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Avetho

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Posts posted by Avetho

  1. I just want to drop by to say I love this mod so much. Also, I got to thinking, since we are finally learning about the electromagnetic nature of the universe and how spiral galaxies are held together by magnetism, these engines could theoretically work, albeit far more massive in scale and drawing far more power with far less thrust, but they could work by basically pulling on the planetary, solar or galactic magnetic fields and moving the vessel along by using celestial objects as an electromagnetic anchor of sorts, though its thrust would be weaker the farther you get from one such anchor due to the inverse square law. To make it work IRL you'd probably need to build an orbital megastructure after either setting up orbital tethers or space elevators and feed a whole dedicated nuclear reactor into the engine alone to make it move, but for a drive so huge you could move a chunk of civilization with it anyways. I just thought I'd share my thoughts because I like the idea of the mod so much :D

  2. Thanks Starbuck, but I've mostly gotten the hang of Blender by now. I may have had a better time learning if I had've checked back here before July, but real life and minor depression has yanked me away from what I want to do in the digital world.

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    alienspacepirate, perhaps I could start a thread where people who have something to contribute to it could post a section for. Things like UV unwrapping as stated earlier and modeling programs like SketchUp or Wings3D. If I could give someone else the job of upkeeping it, then it might become truly great for many modders out there.

  3. klesh, well, let me see. It's got one major wing surface, no rear horizontal wing surfaces, two rudders like I had, and one air breathing engine. Yep, it is. I had eight intakes on my craft, so intakes don't matter. And you also have two aileron control surfaces too, also like I had. It is completely legal. And yes, drop tanks are allowed, anything I didn't say no to is generally allowed unless I think it is cheaty enough to make illegal in pursuit of fairness. I think that plane looks cool though :cool:. The more unconventional, the better :wink:

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    Xannari Oh no :( Have you talked with Squad or is it a problem with something else?

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    For all you competitors out there, I have added a new medal. Some of you were talking about no wings on the design, and one of you made a plane that looked as if it couldn't reach the Platinum rather than beat it by over a minute, so I have added the Unconventional Design award.

  4. Criminy! Nanobit, that was a blistering run! Perhaps you're gonna try to get the JebAlike medal? :cool: 22 seconds shouldn't be too hard to cut off, right?

    And nice way to exploit my lack of descriptiveness because, no, I didn't say it had to be manned. Nice one.

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    Xannari nice job on that speed increase! Looks faster than before and the time says so. :cool:

  5. That was very fast Nanobit, and we had our first speech in this thread :)

    Although you didn't land the direction you took off, but rather turned that way on landing, that was an amazing run :D Marking down 2:12 right now.

    And Xannari, that was cool to see, both of you didn't land to taxi around the hangars, but rather you both flew through them, a very hard thing to do, so I'm going to make a new secondary medal to go under the BadS one :cool:

  6. Right now the damage system seems to be a bit off what I think it should be. In my blog I wrote this:

    As far as my knowledge of the game engine goes, this suggestion won't damage the performance of KSP too much, if at all.

    Currently there is a damage engine that I think is rather intuitive, but alas, unrealistic and slightly buggy. It is based on weight, but should be more so on velocity. A building should have damage associated with every part of it just like a craft does. An engine's exhaust will slowly eat away at any part in it's path, while weight of a part doesn't hurt a craft too much, only the stress applied to the joints causing movement and breakage, then explosions. The damage engine of a building should be more like a craft, they are both structures, after all. When a really large vehicle lands super slowly on the VAB, the VAB explodes at an instant and collapses into a model of a destroyed VAB. I love the destruction effect, don't get me wrong, but how it gets destroyed is the problem I have. When a small object travelling at a speed enough to equal the force of the giant vehicle crashes into the VAB, the VAB sits there, shrugs it off, and doesn't get destroyed. Same force, different outcome. In one of the latest videos from one of my favorite YouTubers, Ronin Pawn, he attempts to land the Mk17 Helicarrier on the VAB. At the speed shown in the final clip of the video, he touched the VAB at a mere 1.5 m/s, with the 1.6 kiloton craft. Once the math is done (1/2mv2), we get a result of 2048 joules of force. If we invert the variables, and put a 1.5 ton probe at 1600 m/s, we get a force of 1920000 joules, or 1.92 megajoules. That is significantly more than 2.048 kilojoules, almost 1000 times more force. But the less force wins. This is how I know the building destruction is mass based, not force based. And the launchpad should retain damage for each launch too. And every KSC building you launch from.

    From the observations I made, the current building destruction is based on mass (quite clear with large ships on buildings), because a small projectile with more energy behind it didn't affect anything. I hope to get a Dev here to correct my findings if the damage engine is indeed based on energy, and I am simply wrong again.

  7. With 0.22 Interstellar I launched an antimatter-fueled DT-Vista rocket up. It had three rings on 6x symmetry. I wish I kept footage but my computer would've melted under the stress of recording that moment. I only hit a steady 4fps while it launched. If my memory serves me right I had a TWR of about 1.2. In retrospect, I should've assembled the payload in orbit. I did have the quantum struts mod.

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