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Spacecraft Engineer
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[1.3.0->1.5.*] Tiktaalik Dreaming Props
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Hi, as I haven't touched KSP since Covid, and @linuxgurugamer has generously offered to maintain this, he'll be carrying it forward from here. I don't know if he's created a new topic yet, but he can pop that in when he has one. If the moderators want to lock the topic after that, that would be cool. I'm not ded, and have all the files etc, just the game PC is the work PC now, and my relationship with it is thus a tad less friendly. -
[WIP][1.3] Modular Pod Extensions
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Hi, as I haven't touched KSP since Covid, and @linuxgurugamer has generously offered to maintain this, he'll be carrying it forward from here. I don't know if he's created a new topic yet, but he can pop that in when he has one. If the moderators want to lock the topic after that, that would be cool. I'm not ded, and have all the files etc, just the game PC is the work PC now, and my relationship with it is thus a tad less friendly.- 150 replies
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AtomicTech started following TiktaalikDreaming
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OK, it still links up; and now that I've panic rushed off to test that, I've reviewed the original image. You'd think after decades doing problem solving I'd know to come to my own conclusions. I'm pretty sure the pieces are just put together wrong. I'm going to do up an exploded thingy with the mod that does that (that I can't remember the name of). The parts are very fussy about where everything goes. It's not your regular KSP lego set.
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I'd be interested to know if this is universal. I haven't started KSP in a while. But it would seem likely related to my work flow. I model the parts in full, non-kerbal scale. And then use the rescale options in the cfg files for the parts to drop to kerbal scale. So, realism overhaul parts get "rescale = 1.0". If they changed something with the scaling, or if there's a mod installed that triggers the "if then" type module manager rescaling, then you'd get oversized parts. And possibly inconsistent ones
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[1.5] KOOSE mini reentry pod aka escape pod
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
To be honest, I don't know. Haven't started up KSP in a while. It probably doesn't take long to test. -
ColdJ started following TiktaalikDreaming
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Starhelperdude started following TiktaalikDreaming
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Ah, I didn't catch the rescaling. That would go a long way. And the landing issues are both gear and the wing. It's fine to have short stubby wings at MACH 12. But you don't want to try landing, with passengers, like that. Even the X-15 had bigger wings, and I get the impression the landings wouldn't be "rich customer friendly". But rich people can be odd.
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It looks a *bit* optimistic. The idea of a craft using the A-4 aero size/shape to fit 10 passengers? After shoe-horning one kerbal into the nose as a pilot, I salute anyone who can find space for 10 passengers. Also, landing looks to be a bit un-thought-of. But, at the time, there were a LOT of designs, a lot less thought out, all based on the A-4. People saw a lot of potential, and for many, the restrictions and limitations weren't yet apparent. 2 things you'd want is a much better ISP than 75% ethanol+LOX. That's not horribly hard to get, but to get the numbers talked about it would need really good. As astronautix says, it'd need LH2+LF2 sort of numbers. What they don't say is you'd also need very good propellant density, which LH2 would pretty much ruin. It would be an interesting challenge. You'd need to figure how much space a 10 person cabin would take. Slide bonus propellant tankage where-ever you can fit it. And see how much volume there is.
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The idea behind the A-6 etc, I believe was a second stage for the amerika rocket, aka A-10. that said, i am aware there clipping issues. The A-4 and prior have had a revamp pass with rescaling and such. While the A-10 and higher have not yet. The intention is to deal with that, and possibly re-imagine the re-imagined decoupling going forward.
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Are you using RO? I think my rescaling only operates IFF RO is installed. I think for just RSS it'll be kerbal sized, and with a reduced efficiency and mass ratio, to make it more typical for KSP numbers... Yep, all ":NEEDS[RealismOverhaul]" I'm not sure if I can do all various combos of things that change things, but I can do the common ones. If there's a call for RSS with realistic ISP and mass fractions, without real fuels and realism overhaul, I can do that. I didn't think anyone did that though.
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I suspect this might be because I redid the A-4 Engine as more complex than a dual propellant thing. It consumes *mostly* Ethanol(75%) and LOX, but also potassium permaganate and high test peroxide. To work around this, I figured out the (not very difficult) ways of setting default tanks in ModuleFuelTank and stole those pesky numbers provided by Operation Paperclip. And whether I'm right or wrong about why it doesn't work, adding the default TANKs does work. Fix in quicko patch here https://github.com/TiktaalikDreaming/WernhersOldStuff/releases/tag/0.19.210423 Will add to release packaging on spacedock later.
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A lot of things really don't like the rescaling needed. for RO. That said, I wasn't sure if it was an RO or RF thing, and this kinda confirms it's an RF thing. Thanks. And... damn... I was trying to remove dependency on ASET. I started the IVA with a bucket of ASET props, but once I started making all those silly old-style gauges I aimed to remove ASET as a dependency. I'll have to check why. RPM itself supports the screen, I musta stolen something intermediate I think.