-
Posts
1,972 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TiktaalikDreaming
-
That made me think of the Doomsday Orion; http://william-black.deviantart.com/art/Doomsday-Orion-504250808 So I put together a rough go at it. 8.25 Gigatons of TNT equivalent is a lot of boom. Pretty sure the boom isn't as strong as it should be though.
- 2,035 replies
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
Usually the ks auto ckan entry needs tidy up. Especially if there's more than just one folder and dependencies etc. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
That is freaking awesome. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
Yeah, they don't really fit with the other nuke engines. And there's no existing bomb nodes allthough the extra large landing gear (I forget the node name) could be a precursor to giant suspension. The tech tree leading to Orions is a bit in the field of weaponry, not space flight. That just don't fit in KSP. So it's quandary where to put it. - - - Updated - - - What OS and version of KSP? It may be rellephant. I'm not sure who's testing with what OSs. I've tested on Win7 KSP1.0.4, and it seems to work fine (aka rips apart my craft with satisfactory explosions). I expect many of us are Windows users, so testing on Mac or Linux may not have been done. It *should* work the same, isn't exactly the same as it *does*. Also, in the KSP folder, in the KSP_Data folder, there's a log file, output_log.txt that may have details that make sense. I'd recommend killing or moving the existing file, then loading up KSP, testing nothing but the Orion or Medusa, then exiting. The info often helps immensly, sometimes it's verbose enough to work it out even if you have no idea about the internals of KSP. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
The medusa would need to sit at the front, and can only be used after lifting out of the atmosphere. I'm not sure if the mod supports a dual ended craft of death. Medusa at the front and orion at the back, nuke magazine, payload and crew in the middle. Loft up on the orion, then go to the more efficient medusa for between planets/stars. "How can it be used ...." Carefully. :-) -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
Those who haven't noticed, should take a look also at Roverdude's Orion. http://forum.kerbalspaceprogram.com/threads/135061-ALPHA-Project-Orion-Nuclear-Pulse-Engine It approaches the issue differently but also satisfies the cries for "stockalike". Still alpha, but roverdude doesn't tend to mess around. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
It's... um... a bit overpowered. Looks pretty freakin cool, allthough I'm not sold on the rainbow exhaust. It's much more Kerbal than the other one. I've never got the hang of making stuff in the Kerbal style, but this certainly has "that Kerbal style". First couple of flights probably went like everyone else's. Exploded due to over heating in the atmosphere. So I added that bottom stack node, stuck the whole thing on a FASA Saturn and got it out of the atmosphere. Just. Circularized REALLY carefully, then pointed at Jool, and let it rip. Still exploded due to the thrust snapping the craft and then the front ends colliding with the back ends. So, I think it may need to be throttled back a bit. I have no idea what G that was, but it was more than the guage. And it was only about half throttle. Shoulda done the Medusa. Actual meaningful feedback; I think the animation could be more vigorous on the initial nuke kick. The pusher plate looks like it's just wobbling back and forward. And synced with the emmissives, although I'm not sure if that's even remotely possible. I'm putting my vote in for a bottom stack node, although it looks like us "bottom stack node faction" have won that fight. At least for the 5m version. The larger Orions were never really expected to get lofted up. Obviously some thrust/Isp tweaking. :-) It's pretty hard to add surface attachment that won't lead to stupid on an animated part like this, but adding some RCS points, maybe as built in RCS might be the way to go. Better would be if KSP allowed setting which meshes allowed surface attachment, but we can't have everything. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
Yeah, if I could have just put the bits about the first stage in I would. I'm very excited that you're doing this, I'm not trying to compete or anything. There are issues with the existing module I have no idea how to fix, so someone rewriting the same concept from scratch is awesome. I'm especially excited to see the social and financial penalty bits. That seems awesome. Plus medusa. But I'm at work and can't run up your mod for updated screenshots. (I'll edit my post when I get new pics) But you should add a stack node on the bottom. The intention behind the 10m was to lift it up on top of Saturns. Realised I can't take pics with your mod (yet), but I can switch in diagrams. :-) -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
One thing I learned pretty fast with Nyrath's Orion, mechjeb doesn't have a clue about pulsed, discrete propulsion. Do it yerself, and do it carefully. :-) - - - Updated - - - 10m Orion on top of Saturn V - - - Updated - - - Feels a bit wrong to post this here in someone else's thread. But do you mean like ? And Whackjob has noticed the other Orion working. See http://forum.kerbalspaceprogram.com/threads/131208-So-I-decided-to-make-an-engine-cluster-with-SpaceY-parts - - - Updated - - - https://kerbalstuff.com/mod/1083/RCS%20mix%20and%20match%20set -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
KSP has troubles with larger craft, so a 5m starting point is fairly consistent with other rescalings. If you want realism, then remember that Kerbin is much smaller than the Earth, but yet has 1G at the surface. I do intend to (eventually) do a realism overhaul version of my version of the Orion with corrected sizes, but for regular KSP, half scale is fine, IMHO. -
TD Industries Orion bits [Alpha]
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Development
This is updated and shifted to half scale. Kerbals are short, and we'll ignore the physics bits that don't scale. -
Like http://forum.kerbalspaceprogram.com/threads/112077-TD-Industries-Orion-bits-Alpha ? - - - Updated - - - Can you check the files you installed? In GameData there should be a Nyrath folder, then Parts, then Orion, then Engines, and Magazines. Within the Engines and magazines folders are the parts, check they have a cfg file and a mu file each. When unpacking, it's just the Nyrath folder you need, not the source or extras, although I doubt the game will do anything with those. Note; there's no handy manufacturer thing, and all the engines show towards the end of the fuel tank list.
