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Everything posted by Esquire42
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New planet
Esquire42 replied to The Thyroid Man's topic in KSP1 Suggestions & Development Discussion
I was more of a fan of Other Worlds, but I do like additional solar systems. But that would require me to install Interstellar, which doesn't mesh the way I want it to with the other mods i play with. -
New planet
Esquire42 replied to The Thyroid Man's topic in KSP1 Suggestions & Development Discussion
Another few words: Stock Trans-Keptunian -
From the testing @captinjoehenry has done, it looks like the second point isn't the case. But thanks for the heads up about airflow occlusion. As for AHM, I was mainly thinking about adding it to my modded career. I might take a look at how you handle it and incorporate some parts, with your permission of course. Hm. Well it's not a major modification so that seems acceptable. But I'm still not going to push it out until I get the darn thing to toggle
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Let me play around with this. I don't plan on pushing another update until I include the ability to toggle on and off. Are there that many parts that contain both ModuleLiftingSurface and ModuleAblator? This reminds me of the Active Ablation/Active Balanced Cooling discussion from a while back. I definitely see a place for procedural ablation surfaces, such as heat titles. Perhaps a small tweakscale-able heat tile model would serve this purpose well, or perhaps several models based on wing segment pieces. So this mod would consist of a few components: Heat tiles Open-loop in-wing cooling Closed-loop in-wing cooling Electric cooling, like we have now. I have blender, a heat tile or two wouldn't be terrible to make. I'm slightly wary of procedural parts right now, though. I'd feel more comfortable once I get the rest of the timeline in a decent shape. I'll add the heat tiles to it too though. Great suggestion. As for replenishment, the easy way to do this would be to create a super expensive storage bin for the ablator material and have the Convert-O-Tron be able to produce it for a ludicrous amount of ore/electric charge (or maybe incorporate EL into it. I haven't used EL in a while, does it auto-fill ablator or are you screwed?) You've got me interested. I'll have to check this out. I already use Heat Control. I have a conference paper that I need to finish by the first week of January, but I should be able to push out a release that allows you to turn the ablator on and off.
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Thanks, I was just about to message you or @politas about it. Honestly, the module for this mod isn't that clever. It's just some fiddling with the stock ablator module plus a MM patch to add the custom module to any part that provides lift. As for the liquid that will actually be used, any input is welcome. The trick will be trying to balance mass with resource consumption.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Esquire42 replied to SuicidalInsanity's topic in KSP1 Mod Releases
First off, those are some nice looking planes Secondly, don't mean to self-advertise here, but I'm working on a mod that allows active cooling on wing surface (linked in my signature), at the cost of a significant chunk of electric charge. Eventually the plan is to add open and closed loop cooling in addition to the pure electric one currently implemented. This might solve your heating problem.- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Esquire42 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Mark IV Spaceplane Parts is by the famous @Nertea while Mk2 and Mk3 Expansions are by @SuicidalInsanity. Both wonderful modders but not the same person. Unless they've been hiding it from us all this time...- 1,520 replies
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There is a 2.5m Spaceplane Parts mod for 1.0.5...hasn't been updated and isn't in development, but simple part mods aren't that hard to revamp and update, especially if it's just maintenance. I never liked the old Mk3 parts. I came in right around the time Spaceplanes Plus was integrated so was pretty spoiled. I don't really use the Mk3 parts now that much. I'll go Mk4 or OPT if I need to haul 2.5m+ parts.
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As Nertea has said before, there's all sorts of things wrong with the system in KSP including underpowered batteries. But rewriting the system is way out of scope of this mod. Honestly the ablation factor currently was a wild guess. I expected it to be adequate for our purposes. I can knock it down for in a patch if it's really game-breaking. But any other system of cooling and a rebrand will be later.
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This is a competition between pedantry and pragmatism. Technically this mod should be called "Active Cooling", but technically the game should use N-body physics. Coolant also already exists as a CRP resource (or at least as a Firesplitter resource) and so for the purposes of this mod it would be easier to define a custom resource.
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Excess weight would be a pain in the *** to model accurately. You could do it with separate part models, but that's not something I want to pursue at the moment. Gets a bit out of hand I like the tiered ideas. I'd have to figure a way to combine part upgrades with B9 part switch though, most likely.
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It might be good to have two different configs: the one we have now with toggle enabled, and then a switchable one. My idea with the AblationLiquid is basically what you're saying. We could also have a .cfg that uses LH2 instead of LF when CryoTanks or whatever is installed. Nertea's mod packs have really set the bar for optioning consumables.
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Tech tree integration is definitely planned. I'm going to look to see how MechJeb does it, and probably add CTT support as well. I'd have to look into multiple consumption resources for ablation, in addition to mass increases. One way to do it might be to add space for AblationLiquid or something and have various generators for when ablation is on and off. With ablation on it'd consume EC and LiquidFuel and produce heavy AblationLiquid (with the ablation itself taking electric charge; two separate modules).
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Got a weird one... Simply adding an ablator surface to anything that has a lifting surface and changing the resource drawn to electrical charge @PART[*]:HAS[@MODULE[ModuleLiftingSurface]] { MODULE { name = ModuleAblator ablativeResource = ElectricCharge lossExp = -750 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } } Double checked, triple checked...module itself works fine on its own. but not the patch part.
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I'd give you rep but I'm out of it for the day
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Ever get tired of your spaceplanes burning up? Wish you could use your massive electric reserves to ablate that heat? Now you can! With Active Ablation, all your wings are Electric Charge-powered ablation surfaces too! Active Ablation can be found on SpaceDock here or GitHub here Required Mods: ModuleManager found here Installation A. CKAN B. Paste the "ActiveAblation" folder into your "GameData" folder Future Plans Add the ability to toggle ablation, instead of being constantly on (next update) Add water ablation, a la X-43, both open and closed loop Add heat tiles Create custom module, instead of repurposing stock one Known Issues Electric Charge consumption is probably unbalanced. Suggestions welcome. Electric Charge consumption always on. Will be fixed in the next patch. Mod adds active ablation to parts with ablation already on them. Will be fixed in the next patch. Changelog Support Anything about CKAN: Ask the CKAN people Anything else: Brief description and/or open an issue on GitHub License Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Acknowledgements @sarbian - ModuleManager. The heart of KSP @captinjoehenry - Original idea/testing/QA