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KSP2 Release Notes
Everything posted by TiktaalikDreaming
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V-1ish, not V-2ish. Both are pilotless drone bombs, but the V-1 is essentially a jet aircraft, while the V-2 was a sub-orbital rocket. Those are very cool pulse jets though. :-) See https://en.wikipedia.org/wiki/V-weapons The A-12 was never built, but it was designed to get a person into orbit. Designed at a time when the Germans were having trouble figuring out why their fuel tanks were exploding during the rocket's downward journey, so it's fairly likely the orbiting could have worked, but de-orbiting may have been a tad lethal. Generally, the rockets were less explosive than modern rockets, as the fuel in use was ~76% ethanol, although they were using liquid O2 for an oxidizer. They were difinitely capable of exploding. But the explosive force would be less than RP-9 or other kerosene type fuels. And of course, once in orbit, spare propellant is either breathable or drinkable. Which is a bit of a bonus. The rocket components were all fairly heavily over-engineered. Partly because they didn't really know the breaking points, and partly because manufacturing quality wasn't high (a lot of the labour was "internment camp" labour) and making it stronger than it needed to be compensated for flaws. I'll be doing the V-2 first. There's a serious truck load of info, photos, and technical data on the V-2. The A-12's rockets (A-10) were derivative of the V-2's, so I'll make a copy and mangle it as per some vague notes available for the A-12.
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Over on my thread for the Nexus release, someone asked about the German A-12 orbiter rocket. It was never built, but was a fairly well sketched out idea. I thought I'd "give it a go", but first I thought I'd check for the existing examples of V-2's and so on. But they don't seem to exist. For a game that recreates the slow progress of developing rockets, it seems to be missing. Especially seeing you're introduced to things but Werner von Kerman. Presumably the whole game takes place after Komplete Konflict II. What's available is a V-2 (Vengence weapon 2) aka A-4 (Aggregate rocket 4). Two nose cones, the V-2 nose with explodyness, and a heat shield enabled nose cone, which is totally a-historical but also useful. Also, some parts are available to build the A-4b (wings!), the A-9 (useless but cool looking wings and a cockpit) and the basics of the A-10 (booster stage). Plus "artist's impression" of A-11 and A-12, seeing as that's about as detailed as those designs got. At some point I built a 3d model for the A-6 Redstone rocket which is partly derivative of the A-4, made-in-the-USA, and actually flew. FASA is a bit limbo, and users using the aggregate mod for progression would naturally look at bridging engines, so I added a basic A-6 Redstone to this mod. It has surprisingly low payload capability, so I need to double check my figures, but maybe it was just less horribly over-engineered than the aggregates. And using real world values to try to lift KSP components is fraught with dangerous thrust to weight ratios. I think everything has RO+RSS config. The engines don't yet use resources for the gas cycle though. I want to add that in, but just haven't got around to it yet. http://spacedock.info/mod/42/Wernher's%20Old%20Bits Parts; https://imgur.com/a/UmgqGbH
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OK, I can't find any sign of parts packs for the V-2 rocket or the A-4 engine. So, it looks like time for a small collection of some good old primasprit powered rockets. From Operation Backfire, the British postmortem on the V-2 rocket, Vol1, p17; 59. Except against fire, no precautions were necessary when handling alcohol, but measures had to be taken to prevent pilfering the fuel for purposes other than rocket propulsion. Not such an issue with other propellants. :-)
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Due to lack of me testing stuff properly, in the last few days I've noticed that the config for Community Resource Pack wasn't applying properly for many parts, tried fixing it by editing my dev game cfg files, and checking in a different KSP install, drove myself half crazy, figured out how daft I had been, fixed it, brought the high Isp GCR parts to beta grade, packed it up and uploaded it. http://i.imgur.com/rVJrtaC.gifv
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I wasn't suggesting people use shift-enter all over the place. Just mentioning it's a fairly common way of getting a line break instead of a paragraph break. I think the person I replied to thought it might work though, and you're right. Line breaks ain't paragraph breaks.
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That's a fairly common use for a line break instead of a paragraph break.
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I'd just like to chime in to say "good work". Migrations are always a headache. I also see many users being users, so it looks like all issues will be investigated, hopefully before the universe's coffee supply runs out. Very happy to see we needed to do a password reset. Although, (as has been mentioned several times already) SSL would be nice. I highly recommend drawing a line in the sand of "mostly working", cracking a bottle of your personal choice of poison, and raising a glass to a job well done. If the universe kept turning while the forum was offline completely, I imagine UTF-8 renderings on old posts or missing spaces in templates are things that the universe can continue to function without for long enough to catch your breath, get a nap, etc. Bravo KasperVld and cohorts!
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Profile pages seem more something. Can't remember actually setting up the old one, so maybe it's just different.
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The mod has been updated to mark it as KSPv1.0.5 compatible, and to add in new GCR model. - - - Updated - - - For the next release I'm going to rejig all the numbers to use stock fuels, no extras, and make Community Resources as suggest instead of a bundled/requirement, and use module manager to add in the LH/LOX etc etc IFF community resources is there. There's a wee bit of work involved. :-) And pobably a giant spreadsheet that will end up confusing the hell out of me.
