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KSP2 Release Notes
Posts posted by TiktaalikDreaming
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On 2/10/2022 at 6:27 AM, ninthninja05 said:
Is this vehicle compatible in size with the Saturn V from Bluedog Design Bureau?
It uses the same scaling, and the docking ports should be interchangeable. Or were a year or two back.
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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.
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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.
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Kronal VV gets confused as well. Not surprising.
OK, steam craft file; https://steamcommunity.com/sharedfiles/filedetails/?id=2683312355
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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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On 11/29/2021 at 10:16 AM, Raptor22 said:
This mod was working just fine in KSP 1.12.2, however suddenly the parts have all been rescaled to be way larger than they should be, breaking all of the craft I've made so far with the parts. I see that there's some configs with rescale lines (looks like a value of 1.068? This seems to be a bit larger than that, though) in them, but I don't think that I've messed with any of that. I don't have Realism Overhaul or anything like that. Can anyone help me to diagnose this problem? I would upload my KSP.log, however it's quite a large file and would take ages to upload, so I'd rather hold off on that until needed to not waste time uploading and waste drive space. I did recently update Tweakscale, however none of the parts are tweakscale-able, so it's not like I inadvertently tweakscaled the parts.
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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On 9/28/2021 at 5:44 AM, Rakete said:
Does this work for KSP 1.12.2?
To be honest, I don't know. Haven't started up KSP in a while. It probably doesn't take long to test.
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8 hours ago, Astrion said:
Thanks for the feedback! Now that you mention it, trying to fit 10 passengers would be a bit overwhelming. While I'm not sure how accurate it is, it does give measurements that shows it would be nearly 3x wider and 2x taller than a V-2. This does make it seem to give a lot more space, though it would probably still be a bit cramped. As for landing, I don't know how it could have landing gear on it and still be stable, but I have seen artwork that gives the design larger wings similar to the A-4b instead of those tiny winglets, and using those may allow for more landing gear space. I'm thinking maybe the propellant could go somewhere above the engine (obviously) and its endpoint might be around under the wings. Over them would be the passenger space, and unless the rocker would be piloted, a remote guidance unit in the nosecone that could allow more space for passengers.
On a side note, I have seen some other art that shows what looks to be the same design in orbit, though probably not in a passenger configuration. If you needed to get it into orbit, you would probably need to add an extra stage (or stages), similarly to the A-10 configuration.
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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On 5/3/2021 at 5:54 AM, Astrion said:
I've heard about this design for a transcontinental rocketplane that could carry passengers across the US in 40 minutes. I decided I wanted to try to make a mod for it, and since it's based on the V-2, I thought maybe it could be useful for connecting with this mod.
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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8 hours ago, Araym said:
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Beside, just a question (for my curiosity):
Is the A-6b with the ram-jet/alike atmospheric engine suitable as upper stage for an A-10 stage, or probably is it better as stand-alone rocket, using the non-atmospheric capable as upper stage?
Using the dedicated decoupler (the taller one, to avoid to clip it into the A-10 tank from the inside) it has enough clearance, but still it clips a bit with the A-10 fairings, so I'm unsure if it was meant to be...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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On 3/19/2021 at 7:15 PM, Rui_AD said:
Can A-4 climb vertically?
RSS only rises up to about 15km.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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On 1/29/2021 at 8:32 AM, Vectorv12 said:
Hi! I'd like to start by saying thank you for making a mod that's become a staple of my KSP installation! The A-4/V-2's been a trustworthy companion during the early days of my Kerbals' space program, and I have you to thank for it.
Unfortunately, I've uncovered a strange bug where the auto-fill functionality in RealFuels doesn't seem to extend to the A-4 engine, as shown below.
However, when the larger A-10 engine is used instead, it works fine.
I've been using the A-10 as a workaround, but I'm worried that the ratios of Ethanol75 to Liquid Oxygen are incorrect. Is this a fault on my end of some sort?
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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13 hours ago, Vectorv12 said:
I'm currently using just real fuels at the moment. I did attempt to use RO with this, but that was quickly abandoned when I realized that a lot of Tantares parts don't work with RO.
On an unrelated note, the little TV screen in the new A-9 cockpit is amazing! It took me a bit to get it to work at first because I didn't realize I was missing ASET, but once I got that installed it worked flawlessly.
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.
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On 1/29/2021 at 8:32 AM, Vectorv12 said:
Hi! I'd like to start by saying thank you for making a mod that's become a staple of my KSP installation! The A-4/V-2's been a trustworthy companion during the early days of my Kerbals' space program, and I have you to thank for it.
Unfortunately, I've uncovered a strange bug where the auto-fill functionality in RealFuels doesn't seem to extend to the A-4 engine, as shown below.
However, when the larger A-10 engine is used instead, it works fine.
I've been using the A-10 as a workaround, but I'm worried that the ratios of Ethanol75 to Liquid Oxygen are incorrect. Is this a fault on my end of some sort?
No, I've noticed the same thing, just never really got around to checking what might be causing it. I wasn't sure anyone but me was stupid enough to try use RO with these, lol.
Ill take a look at the various realism configs.
Are you using the full realism overhaul suit or just real fuels?
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Cries... I forgot I should update things. Uploading a year or two of work on revamping the aggregate 4 extras. The wings, ramjet, and cockpit all fully revamped. There's 2 editions of the cockpit, with or without RPM. Because I forgot all that and I'm just rolling the whole thing up to the current build, it includes a very early edition of the A-10 Engine revamp, which I don't guarantee won't be awful yet.
Thanks @Starhelperdudefor noticing something was off. I couldn't find it.... until I checked what the release version was. LOL. I'll be over in the corner smacking my head into a wall. :waves:
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17 hours ago, Starhelperdude said:
the ''wing(s)'' of A-9 have a strange texture and don't match the rest of the A-9. It's like dark green, but when you hower over it it looks strange.
Also, is there something to write in the VAB search to get that all parts show up?
Great mod newertheless!
Um, I'll have a look. They *should* have the same colour switch options as the other broadly A-4 parts. Strangeness might very well be bad normals.
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5 hours ago, VITAS said:
Note:
1.11.0 is now added to SpaceDock. Please update your ModsI feel a bit like a bowl of petunias.
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First flight with the new gimballing vanes.
And an incorrectly converted normal map
I'll be reducing the effectiveness of those vanes. I did that on the A-4 as well, moved a larger proportion of the thrust to not gimballed. That bit's just balancing. The most abundantly clear thing I need to do next is a new plume though. "fx_exhaustFlame_blue" is hilariously bad for this, esp stacked up. with the gimballed copies and so on.
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Progressing with getting this into the game. Still some work on normal maps and textures to go, and the gimbal config etc. Plumes are whatever awful things I had before as well
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11 hours ago, AG-cs said:
I really like it, nice powerful engines. Be careful when burning. Congratulations, really nice work. I'm sure I'll use it.
Eventually the plan is to add suitable radiators for the "efficient" mode. I got somewhat sidetracked by other things though.
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Taking shape slowly
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It's been a while. Haven't touched much after getting sidetracked messing around with landing skids that never went anywhere.
Started re-thinking the A-10 engine from scratch. I'm stealing inspiration from the A-4 obviously, but also the early developments by the Americans and Soviets (esp the German contingent).
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Legal requirement noted.
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11 hours ago, Angstinator said:
I just have to ask if this works with RO.
You'll have to check the sauce code
[WIP] German WWII rockets including never built absurdities
in KSP1 Mod Development
Posted
@zer0Kerbal has agreed to adopt this puppy. He's linked to his new topic above. If the forum admins would like to close/lock the thread, that would be dandy.