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JadeOfMaar

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Everything posted by JadeOfMaar

  1. You're welcome. I've thought of trying out Bon Voyage but I've never done so (which makes it easy for me to choose between that and OPT), so I'm not aware of this possible conflict. I can tell you for sure, however, that sometimes WorldStabilzier causes some craft to load high enough (only a few meters) that when they land, they can flip over or break. That is something I'm more willing to put up with vs things spawning underground and being destroyed by clipping the ground.
  2. Nuclear engines aren't going to make Eve easy. Consider this: nuclear jet engines are only known to accelerate a craft to Mach 3 and will easily fail as atmosphere thins out or already warms before entering the engine. (The exceptions I know being Near Future Aeronautics (2.5m nuclear engines only) or KSPI-E (very complicated, not a mod that most players can handle).) Also consider that nuclear engines are incredibly heavy and have to fight Eve's gravity and thicker atmosphere, moreover when you carry the weight of LF needed to operate when the jets become useless. 2.5m engines would not be OP. They would spare players the need to spam 1.25m ones. Anyone can spam RAPIERS at anytime if they feel like it, especially when they know how to engineer for optimal drag reduction. The ideal solution for usefully dumping excess Oxidizer is to make or provide cold gas RCS thrusters (with the setting on by default to respond to throttle) powered by the fuel pressure (a thrust curve method can be applied for this, making it weaker as the tanks empty out). When Soyuz boosters separate, they don't use Solid Fuel, they vent extra Oxidizer. The one other SSTO engine I'd personally recommend is a scramjet, the kind of engine that's dead up to Mach 4 and then works up to idk, Mach 13 (as far as construction materials and the intake itself will allow) but Isp will be pretty low (for a jet engine). It's on the same level as the SABRE, as I see it. Sadly, with the size of the stock planets (namely Kerbin) a scramjet easily becomes OP or much more dead weight and trouble than it's worth. Mach 4 to 7 operating range...at stock scale... isn't much justification for the extra mass of the number of scramjets needed to reach orbital speeds and the extra turbojets needed to push them. At 2.5x and up, then it's undeniably worth hauling around. Orbital speeds start at Mach 11.
  3. komodo is correct at every point. SD never broke. When in doubt, scrub the thread or try the mod and confirm it, rather than doing as everyone else does and only asking if it still works.
  4. @Kilo60 Here you go. This has been an issue since KSP 1.4 and the Unity change.
  5. I discovered funky timewarp limit settings at one of the gas giants and informed Gameslinx. It's safe to say these limits are funky (overly generous) for all of these worlds.
  6. @kraden It seemed simple enough. The intake animation works now. (Requires B9AnimationModules plugin; Also responds to the Intake Toggle button but only the first one in the case of mods adding intake modules.)
  7. @HB Stratos Your particle will only recognize a texture file that is in the same folder with it and with the filename that you linked in its material. Make sure that this is the case when you export it from Unity.
  8. Deep Sky Core 3.0.7 Restock whitelist to un-break Thor Tech. DOWNLOAD
  9. Why? It's just a test vehicle, right? Unless I'm wrong it's never meant to hold crew or cargo. So what gameplay value can this have?
  10. @Zalson Sadly no, I think. Angel-125 has to deal with it but he's got so much to fix already that i don't want to add this to his plate until his next major release of anything. And fortunately, symmetry is not terribly important for a flying saucer. Once you set a part and configure it you should be able to safely Alt+Click to copy it, then place the new instance on the opposite side. (Let me know if this fails too. I sure hope it doesn't.)
  11. @kraden Sorry, I don't intend for the cone to animate (but that might change now). I wasn't always aware of the ability for a shock cone to animate or when I expected ones to (in B9 Aerospace or the ZZZ Japier engine mount), they did not for me. B9 Aerospace has an animation plugin so I expect about three very specific B9 intakes to animate. The purpose of the EM field is rooted in MagnetoHydroDynamics, the science of moving fluid with, or exploiting the motion of a fluid, with an EM field emitter. IRL concept devices for this exist and have the promise of efficient and clean locomotion, energy generation, and thermal control for reentry. This purpose also ties into OPT's S.C.O.O.P. technology which enables large scale ionization (to the point of virtually becoming a Tokamak or ARC fusion reactor) of intake gases and focusing the resulting plasma stream for thrust.
  12. I textured an intake model that I had been sitting on for a while... This "OPT Nebula Shock" intake is made especially for the OPT J-92 Nebula engine.
