-
Posts
2,490 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jimbodiah
-
That soyuz is starting to look really nice!!!! Is that the new port size as well ? LOL on the shrouded engine being stock-alike. Yeah, not much detail left when the bell is the only thing showing.
-
@Autochton Thanks for the walk through! I think this is too complicated for what I wanted to pass on, as the work on github is more than the info I am wanting to add. I will just post the links to the .craft files so Mage can download them as I will end up spamming Github with my ineptitude The LC changes I just sent in three Pull Requests for, and here are the crafts http://kerbal.nl/sstu/sstu_craft.rar Crafts: - LC2 2-stage lander for Mun/Minmus/etc - LC2 2-stage lander for Duna - LC3 2-stage lander for Mun/Minmus/etc - LC5 2-stage lander for Duna - Delta IV Heavy with Orion/ICPS - Saturn V with Apollo CM/SM and LC2 Munlander (huge!) Main body courtesy of another contributor, I only added the top section. - Small Payload Launcher (2-stage 2.5m launcher with new fairings) Subassemblies: - Orion CM/SM/LAS with ICPS - Apollo CM/SM/LAS, 2-stage Munlander and fairings (complete Saturn V top section) - Munlander with bottom node active for placing in petal adapter I'll make the SLS block 1 (Orion) later, and an Ares I and Ares V when the engines become available (RS68 clusters and J2X). I have versions with RS25s of the Ares rockets now.
-
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
It is just an extra factor, like playing with life support or remote tech. LH is just much more efficient with no penalties, boiloff would be a balance, else thete will no longer be a reason to use LF engines. It comes down to wanting to apply this an force it onto people. You could make the standard mod run without boil-off, and chose to install a plugin that will enable boiloff. Essentially making it a seperate mod. Would be sort of like I mentioned earlier to standardize it under CR so other mods can run it as well. -
As Kueen once said: "We're gonna make a supersonik bat out of you!"
-
Mind if I just make a PR for each? Would be simplest... or just mail you the craft files
-
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Well, boil-off without boil-off is kind of a head scratcher, wouldn't you agree? 1.) Lifters don't need a ZBO tank as it will all be over in 3-5 minutes anyway. 2.) For orbital use boil-off would start to play a role, but as the requirements for cooling are almost zero, the whole issue of boil-off will likely never occur as you would have a solar panel and some batteries on board. The current boil-off is active at the part where it is not relevant, and not an issue where it should be (long hauls in space). I like the KSPI version where you have a very slow boiloff even with cooling, and a faster one with it turned off (or not present). That way you will lose a decent amount of LH on very long trips. Some extra heat/Ec would be welcome even, so you need to take minor precautions with solar panels and radiators, but most likely they will be on board anyway. I get that it is difficult to find a middle ground between "OP fuel mod" and "too complicated realism". I'm not trying to break down Nertea's work, just point out what my findings are. Knowing Nert, he will do as he wants anyway (as he should), but he will hear two sides of the story Just positive criticism, not dissing the mod. The new LH nukes are going on all my new space-faring vessels. -
Mage, noob me... I have multiple branches on Github but have no idea how to merge them into a single PR. If you can find them, delete #8 and use #9-17 (3x pod change, 3x subassy, 2x craft). Else I can make PR out of them, but as Blowfish pointed out, that is just plain old spamming I'm not touching github right now as I will fubar it.
-
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Even with cooling, you would expect some kind of loss. A lossless system IRL would be larger than the tanks themselves. Liquid N also just evaporates, even with 20cm of insulation and storage in a freezer. -
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
You guys spoil all the fun! -
I was only kidding, Nathan
-
The flame might do some damage. I used to put the stock seperatrons inside the of the decoupler (as in not sticking out on the side of the rocket) and they never did any damage, so I think they have damage turned off as well. A small payloads launcher in action with the new decoupler, and just showing off And the new Jupiter III, when ya just gotta, wanna, need ta, launch 450 tons into LKO in one go. Decouplers looking fine, Mage! The only thing I have noticed is that the texture glitches where it meets the stage above it.
-
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
15 mondo-60 tanks for LH2, and 1 mondo-60 for Oxidizer. -
Nah Mage, don't worry, that's a lot of text to add for just LS and on temporary basis. Don't stick too much time into it. The ullage is great, tested it on about 10 flights with some setting and once you get the hang of the GUI (and don't place the decoupler upside down, ahem) then it works as intended so far as I can see. I will test with some light rockets in a bit, trying to make a duna lander and then a new Jupiter III build (also using the decoupler). Will post results when I have done some flights in those. I have an extremely light and and extremely heavy scenario that way.
-
Well I could, but it would be in the file itself and have both patches in each resource config. Yeah, no... I'm making a few example landers for Mun and Duna based on each pod, if you want to put them in your mod as .crafts. These things are impossible to dock to anything unless the other ship docks to the LC. May I do a PR to change SAS and RCS power levels to tone them down a bit? SAS is huge (15) for such small cans and it oscilates in combination with RCS. It's only until you redo them completely, but it will make them a bit more playable in the meantime.
-
I'm trying to make a LS patch for the Lander Cans, but the resources do not show up for some reason. Double checked the names, but it's not being added. Any guesses?
-
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
@blowfish Yes, there is not much between the 275/116 of the Tung and 1000+ of the Odin. I tend to like something around 600 for smaller rockets as a primary, or a sustainer for heavy 2nd stages. -
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
cool!!! starting up KSP now Will there be an engine between Tunguska and Odin someday? -
That would mean no more 2D rcs plume But check out WIldBlue DSEV, he had LH2 RCS thrusters with his own custom plumes as well (purple).
-
Any Mechjeb competitors for 1.0.5+
Jimbodiah replied to Cloakedwand72's topic in KSP1 Mods Discussions
Standard ascent is twr 5+, shoot straight up to 150km and do a 2000dV circularization burn, isn't it? I did this when I started (not saying OP is doing it). Right now I try to keep circ burns to under 100-150m/s, but that is a lot harder to achieve than just slinging it up there. If your thrust is off, you may not make orbit in time. I had the same problem last weekend where my rockets kept burning up for some reason. Turned out I had the ascent path set to 30% or something, must have misclicked. I tend to have it around 55-65% normaly. -
[DEVTHREAD] Deep Space Exploration Vessels
Jimbodiah replied to Angelo Kerman's topic in KSP1 Mod Development
This is the old topic, maybe this one should be closed? -
[WIP] RCS size variants and new options
Jimbodiah replied to TiktaalikDreaming's topic in KSP1 Mod Development
What's a few rcs nozzles going to matter? I always worry about part count more, weight is never an issue. For rcs, use the rcs balancing aid, super mod for setting up your rcs.