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hypervelocity

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Everything posted by hypervelocity

  1. very cute, will give it a try on my next install once I migrate from 1.3
  2. This is something I day dream about sometimes, but I'm with @Majorjim! here - sadly it will never happen. Videogames are business and I just don't see it happening. Unless they come up with a new way of doing this business (comparable to the rise of microtransactions in gaming - and no I am not asking for this to come to KSP), I really don't see it happening. Nonetheless, I have entertained the idea of KSP 2.0 before: New engine, from scratch: a true endeavour on its own, pricey - and it certainly can take a turn for the worst, no success guaranteed here - but if done appropriately, client system requirements can be pushed to a minimum and scalability can really be a thing in the game. New physics: derived from the above, you could have a take on stock/n-body physics within the same game, to be chosen as a difficulty setting. Performance not linearly derived from number of crafts & number of parts/complexity per craft: also derived from 1). Parts, planets & gameplay editor: a tool to create parts, create and modify planets, contracts and configs, and also base gameplay - with a thoughtful coding that would enable 3rd party modders to mod the editor rather than the parts themselves. I think having a game that does not limit users' creativity with performance hits, with the ability to use n-body physics (only if you want, I fully understand what/why the devs went for originally) and to create your own parts/planets/contracts/gameplay once you exhausted the stock contents, would be a complete breakthrough and would add years of gameplay to the game. Just my 2 cents!
  3. Procedural tanks also come in a shielded version which takes max temp to 1500K if I recall correctly - I use these for my spaceplanes.
  4. @Tonas1997 you shouldn't worry too much about that - I have been playing Principia for a long while now and stationkeeping is the least of my "problems". I have orbital relays around the Earth, Moon and Mars and I check on them/adjust once every 1-2 in-game years. You should definitely give this mod a try, you are not going back to stock physics, believe me!
  5. Indeed - there are many contract packs compatible with RSS/RO/RP-0. I recommend using CKAN for browsing & downloading these.
  6. @strudo76 - I would say any of the engine packs on the OP + Real Fuels mod (in order to get them going) + Procedural Parts mod (for tanks) - all of those engines have realistic performances and will enable you to get to orbit, otherwise stock engines are too weak. EDIT: I'm not entirely sure how RP-0 plays without RO, but if it is playable, it should do with only the required mods bundled in the CKAN installation.
  7. my god, I have been aligning everything visually this whole time!!!!!!!!!!!!!!!!!!!!!!!!!! this is madness!!!!! thanks you!!!!!!!!!!!!!!!!!!!!
  8. Hi @linuxgurugamer! thanks for updating this mod and all the other mods you keep up! I have a small suggestion/kind feature request - I'm not sure what place this mod has in your priorities list but I just wanted to throw it out there. When designing aircraft or spaceplanes, I sometimes want my CoM to be aligned in height with my DCoM, mainly for engine placement purposes. I think it would be helpful to have some sort of indication of the CoM & DCoM's relative position, maybe using coordinates or arbitrary values for lateral and longitudinal position. I figured this would be rather easy as the mod is already calculating CoM & DCoM and displaying them as icons on screen. Thanks in advance!
  9. Thanks for all the replies. For a bit of context: I am creating a spaceplane that is inspired in Boeing's Phantom Express. The thing is I want to make it a SSTO, hence using a Raptor engine instead of a RS-25. The Raptor produces roughly 3000 kN of thrust, which would yield a TWR of over 75 when the craft is dry. What I thought was I could use 2 engines instead of one, limiting their throttle using the (now declared) unrealisitic KSP feature, and furthermore using the engine's throttling capabilities to adjust thrust on the go. This plan is no longer pursued given what was discussed in this thread. I need to find a more suitable engine to avoid liquefying my payloads (I am fully aware some payloads can handle 100's or even 1000's of G-loads, but I ultimately want to rate the craft for crewed missions). Thanks everyone for the involvement in the discussion.
