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Buster Charlie

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Everything posted by Buster Charlie

  1. How hard would it be to makea part like eva fuel, but it also increases the thrust, or even better downward thrust of the eva suit? I like this mod so much it inspired me to want and yet and make an eva booster attachment that would work with kis. I've modded for other games but never for kappa so I'm not sure if what I'm asking is even posible.
  2. Pretty much my passion on this subject and why I want a better solution than make nuclear rockets weaker. I not interested in fantasy warp drives or purely Sci fi stuff. But I am interested in cutting edge progression of real world space technology in career mode, and if people want to play sandbox then they can use some self restraint and not use nuclear engines if they feel they are cheating. If we were serious about manned exploration of our own solar system you can bet We would have developed nuclear rocketry more than some 60s era prototypes. Let's face it, KSP solar system is small, and it has no life support. I think this is the real reason people are okay with artificially weak nuclear rockets. If you faced the real challenge of moving live crew over huge distances where time spent in space really mattered more than how much you had to time warp, then you'd be cheering for something a bit more advanced. If people want to slap a nerv into a mum lander, that's their business.
  3. Really that wouldn't be a bad idea if it were incorporated into a larger scale mechanic of hardening crew compartments for long term flights or solar flares or sun flyby I guess really all I'm suggesting is, if atomic rockers are not end game engines that make chemical engines obsolete, then give us a reason why, don't just make them weaker.
  4. I had considered this but my thought was all this in addition to increasing the thrust (and maybe isp) of the engine to begin with. Here is why it's different, I had the thought that you could shield multiple engines under one sheild, which I realize may be unrealistic, would encourage larger ships because the same weight heat shield could be used on multiple engines as it could on one. I also realize after further research this has been suggested ,otherwise I wouldn't have started this thread. But I really don't like artificially making atomic rockets less awesome than they should be just to prop up chemical combustion rockets.
  5. Okay I have a question, say I launch most of my craft into 80k parking orbits, what altitude would give me the best phasing (is that the right term?) For Hoffman transfer? To me that would be a major factor in space station height because I'm constantly grabbing cargo out of 80k parking orbit with my tug and dragging it to the station. If there is a particular altitude that would give me simpler transfer that would be great.
  6. I know ksp is not real life, and I know balances are made between fun game play and science fact. From reading commentary on the subject it appears the prevailing thought on why the LV-National needs to be made unrealistically weak is due to the lack of challenge or enfine diversity due to the obsolescence of chemical rocketry. I would argue that the same could be said of jet turbines vs piston driven propeller craft. There are piston driven propeller craft today, but they are dwarfed by the number of jet turbine driven aircraft, weather turbojet, turboprop, or ducted fan models. So if you are really feeling the need to have a reason to use a piston engine turning afree "unlocking" jets, then just reducing the thrust of the jets would work, but it wouldn't be satisfactory. So instead of making nuclear rocket engines weaker, give them downsides that make them NOT the only solution to every problem. In real life, craft with this type of engine would have a "shadow sheild" to protect he crew from radiation, as it would be too heavy to sheild the entire craft. Trying to simulate complex radiation emissions and shielding is obviously beyond themail scope of the game, and it doesn't address existing space radiation or shielding for long term deep space missions. Maybe a useful compromise would be to incorporate a heat shield like solution. Treat radiation like reentry heating to a degree, and require that the ships be built in a way that the non hardened portions of the ship lay in the "shadow" of your radiation sheild. Parts or kerbals extending beyond this shadow during engine ignition would suffer heat damage and go poof. You would need a simple way to show this during ship design, maybe something as simple as a shadow map style overlay view or a stage recovery style colored overlay. So in summary, by fudging radioactive emissions of the engine as a balance against their superior thrust and isp would allow more interesting design decisions, not less. For example: if the engine blows up the launch pad you still need chemical rockets for a 1st stage booster. Maybe a special atomic rocket launchpad could be an end game goal. If you are going to make an atomic rocket tug, you'd have to make sure the cargo won't be damaged, and more to the point you may need chemical rockers for maneuvering close to a space station or any other craft when rendezvous and docking. Finall like a heat shield, it adds extra weight, so the better protected your craft, the heavier it's dry weight, so even if the LV-N had better thrust and better is than any chemical rocket, you wouldn't use it all the time because it may just make more sense to build a simpler and lighter craft than deal with the reaction control needs of a larger heavier craft. Right now for my personal use I un-nerfed the lv-n because it's a single player game and I can do what I want. However I'd rather see an official fix that keeps their real life awseoeness without making them a boring cure all to every problem.
  7. Man if you're going full flight simulator, then everything has to be like a green monochrome wire frame like battlezone...
  8. Sometimes I want to work with a specific part size, but I don't want to show all parts in that sIze. For example in the stock filters I can show only fuel tanks, or show parts with a specific resource (say electric charge or monopropellant ), or show command modules, but I can't only show size 1 fuel tanks, or surface attach batteries, or mk3 monopropellant. I think a simple change that would greatly enhance my enjoyment of building would be able to select one catagory(reaource, shape, part functuon, manufacter, etc.) Then somehow lock that filter in place before selecting a second catagory, or better yet also searching. I've tried custom filters, and they are very nice, but sometimes miss mod parts or other hard to categorize parts. I think the stock filters are fine, but it's annoying to search through all fuel tanks when you know you need a specific form factor.
  9. I would like to request or suggest a mod that would allow a player to start a new campaign game without starting from scratch. Better yet if there is an easy non mod way to accomplish this. I've restarted my campaign game from scratch many times now, usually to try different mods or to recover from buggy behavior that wouldn't quit. I don't really mind starting from scratch, and I'd rather play campaign than sandbox mode. I am aware you can fairly easily save game edit money, repuation, science points. But I am a bit if a perfectionists, and I hate having to recollect the actual science that I earn, so is there a way to backup the specific research along with the science /research unlocks? Also it would be nice to save your roster of kerbals, along with their experience gains, I'm not aware of an easy way to accomplish this. In short, I can always use a mod like hyperedit to restore a sat relay network, or other craft position, but I would love a way to start a campaign with a saved roster, science & research achivements, and throwing in funds and reputation wouldn't hurt.
  10. The Mod Smartparts has a part that vents fuel into space, I'm no code expert but maybe someone could see if that effect is able to be recycled for this mod?
  11. Hello first post here, I am addicted to your mods, and therefore I have USI Life Support. I'm going to just strap a supply pack onto my sub, But are there plans to create a life support part that keeps with the aesthetics? Or maybe a module manager config to change one of the existing parts to hold supplies? While I'm on the subject, I agree with others here that a undersea colony in the style of your other parts would be epic. Any hope for a sea based life support generation system? IE collecting krill or whatnot from the water itself into processed food?
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