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Grand Ship Builder

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Posts posted by Grand Ship Builder

  1. On ‎8‎/‎5‎/‎2017 at 6:03 PM, SuicidalInsanity said:

    I'm guessing you mean a RPM HUD? The ASET IVA had, and still has one, but to the best I can recall, the HS-X RPM IVA has never had a RPM HUD.

    You can add one in by going to Mk2Expansion/Spaces/BladePit/Internal_RPM.cfg and inserting the below into the .cfg

    
    	PROP
    	{
    		name = RasterPropMonitorBasicHUD
    		position = -7.450581E-09,0.3988,-1.2261
    		rotation = 0,0,0,1
    		scale = 1,1,1
    	}

    Yes, but I do remember the HS-X having one. Do you still share older versions?

  2. I personally like the missing face in thr MK2 hypersonic cockpit,  maybe make it a window too. It makes great views, especially for tourism. You know what they say. "It's a feature not a bug." 

     

    What I don't like, however, is the deletion of the screen in the cockpit. You know, the one that deploys, with filters and stuff, that can be activated to be a virtual screen. The reason I say deletion instead of removal (I know they pretty much means the same thing, but it just sounds better) is because I suppose it's probably part of the messed up IVA.

    That's my 0.02 funds on this one.

  3. We have the runway and the launchpad, but what about a third place to launch your crafts?

    This could sprout a whole new set of parts, crafts, and vessel types, and open even more possibilities. Maybe a dock for all your sea operations? Or the helipad on the VAB as a separate place for all your VTOL crafts? Maybe even a garage to test your rovers and cars!

    What do you think it should be, and do you support the idea of a third one?

     

     

  4. The majestic Stearwing D45 has always been a personal favorite of mine. The forward swept wings, the dual stages, the MK2 design, and amazing abilities, all contribute to its beauty. 

    The Stearwing D45 features a unique two-stage design: The first stage takes it up to the edge of the atmosphere and nearly to orbital speed. The second stage kicks in just as the turbines start to flame out, and twin LV 909 rockets take it from there out to space.
    The D45 carries a crew of 2 plus 4 passengers in a pressurized cabin, as well as up to 6 more in its cargo bay seats.
    Vernor thrusters are located in the bay and aft sections. Press 1 (twice) to disable them before takeoff.

    — Official Description

    Then, Squad decided to remove it instead of editing it for the new aerodynamics in 1.1Stearwing_D45_on_the_runway.png

    Of course, you can always get it from previous versions, but the new aerodynamics mean it doesn't work as well. Why? Why not change it to fit the new aerodynamics? You may ask, well, Squad has its reasons.

     

    So why not get an opinion from the public, on whether it should be brought back or not?

  5. I'd like to suggest 2 things for the MechJeb Pod:
     

    1. Ability to hold crew, though not necessarily require any. (I would like at least 4, for all the orange suits)
    2. The ability to lift its own weight on Kerbin, and preferably Eve too. (And having the same efficiency as before would be nice too)

    Thank you for reading, and I hope my suggestions will be taken into consideration.

     

    (Oh and by the way, for me, the Pod can be found in the "Filter by module" in advanced mode, and not in "Pods" in "Filter by function". It would be a lot more convenient if it was in the "Pods" tab.)

  6. On 5/31/2017 at 11:10 PM, keptin said:

    Added Chinese version of guide to front page, along with backup mirrors for both French and Chinese guides. Thanks for your translation work!

    As for the guide itself, I know drag has since changed from when the tut was created, but the rest of the guide is still very useful.

    Yes, we get it, the rest of the guide is useful, but PLEASE, just update the drag guide! It would save lots of time and effort if you just quickly updated the drag guide, instead of posting that the drag has changed but the rest of the guide is useful. It's starting to get annoying.

  7. 1 minute ago, Steel said:

    Anything is feasible in KSP!

    On a slightly more serious note: you would't really notice the difference between a normal liquid rocket and a hybrid in KSP, except maybe slightly lower ISP.  The same goes for tripropellant engines too, you'd get slightly better ISP numbers and have an extra fuel type to look at, but other than that there would be no fundamental differences. I'm not familiar with what L.A.C.E. is so I can't really comment

    L.A.C.E. stands for Liquid Air Cycle Engine, in which they take the air from the atmosphere, cool it down way colder than a precooler, and then turn it into liquid oxygen. This greatly reduces the lift-off weight needed, though technically you're making your craft heavier as it goes up instead of lighter.

  8. It's not a completely necessary engine, but it would certainly be useful for SSTOs and designing simple rockets (no not the game).

    A tripropellant engine would have 2 proposed versions, a mix of gaseous hydrogen, liquid lithium, and liquid fluorine, which would have a rather high ISP, and one that uses kerosene at launch due to its high density and therefore thrust, smaller tanks needed, lowering the weight, and making a great engine for rocket SSTOs, and then using the more efficient but lower density liquid hydrogen, all while using the same oxidizer of liquid oxygen.

    The former would be preferable for all those efficiency aficionados, and the latter would be preferable for those who just want the best of both worlds (AKA me).

    This is similar to a hybrid rocket (not referring to the R.A.P.I.E.R.s) in which they generally have a solid fuel and gaseous/liquid oxidizer, though vice versa and other combinations are possible and have been used, and of course, there are mods for it.

    By the way, there ARE mods that feature tripropellant rockets, which can all be found using a simple search.

    However, your post indicates a liquid oxygen and hydrogen rocket which also uses intake air. This would most likely refer to a air-augmented rocket, and in a more stock sense, the R.A.P.I.E.R. which only uses intake air and liquid oxygen separately. Air-augmented rockets do not exist yet in stock Kerbal Space Program, but they do exist in mods like Mk2/Mk3 Stockalike Expansion.

    Looking at your posts though, you want an engine that uses intake air, liquid hydrogen, and liquid oxygen all at the same time. That wouldn't be very practical, and I don't see much of a use in it, than say, boosted efficiency, which can all be found in R.A.P.I.E.R.s and the air-augmented rockets I mentioned earlier. Then comes the L.A.C.E.s  (Liquid Air Cycle Engine), which is probably the engine you are talking about. Those are great for rocket-powered spacecraft in a oxygenated atmosphere, since they act a bit like pre-coolers, though instead they turn the air into liquid oxygen instead of just cooling it down like the ones in the S.A.B.E.R. (the engines the R.A.P.I.E.R.s are based on) engines on the Skylon, which greatly reduces the lift-off weight. Those don't exist in Kerbal Space Program either, but once again, there are mods for it (I think).

    I would like a bit of a storage tank containing intake air to help air-breathing engines last a little longer in higher altitudes, instead of using liquid oxidizer on the same altitude, to increase efficiency.

    I like your thinking.

    I hope this helped.

  9. 3 suggestions:

    1. There should be conventional rockets (I.E. Skipper, Mainsail, Reliant, Swivel, etc. but in MK2 form). Sure, there's the aerospike, and the hybrid engines, but that's as far as it goes.
    2. Speaking of hybrid engines, it would be nice to have a hybrid engine with alternators. It would help a lot, especially for drones.
    3. The jet engines should have more power, or make one with more power. I'm trying to make an tail sitter, but It's not powerful enough to lift off on it's own with the jet engines.

    Thanks for reading, and even more thanks if you follow my suggestions.

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