  10. Thanks @ment18, that's what I thought - I noticed the throttling ability in the engines you mentioned (I have used the Apollo descent engine and a couple of Merlins). The game distinguishes between throttling and "thrust limiting" by whether it enables you to do it while in game or in the VAB only. Noticing how almost every engine is unthrottleable made me look wary at this thrust limiter option. Thanks for your answer.
  11. Hi there! It's me again with another of those uneducated questions of mine! My knowledge of rocket engines is nearly zero (I know they exist, and that's pretty much it), hence the question. I see KSP (at least under Realism Overhaul) allows you to limit the thrust on any engine - so let's say you are looking at a Russian RD-120 that produces 1500 kN by default; using this functionality you can arbitrarily reduce the engine's thrust to whatever you want. What would be the real life analog to this? Is this a concession the game makes oriented to better gameplay or would this actually be possible? I mean - I know thrust is a function of chamber pressure and propellants used (among other things but I'm guessing these 2 are the main items?) so my common sense tells me this "Thrust Limit" in-game functionality would have no place in real life without actually modifying the engine - is this the case? Many thanks in advance, as always I gloat in your knowledge of science and space related stuff
  12. I usually build custom fuselages using B9's procedural wings. You can pretty much shape it the way you want.
  13. I am getting only 1 ignition for the Raptor Vacuum under RO - is it my bad? EDIT: OK, I figured it out - it seems Realism Overhaul includes a default Raptor engine CFG hence there's a duplication of config files. I edited RO's config and fixed ignitions for the vacuum variant of the engine.
  14. @Nertea, I have been a user of your part packs for a long while now, I want to thank you for your beautiful work, your designs are gorgeous and your part packs are most useful. Speaking of utility, one of the bits I love the most is the self-adjusting support legs. Is there a way to incorporate this technology to stock or other landing legs part packs? Reason for the ask is that I have several vessels already in flight that would hugely benefit from this technology - thing is I don't want to put them down and re-launch. Looking forward to your response! Thanks again!
  15. exactly what I needed, very much appreciated!
  16. Hey all - hope everyone's having a great day! I am running into a bit of a pickle here trying to find a venusian atmospheric chart and maybe someone here can be of help! I am trying to find a chart/table that displays atmospheric density by height. I am trying to send a balloon to Venus' upper atmosphere using KSP + RSS + RO and I would need this data to determine the volume and mass of my balloon. I am only finding the value at surface level, which is 67kg/m3. Thanks in advance!
  17. @eggrobin - I have never used a Planet Pack before with RSS - in regards of the mini-mod for TRAPPIST-1, what are the installation instructions? Should I install GregroxMun's mod and everything will work automagically? Thanks in advance, and thanks for the new release and all the work put into this mod, it is absolutely fantastic, total game-changer!
  18. you can see the details if you use FAR - I don't think you can in stock.
  19. delete everything - download KSP - download CKAN - select Realism Overhaul - install - select Real Solar System - install - done
  20. what are you trying to build? have you tried procedural fairings or you need to attach parts to those curved panels?
  21. thanks @winged, might this revisit be due to tyler raiz's skylon video - I saw your comment in youtube a couple days ago? anyhow - I get your total 7.4t but that should include the air intake and the pre-cooler parts in RO, hence my thought that the engine part at 8 tonnes without air intake nor precooler was a bit off. tyler raiz gets his skylon to orbit with reduced engine masses, similar to the aforementioned. EDIT: skylon is boring though, I have left it behind and replaced it with a Nuclear Direct Cycle Turbo Jet SSTO https://imgur.com/a/G1Bep
  22. This mod looks great, essential! Sadly I use Remote Tech, otherwise this would be a must-have mod for me!
  23. very nice @DrLicor, I have found a simple spaceplane for crew operations is a must-have piece of hardware in any space program! Can you tell us a bit more about its specs & capabilities for low orbit operations? Also would be nice to see the booster that takes it to orbit!
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