-
OK, here's Nyrath's original version, updated to KSP v1.0.4. So, updated DLL, and attach nodes with directional vectors. No other changes. Nyrath's USAFOrion This should be much lighter on RAM than my edition. It's also almost in NetKan/CKAN.
-
Sort of. My parts have different names, so installing Nyrath's mod won't change the parts to his. Removing mine will break craft you've used my parts on. But without removing my parts, you won't get back the RAM needed to stop crashing. I will be tidying up my textures, but my next release will probably be a half scale Orion, to bring it in line with my Nexus mod, the FASA mod and so on. Real world rockets just don't fit in the Hangers, and Kerbals are short. - - - Updated - - - Carefully. Actually, some of the designs (those intended to land) had landing rockets. So you get a few klicks off the surface with Orion drive and then switch over to traditional rocket engines.
-
So I decided to make an engine cluster with SpaceY parts.
TiktaalikDreaming replied to Whackjob's topic in KSP1 Discussion
What? No! More fuel tank is where the goodness is at. - - - Updated - - - meh, you can use the Orions as VTOL with sufficient pulse unit variety and lack of need to actually land. Wings are for stabilization not lift. :-) -
My (fairly limited) dev time will now be split between this and the Orion mod. That said, my next "orion" update will be adapters to add Orions on top of the Nexus. Which, ultimately, was my starting point for working on the Nexus. Stuff to still do for the Nexus; Realism Overhaul compatibility More NTRs. Partly to fill in remaining second stage options, and partly to provide parts for the science nodes leading to Gas Core NTRs. And tidy up those extra fuel tanks and stuff for second stages. The other Nexus sizes. The mod so far is basically the smaller of the two main Nexus sizes proposed. If there's stuff you think is needed, not on that list, let me know.
-
Best bet then would be grabbing the original mod from the beginning of this topic, and just adding the new dll. The only difference will be some pretties. And I'm not sure everyone wants those pretties.
-
d3d: failed to create 2D texture id=8665 w=2560 h=1600 mips=1 d3dfmt=21 [out of memory] NullReferenceException: Object reference not set to an instance of an object at FNPlugin.MicrowaveSources.calculateTransmitters () [0x00000] in <filename unknown>:0 Looks like a fairly typical out of memory issue. As I said, my Orions need a lot of tidy up regarding textures. Try running in opengl mode, or use the updated DLL with Nyrath's parts. It may also just be triggered by the MicrowaveSources plugin if that was recently added. But it's probably just the poor sucker mod that tries to do something after the 32 bit memory pool is exhausted.
-
The right click menu (in USAFOrion) hasn't worked since 0.9. You can create action groups as a work around. I normally scale them up, 1 for 0.88, 2 for 3.5 etc, usually with a final one to shut off all nukes as a safety thing. Yes, I will be looking at why the right click menu doesn't work. I suspect the menu links or onEvent type triggers are old editions. But for the moment they don't work.
-
Like USAFOrionMod-TD-subedition? Needs some massive tidy up work on my textures. There's several versions of all of them and I don't know which I can delete without going back to Unity. but that edition does work, even if it means downlading a version with lots of files that won't be in use.
-
Crap, he fixed it ages back for 1.0, then KSP changed temperature again. I've forked, and suggested a fix. Not sure what the delay might be, but I'd rather not create new copies on the net for this if I can help it, so I'm going to give him a bit of time to compile and make that available. Otherwise I'll upload my compile somewhere more permanent. But, https://www.dropbox.com/s/sh1kmluvmty5rxe/USAFOrion.zip?dl=0 Very briefly tested. Going to have to fix up my Orion bits n bobs now.
-
OK, I only had one inline mount point done. It's basically a halved teardrop shape with an inset for one nozzle. Great if you only want RCS to push you forward. I need a few other options as well me thinks.
-
The source as provided in the main downloadable. Not either of the replacement DLLs, for which I don't have source code for.
-
I did actually start on this. Same nozzles, but with an aerodynamic shell type mounting point. I'll finish a basic version and upload it.
-
I'm willing, can code in completely different languages and have downloaded some Visual Studio thing. Gotta say there's a learning curve here that's a bit steep. Anyway, after doing a helloworld to get the absolute basics down, at least now I know where the logs should be. Seems (in v1.0.4 with current USAFOrion dlls) I get the following, which *seems* like it might be the problem; MissingFieldException: Field '.Part.temperature' not found. at USAFOrion.OrionPusherPlate.doPlateAnimation () [0x00000] in <filename unknown>:0 at USAFOrion.OrionPusherPlate.onActiveFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I'm gonna start up the old 0.9 to check that doesn't happen in there, aka background noise. - - - Updated - - - And the log from a 0.9 that has a working USAFOrion mod; activating stage 1 - current stage: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [USAFOrionEngineExposed]: Activated (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:00:00]: Liftoff!! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 1 explosions created. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 1 explosions created. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 1 explosions created. And, I'd forgotten how cool the Orion can be. Plus, I can't get the old source to compile. I have no idea what I'm doing in Visual Studio or mono, or C#. If I could sort out some basics of using the VS IDE, having things linked in the right areas, grabbing the current TAClib code (it's on Github) properly (I updated what I have, but there's more to it than what's in Nyrath's source now, not sure if I need the whole lot or not), etc etc, then I can add in some debug messages and maybe find out what's going on. At the moment, because I can't compile because I can't figure out how things link (or in fact have much idea about what I'm doing) then I doubt even finding the cause (maybe switching .Part.temperature for whatever v1.+ uses as a temp variable) will allow me to fix. So, more learning C# for me I thinks. Bear with me, this may take months. :-/