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KSP2 Release Notes
Everything posted by Jimbodiah
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It's good that you do, as it means it's eating at you and will only pile up if we (the horde) are not stopped. I can get overly excited and eager to help, but it is only to help, not force you to do something you don't want to. It's hard to find a balance between energies, as we have different ways of looking at things and no idea when something is hard or easy. I wrote software for packaging machines for years (10+ synchronous axis servo controlled with scada etc etc), and often the "simple ideas" my boss came up with were the hardest to implement, and things he thought were hard would be rather easy a lot of times. He was not hindered by any knowledge, as I guess we are him in this situation. This lack of insight on our part can also contribute to frustration on your end... We don't need/deserve elaborate answers which only eat up more of your energy. Just say "yes, possible, maaaaybe in future update" or "no, too hard, won't be doing it". A large issue is always that everything is just text in these messages; you can't get a real context of how people are trying to say something. Saying something trivial might come across as the last drop to set you off. Just yell "time-out" so we know when enough is enough I am sure everyone only has the best of intentions, coming with suggestions and reports, but never look upon them as being demands. I kept nagging you about the nose cones, so guilty as charged. I'd love to see that stuff be implemented, but I am launching rockets without them as well. "The road to hell is paved with good intentions".
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Mage, don't go all out to the point of raging. Just make what you were planning and leave variants for possible future updates if you feel like it. We're (I'm) just excited and calling out ideas, we're not expecting them all to be implemented, let alone on initial release. The angling is nice eye candy, but I dont see the need to make it adjustable (nozzle A is angles, B and C are not, no in betweens). If it's a hassle and you don't have the patience, just say no. I wish I knew how to model so I could help out, but have zero experience with graphics with exception to photoshop work. If you tell me what programs I need (Blender and...), I could give it a look over. Might combine it with gimp for the textures that you sent me a while back.
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Gheghe, we only need two engines and one tank as well No issue with just downward thrust on my end.
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The Delta II boosters are all angled as well. Angling should not be a problem for a single part, but might indeed be a challenge for a modular part?
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Judging by the picture, I think you have a good compromise in terms of size vs capacity. It's exactly in between CryoTanks' kerbalist balance and the inflated stock parts stack. Maybe increase dry-weight a bit to balance it out (needing a bit more size/fuel to compensate), but the main difference is from having to use four stock tanks vs just one SSTU.
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I just did a comparisson to see the differences. Each setup was chosen to give ±4200 dV at around the same thrust. Left to Right: LF/O (46t), LH2 CryoTanks 2:1 (36.3t), LH2 Stock 1:1 (65.5t), LH2 SSTU (30.4t) The stock setup needs more fuel due to extra tank dry-weight which compounds when you add more of them. SSTU has the lowest dry-weight which makes it more efficient than with stock tanks, requiring less fuel. I can see why CryoTanks changed to the 2x ratio, as it would not be playable with stock tanks otherwise in the sense that I can imagine people not using the mod due to all the extra tanks and weight when being constrained to using other stock parts. Yes, using 3.75m tanks does make it a bit more favorable in terms of height, but weight is still comparable.
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Yeah, I pointed this out to them as tanks grew about 50% in size because of the switch but I had higher dV because of the lighter mixture, despite them being larger to hold the same dV. I brought up the point in the SSTU thread once when you were thinking of adding LH, but I didn't look into it further then thinking I may have just been "seeing things". This kind of is a downer for me, that "balance" after all those calculations etc in their thread was anything but realistic. Also hard to phathom why they wanted boil-off etc to make it more realistic as a "balancing" factor vs stock fuels with lower ISPs. Just weird... I still think LH is a good thing, as it shows you that tanks need to be bigger when using LH2 vs when using Kersone (LF). LF is smaller but heavier and engines are less efficient. LH is lighter and thus larger, but engines are more efficient and optionally you have boil-off. Sort of like "real-fuels light". You could always go back to 10:1 and just do your own thing.
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No problem with the current setup, I use a lot of LH engines in my stages. Just wondering why they had twice the units inside (or sstu only half), seeing as LH2 is quite new to this mod I thought it may have been an oversight. I saw a ton of calculations and spreadsheets come by when NF were balancing their engines and new tanks. Guess "balance" was not in terms of realistic volumes. [edit] Kind of makes you wonder why they were adamant about a 15:1 ratio then???
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PS, they also use CoPOffset and CoMOffset, I think to keep boosters from flailing around upon separation. When boosters are released, they stay straight and give a nice clean separation.
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No such thing exists unless I get CAD files for the actual SRBs. Ah well, RealScale Boosters has them in their mod, I can just use those together with tweakscale as I am doing now.
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Looking good!!! That first one has is the Atlas V right? It should have a wide flat top, not a single point like traditional SRBs. It's impossible to say though from just the profile.
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Regarding Interstellar travel: besides the fact there is only one star, for long range travel there are three options: KSPI which is broken right now as most of their reactors no longer work as of 1.0.5, then there are the warpdrives that are a PITA and finally NF Propulsion which gives huge dV gain at the cost of heat and Ec. WildBlue DSEV is comparable but focuses more on the structural parts and has a single huge superhigh ISP engine (also huge heat production, like 400MW of panels needed.). I use NFP for all my orbital ships, as I like the scifi aspect next to the real-worls launchers.
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That would be me I think the ATV is basically the modular Service Module you were working on. I can do some brainstorming if you want some input. Personally I never use rovers, and there are two very good mods out there at the moment (Rover Dude's Karibou and WildBlue Buffalo). There is only one mod catering for satellites that I know of (OctoSat, but uses a lot of parts), and 2-3 mods have components to make stations, but also with a lot of parts. So yeah, I'd love to see those two started up first to be honest. I think a lot of people would too, as satellites would also tie into the many career contracts to launch probes, and complete stations with a handful of parts is unheard of right now (I tend to jump into 50-80 parts without even trying). Re satellites... these are basically modular Service Modules, just smaller... but hence the "modular" part. Maybe that component can be included in the satellite pack? All probes share the same traits: - Antenna - Batteries, enough to transmit M700 survey report - Solar Panels - SAS / drone core level 3 - Reaction wheel - Fuel tank (no engine) - Switchable science equipment That pretty much sums up the same things as a Orion or Soyuz SM, just smaller, ex the science components. Heck, even an ATV is just a glorified satellite if you squint your eyes.
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He has 3 other shipcores planned, so I think he will be busy for a while before adding another Just planting a little seed for the future.
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Nosecones for Ariane V, Atlas V and Delta II style SRBs: http://kerbal.nl/sstu/nosecones.rar
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Will get stuff moving on the nose cones... Atlas V and Ariane are my top picks, will see what else is out there. I'll also make some screenshots regarding the LH2 tanks. I think someone is hinting towards the next shipcore series *cough* atv *cough*
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A little SSTU plugging Maybe add some info to the wiki or to a future release post to make a nice sales pitch
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If anyone is interested... I made new clusters for the J-2X (2/3/4/5 with Direct mounts on 3/4) and the Merlin 1B (2/3/4/5/6/7/9, Direct mounts on 2/3/4). They are just intermediates until Mage makes the original ones. http://kerbal.nl/sstu/Clusters.rar
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Talking about tank volumes... There is 2x capacity difference on LH2-only tanks between SSTU and all other tanks with LH2 switch (stock and Nertea's tanks), where SSTU has 50% of the LH2 capacity.