive to use...
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That's awesome!
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14 hours ago, Shadowmage said:
Yes, I'm still working on SSTU. Unfortunately my real life schedule has not opened up much, and sounds like it will actually be getting busier over the next few months, including a trip to Dallas in the next couple of weeks to help with some setup and training on the systems that I'm responsible for.
Hahaha! told you! People don't get promoted to work less! Glad for you, and be a poodle when the salary negotiation time will come!
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1 minute ago, Alcentar said:
I will not release BFR for Stock, there are already two, as far as I know, why you need a third.
I think we misunderstood each other. As long as you release it, RO/RSS or else. I will be happy. There is other BFR on the market but I prefer yours. I will happily do the config change.
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I would not say your mod have no prospect. The Burian might not be that popular. But your BFR would definitively be. It have a nice "realistic" finish that other mod do not have. I like the cargo and crew+small cargo. Lots of very nice functionality.
2 hours ago, Alcentar said:If I release BFR then this will be compatible only with RO/RSS for version 1.2.2.
In the stock version there will be nothing, there are too many of them, there's no point in doing something for stock.I, like most people really, do not play stock. I do not play RO/RSS, but do not mind fixing config to make it work for me.
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12 hours ago, harrisjosh2711 said:
You are welcome to explain how that thing down there could ever coast in like a space shuttle. Keep in mind their dry weight is only 2-3 tons difference. Also note the payload for the BFR goes in nose. Mighty dangerous for coasting in slow in a thick atmosphere nose first. I'm not sure if any elevon's or cold gas thrusters in the world could alter the course of the beast, considering the tiny delta wing, flying below subsonic speeds. In the presentation you can see during the BFR's decent it gains a positive net lift for only a few brief seconds. "The BFR is entering here extremely fast" says Elon. The rest of the time its is falling down. It my opinion that the BFR is designed to be a professional air brake. But its certainly arguable and I'm sure we will see many changes before we see the real thing. It is SpaceX we talking about here. I like to look at it this way. SpaceX doesn't have a BFR, Kerbalized SpaceX does. Until then my BFR is right! I'm joking.
I do not think (and never said) that it would "fly" like the shuttle, not at lower altitude. But it no doubt can create enough lift to stay in the upper atmosphere long enough to slow down to more reasonable speed. As a exemple, look at the entry profile of the Apollo vs Soyuz, both have a high density/volume, one have much more lift than the other.
Like I said, I am very curious to see how and when they plan to flip it in earth atmosphere. I have difficulty to imagine something that big turning around without breaking or having huge G stress. If I add to guess, it would probably be at high altitude, a bit like the booster are doing it, but that's just me guessing. Still,, even with the wings and altitude the weight distribution will be a issue. They might use LOX/LM vernier who knows. I wonder if they considered putting the header tank in the nose, that would bring the weight closer to the center... Anyway, for both case it would require more complex piping.
I have think a bit more about the "nose up or down" thing. It probably will depend on the approach. If the BFR is orbiting, then I would guess it would go nose up from the start with a angle of attack like the shuttle to minimise heat load. If it's coming from Mars however, it think it would be nose down at start and then roll to be nose up. The Idea is that BFR will be coming from Mars much quicker, above orbital speed. You do not want to have a too shallow entry profile or bounce on the atmosphere. So you start nose down with the lift pulling down to maintain the shuttle in the atmosphere, once you get bellow orbital speed then you roll nose upward to maintain yourself in high atmosphere as long as possible.
I think I put enough word like I "guess" and "think" to show my level of confidence on my own expertise on the subject. Don't you think? -
15 hours ago, tater said:
So I got the DLC, and messed around.
The MEM is kinda cool... but man, I forgot how trained I am to make rockets now. I made the equiv of a petal adapter, and forgot to put decouplers inside. Oops. I did my TMI burn, blew the panels, and could not disconnect the CSM, lol. I was right clicking all over the thing, completely baffled. LOL.
It's just as well, I forgot parachutes (I put a docking port on it!), because why would I ugly up a capsule with radial chutes?
I am not doing this, I will wait for SSTU and other mods before updating.
[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]
in KSP1 Mod Development
Posted · Edited by RedParadize
Hi @Shadowmage
I have been thinking about adding subcooled type of tank. Its mainly for aesthetical reason, but I trough that I could implement it trough SSTU_CONTAINERTYPE. Basically what I would like to do is to artificially increase the volume (and raise activeECCost and boiloffModifier like crazy). There is no volumeModifier field in the other container... Is there any way to do that?
edit: If thats not possible, I could still add a subcooled type (SubcooledHydrogen etc...) and add a always on converter that change it back to non-subcooled...