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RedParadize

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Posts posted by RedParadize

  1. On 3/8/2018 at 7:57 PM, harrisjosh2711 said:

    Big changes coming concerning how the BFR functions. Thanks to some guy who didn't know what he was talking about that who pestering me on YouTube about how the BFR didn't work right. He was trying to argue that it was suppose to enter nose up even after I showed him the video from SpaceX proving him wrong. Any how I decided to change it up a little bit as thought I could make it a little easier/fun. Here is what I came up with. It may see a few small changes in the future like possibly and elevon but this will be for the most part how the BFR will function in the future. You guys like the new way or old way better?

    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.)

  2. @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.

  3. On 2/27/2018 at 10:24 AM, Paul Kingtiger said:

    Reading the licence, the line below would suggest to me (I'm not an expert) that anything you post in the forums, becomes the exclusive property of Take2 and you loose all right to it.
    Now, I understand that Take2 need rights to use and share anything you post on the forums or wiki because it's their website and they are distributing the content every time the page loads.

    But exclusive rights would suggest to me that if you upload a screen shot, then you can't use that same screen short on your own website, especially if that website is monetized in some way.  I would think that linking to something, as opposed to uploading it would be OK because you haven't submitted anything (except maybe the link code), but some clarification would be good.  Especially as this comes from a locked forum post with a lack of reassurance or confirmation and Take2's history with the modding community.
     

    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.

  4. 18 hours ago, Shadowmage said:

    Change those lines in the config to your new desired size.  The rest of the system should auto-scale things to match the specified diameter (main models, adapters, etc).  Yes, if you wanted RCS/Solar, those need to be manually positioned and scaled in the config file.

    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)

  5. 2 hours ago, domassimo said:

    Oh, that risk falls squarely on the Kerbals going on the interstellar expedition (after signing the waiver)... ;-)

    On a more serious note, I wonder if it would be possible (in general, not necessarily for the mods discussed here) to use heat sinks as used in Elite:Dangerous. In that game, a heat sink 'soaks up' all vessel heat and then gets ejected, instantly cooling the vessel. In KSP, a heat sink could be ejected automatically when coming out of time-warp, hopefully just one frame ahead of the inevitable heat-redistribution-instigated-mayhem. Presumably, that could work if there are gameplay tradeoffs, such as still needing the requisite radiators to 'load' the heat sink to avoid leaving them out. It's just an idea, not a suggestion, and ideally, a future version of KSP allows normal radiators to take care of it the proper way.

    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.

  6. 1 hour ago, Starwaster said:

    I'm using the Kerbal Reusability mod which has some decent looking Falcon legs. Of course, I seldom actually LAND the stages myself, electing instead to let Stage Recovery deal with it, making the legs are superfluous, though sometimes I do manage to intercept it before it's destroyed and try to land it myself.

    Though there's an unfortunate problem in that Stage Recovery can't really deal with SSTU's cluster engines and treats them as having the thrust of a single engine since it operates at a time when the part and its part module don't exist. I've actually tried hacking SR's code to deal with the problem but snapshot parts and partmodules are apparently highly resistant to reflection. Very frustrating and a solution may not be possible :( 

    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

  7. @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...

  8. @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.
     

  9. 12 hours ago, Nathanson said:

    Bad decision, so I won't be able to use it at all.

    "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.

  10. 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.

  11. 1 hour ago, Angel-125 said:

    There's a bug that'll get fixed in the next few days. I want to give time for things to settle down first. It'll work just fine for engines with multiple engine modes.

    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.

  12. @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.

  13. @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

  14. 9 hours ago, Jimbodiah said:

    Red, why use a pedal here at all ?

    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.

  15. 1 minute ago, Shadowmage said:

    Through the GUI while in he editor.  You can select from 0-120 degrees.  Past that? Nope.

    (why?  I'm having a hard time seeing any standard use of a petal adapter that would need >120 degrees of deployment rotation; most would be fine with as low as 30/60 degrees)

    Its because I am always outside of standard use:

    8C1LIoE.png

    Imagine how beautiful it would look like if the petal were almost parallel to the tank. (obviously I will have to change the inside color of the panel)

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