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Psycho_zs

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Everything posted by Psycho_zs

  1. Great! Not sure if those fan-like 3-ways are really useful, but corner 3-ways are great!
  2. That is a great set! Do you plan making heavy versions of R3 and R3A2 blocks?
  3. The last two are just clipped combinations of 1-way and 2-way blocks from RLA mod. Never saw 3-ways in wildlife
  4. This sounds awesome! It's a bit sad that none of NFP engines run hydrogen anymore. Cool hybrids could be made with ion engines and NTRs which would act both as hi-thrust option and power source.
  5. I'll be nagging about this for a while, sorry. longTruss is now too light 5kg while adapters are 4kg? That seems a bit disproportionate. BTW, node_stack_right of longTrussAdapterL is inverted.
  6. Another analogy with things IRL (not going into details about fuels, volumes, etc., because it is pointless, but into concepts): SLS uses 4 SSMEs on main lifter stage, and that is a pretty heavy rocket. These engines are up to task. Mammoth is influenced directly by SLS lifter cluster, Vector is basically Mammoth/4. Not many people seem to complain that Mammoth is overpowered. So Vector stats are fine. Crossections of engines do not matter, because they're just crossections of engines' tankbutts. And from what I heard recently, devs have some promising thoughts about future of tankbutts... My only complaint about Vector is the lack of guts on the model.
  7. @Jimbodiah, check your monitor's color settings, your screenshot looks OK.
  8. I just like cleaner designs, and nozzles firing into something other than space are not part of them. If you remember Apollo craft, it had only 4 4-way RCS blocks that were placed tangenial to CoM. That is basically the only configuration in which 4-way blocks are suitable. If you place 8 blocks in a box, you get 8 redundant nozzles facing each other (or if ship has a thicker middle part, they face the hull). 2 5-ways provide full translation (1 axis weakened) and 2 axis rotation. 4 straight 4-ways provide full translation (1 axis boosted) and rotation (1 axis boosted) 4 angled 4-ways provide full translation (1 axis boosted) and rotation (1 axis weakened) 8 straight 3-ways provide full unpreferenced translation and rotation (1 axis boosted) 8 angled 3-ways can provide unpreferenced translation and rotation.
  9. Foldable radiators seem to have 1600kw/t of core cooling capacity and static have 2000kw/t. Is that intentional?
  10. Is everything right with LH2/OX volume ratios? I've found the separate configuration that very closely matches the current LH2/OX ratio and by volume it looks awkward. Upper tank is LH2, Lower tank (75% of Jumbo) filled with OX. If simplified as cylinders, their volume ratio is somewhere around 1.5.
  11. Regarding LH2/OX ratio, I wonder if there is a point somewhere nearby at which it would be possible to match the ratio with reasonable quantity of separate tanks, something akin Orion craft.
  12. 80 and 20 kilos, still heavy. @PART[longTruss] { @mass = 0.01 } @PART[longTrussAdapterL|longTrussAdapterT|longTrussAdapterX] { @mass = 0.002 }
  13. I never used Cryo before recently and I only actually launched fully functional Tunguska yesterday, so I do not know how old this bug can be. I'll try other foldable engines later today.
  14. Another great mod updated! IMHO, small truss is too heavy. The truss is the same size as 9,5 stock Cubic Octagonal struts. Stock Cubic Octagonal strut weight 1kg. So truss should weight no more than 10kg, and joints no more than 2-3kg. Imagine this thing IRL, it can not possibly weight 120 kilos unless made of uranium.
  15. Tunguska Chelyabinsk is making constant noise when stowed. Sort of flameout sound playing in rapid cycle.
  16. Strangely because I've got this crash in 1.0.5 and found 'PhysicsSignificance = 1' just where it shouldn't be, since the bug was closed for 1.0.2.
  17. Seeing various planetary resources with CRP installed I think that putting everything through stock Ore>ISRU is not a way to go. Add more mining capabilities to drills and ore tanks, since mechanically there is much less difference on what solid stuff to crunch through and haul, but chemically ISRUs should be very different. I would happily mine the Mun for water ice and have a separate electrolysis ISRU on board to produce LH2/OX. I have two heavy miner ships in main career providing LF/OX infrastructure for Kerbin SOI operations. I've designed these ships to also being able to haul lithium tanks, since currently NFP adds this capability to ISRU. But I would happily accept the challenge of making a miner ship with interchangeable ISRUs, that would be super cool!
  18. I wonder how much hydrogen can be scooped when aerobraking at Jool...
  19. 5-ways can come handy in flat designs, like spaceplanes, where there is no place along one of the axis sufficiently far away from CoM.
  20. Stumbled upon this seconds before reentry. remove 'PhysicsSignificance = 1' line from part config Strangely, I've found it in already resolved bug http://bugs.kerbalspaceprogram.com/issues/2355
  21. Something in the latest CryoStuff has broken Jumbo 64 tanks for me. Physics of these tanks go nuts. If you put a Jumbo tank on the launchpad, it would constantly "move" without moving. And with Color Coded Canisters mod is installed, all model variants of the tank are loaded simultaneously, joints break. Reverting to X1 fixes the issue. It has nothing to do with InterstellarFuelSwitch bundled inside, I've checked it first by taking from another mod. I'll try to pinpoint the exact dir or file of the pack... It's in CryoTanks... Surprisingly, it is SimpleBoiloff.dll. When using this file from X1, everything is fine.
  22. 4-ways and 5-ways have a disadvantage in cases where the middle of the ship is thicker, so one of the thrusters ends up firing into the hull (or along the whole ship which is not nice either). 3-ways is basically an answer to that with problematic ship-facing nozzle removed.
  23. That would be a block to place somewhere in the middle of the ship to allow translation, which is a good idea too. But it needs to be complemented with something to put near nose and stern. So, a full set of non-4-way blocks would be this: Bottom left is what you describe, upper ones for placing near the ends of the ship, lower ones for placing along the center of mass, left ones to place at 0,90,180,270 degrees, right ones to place at 45,135,225,315 degrees. I find top right variant the most useful of all, eight of them in a box around the center of mass give all-symmetric translation and rotation without any axis preference.
  24. Nice mod! 4-way block with shifted side nozzles may introduce imbalance in some configurations. Have you any plans on making 3-way blocks, (both T-shaped and corner-shaped)?
  25. @NathanKell It would be great if docking ports could straighten themselves inside some reasonable margin, so if port hits the target with dot somewhere above 0.999 the craft would dock with dot 1. It would be fairly logical, since IRL docking ports have guide petals that force them to turn into correct position.
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