  13. Finally (nearly) finished this one thing I've wanted pretty badly for a long time. Introducing... The 7m OPT "Nebula Shock" intake, inspired by the SABRE intercooler and custom made to complete the OPT J-92 "Nebula" Shcramjet. Currently it has no function other than to hold a very generous amount of air which can delay the flameout of the J-92 (and any other attached air-breathing engine, really) but it is envisioned to be a powerful device capable of (and hosting) the electromagnetic voodoo in the part description for the engine, and maybe more. It may get an air-speed-dependent power generating function to help meet the J-92's ElectricCharge demand in Shcramjet mode but it won't get any abilities involving Oxidizer. The brown section is supposed to be an array of Copper (or undisclosed sci-fi metal alloy) EM field coils. I might turn it blue like OPT's bulkheads. It also still needs work. This part will most likely be released in OPT Legacy. Its patterns just happen to line up nicely with those of the short end of the Main Wing [A].
  14. I'd like to advise you to learn to savor (enjoy for a while) what is available to you as is and appreciate the effort that goes into making a planet pack. You can easily install many of the major and current planet mods together for a nice, plump star system but you just asked Gameslinx if and when he's adding more planets, and these things are either not easy to make, or not easy to develop an original and interesting idea for. GPP + GEP + OWR + Extrasolar + any one of Gameslinx's packs or Whirligig World for the main system add up to nearly 90 worlds around about 6 stars.
  15. The value of transformName in the EFFECTS nodes all need to match the value of thrustVectorTransformName in ModuleEngines. (Usually, the value "smokePoint" is an exception as this transform is present in all of Squad's engines.)
  16. @Zalson The last issue I had with this mod was that if you configure a part that has OmniStorage and it's in symmetry, KSP goes nuts. Try rebuilding your craft from scratch and avoid attaching any saucer parts (that have OmniStorage) in symmetry. The UFO parts also should not have a Tweakscale config.
  17. @parrote3 You have FAR installed (at least, just its folder, "FerramAerospaceResearch" which you should delete because you give me the impression that it should not be there). All OPT parts (heck, supposedly all parts, stock and mods) are supposed to lose their lift modules. (I don't get why some lose their lift modules.) If you have another mod that includes a FAR config for OPT, delete that as OPT Reconfig includes one.
  18. I agree that this feature should go away or have a toggle so you can disable it (or just be implemented better like in-flight messages that fade away after a few seconds). You can skip those warnings by avoiding the Load button and double-clicking the craft in the Load UI. I agree with this too.
  19. Are you using a planet mod that replaces Sun with a giant star and/or puts Kerbin closer to the star? If either is true then the star's luminosity is likely greater, causing the double solar input. Your MM patch for solar panels should be more like this, but then in the VAB, the panel will also tell you beforehand that it will produce half of what it normally will (so the Gigantor panel will tell you it will produce 12 EC/s, not 24 EC/s), which I don't expect you to enjoy. Also, most solar panels don't have batteries so targeting RESOURCE {} will lead to very little or nothing happening. @PART:HAS[@MODULE[ModuleDeployableSolarPanel]] { @MODULE[ModuleDeployableSolarPanel] { @chargeRate *= 0.5 } }
  20. @RocketSquid That sounds great, actually. The scope of the Castillo will welcome something like that, for that is why it exists. If you're willing and able to, do send files for well-rounded Kerbal Health integration. There are several folks who want to use WBI and Kerbal Health together, but nobody has yet shown experience and passion with both to get around to this. (This may or may not be due to be WBI being a rather large suite of mods.)
  21. @RocketSquid I don't see a problem with that imo. Care to explain a bit? I'm curious to if this process exists in Kerbal Health already, what resources are required and if this process allows adding other resources.
  22. Grand show-off time. I'm so close to finishing... But there are a dozen icons to make still (the converter template ones like IronWorks, BrewWorks... and the special Buckboard ones like the Ore-burner fuel cell). And there's the problem of varying degrees of overexposure on the part. Snacks! This might change. I used Graham Crackers but someone asked me if Waffles, and Waffles sound so much better.
  23. @Gameslinx Assuming this is the plane that struggled, it's clear why it flames out so easily. Assuming there are Rapiers, the tiny intakes here are quite insufficient to feed them at any significant altitude and speed. Assuming that's a nuclear reactor in the middle of the plane, it may be running Thor Tech WarpJet engines which are much more demanding for air than any liquid jet engine.
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