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
So much for alphabetical sorting I'll have to see if I can find where the sorting is, and what it sorts by. -
Realism Overhaul Discussion Thread
TiktaalikDreaming replied to NathanKell's topic in KSP1 Mods Discussions
It doesn't *seem* to be overridden, but not sure. The differences are a matter of mild scale, so the conduction/convection changes are probably all it is. The values I'm using in stock are ~150-250 per pulse, but NASA/GeneralAtomic numbers were of the order of 0.8F per pulse. You really have to crank heat values in stock to see any affect. -
Realism Overhaul Discussion Thread
TiktaalikDreaming replied to NathanKell's topic in KSP1 Mods Discussions
Actually, I have a question about heat/temperature/etc in RO as well. From the point of view of writing modules and adjusting parts for RO, how is heat handled differently in RO? Things seem to overheat faster, or possibly cool down slower. Some parts are like mentioned, overheating at the start. And the module I'm working with adds heat directly to part.skinTemperature, and this seems to cause an impressively dramatized version of how it works in vanilla. The added heat is based off a part value, so I can adjust in the RO_.cfg, but it'd help to know what's going on. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
The renaming of pulse units to create an order is a very good idea. I was just sitting here considering renaming for nominal Kerbal tons of TNT, rather than the KN, so it matches full scale human kt yield. That way I could keep the same names for Realism Overhaul, with 8x impulse. Renaming so they're in order would greatly simplify things, I agree. The right click menu is something I've actually never seen work. It worked prior to 0.9, which is when I got KSP (yay for Steam sales). I keep meaning to have a look, but that sort of thing is exactly the sort of programming I don't yet have any idea about. I think (maybe excluding some balancing tweaks) I have a reasonable set of adjustments for atmospheres now, so I can look at it next. The difference in an atmosphere is huge. It makes NTR ISP atmosphere curves look flat. The numbers I have (for a 4000 tonne Orion) are that they'd launch with 0.15kt yield devices. By the time they exited the atmosphere, to get the same thrust, they would have switched to 5kt. The difference also seems to get more dramatic as things get bigger (I didn't model that). So, I've used a 1 atmosphere = x13, and vacuum = x1 for impulse. Based on a cube-root of density (I suspect it's more linear, but this limits craziness in higher density atmospheres). But that's the numbers I got for a 4000 ton craft. The larger craft had multipliers more like x300. Note: With the atmospheric effects updated to include a "are you flying through the nuclear fireball" check, you'll likely overheat and explode if you try using the orion to brake in an atmosphere. And, if using Realism Overhaul, you need to boost up to speed before engaging the drive (I think this is due to changes in how heat is handled, it's not intended). -
Realism Overhaul Discussion Thread
TiktaalikDreaming replied to NathanKell's topic in KSP1 Mods Discussions
Ah, OK. That would make sense. I've been messing with atmospheric effects for Orions (much higher thrust in an atmosphere than out), and it was cutting thrust with every pulse. Thanky. And you were correct. I didn't realize Mechjeb did that sort of thing when the autopilot isn't engaged. -
Realism Overhaul Discussion Thread
TiktaalikDreaming replied to NathanKell's topic in KSP1 Mods Discussions
I've started looking at realism overhaul just recently and am completely new to it. When doing some test launches I've been finding that something had been grabbing my throttle and dropping it, sometimes to zero. With no restarts this is fairly terminal, but I'm doing some testing with a non ro mod engine(looking at adding the ro config for it), and got to orbit, and the effect seems to stop once out of the atmosphere. I have no idea what's causing it. -
It's not. What seems to happen is your point of view gets translated well away from Kerbin. If you escape out to the space centre, kerbin is still there. It happened a few times to me when testing https://www.dropbox.com/s/wg9de6y7h8mahll/DoomsdayOrion.zip?dl=0
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TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Yep. Loader pieces should have 138 pulse units each. I'm not sure why they might be not turning up, unless the pieces aren't properly attached. What version are you using? -
The point about the thread being a bit of a mess still stands regarding _this_ mod though. Yes, I agree, it's good that there's a second Orion mod, and yes, having RoverDude working on it pretty much guarantees it'll be more maintained than this. And, they're not competing gangs. As RD is looking at approximating the Orion in completely different ways, they're not even really competing mods. And it certainly frees me from the calls for "stockalike". Which is good, 'cos I suck at stock like modelling. I'll have a look at an updated thread. For the moment, the KerbalStuff edition has everything you need for KSP v1.0.4. - - - Updated - - - I should add a note about that. The Nyrath and TD editions are incompatible. I'd prefer to discuss the loader pieces over at the topic for the TD mod, but it models the original Orion. The main supply of pulse units was built into the parts I have as loaders, and the pulse unit magazines are basically refills. I don't have a way of enforcing players to use a minimum of 1 floor, but I have made it ugly not to.
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I halved the scale, dividing explosive power by eight.
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