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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @Apaseall Open the Alt+F12 window, go to either of these categories: Physics, Aero then check the boxes for show Aero/Thermal info in PAW (Part Action Window/Part right-click window). Once you have any kind of velocity, right-click a part inside a cargo bay and see if it's producing any drag at all. If it's producing drag then it's not shielded by the cargo bay. Once you're over Mach 4 or some higher speed, check the same way for heat (I don't remember what keys to look at exactly but it should be obvious).
  2. @JoE Smash I'm already actively dealing with that as addressed in the OPT Spaceplane thread with someone else. The next OPT Legacy release will contain the fix and avail the new returning cockpit model shown in my screenshots there.
  3. I changed the part name to cure the problem and so the model towards the back (with a flag decal) appears. It's shorter, has extra windows, holds 5 kerbals (vs the known one and 3 kerbals) and has no IVA (while the known one has an IVA). I'm going to test it with IVA and I'll likely keep it (because why not, they're nearly identical) and reduce the crew capacity to 3. That's done. It checks out.
  4. @Paul Kingtiger I believe what you want is this: Have the modules in question always in the config but have them disabled and use the partupgrade to enable them. MODULE { name = ... moduleIsEnabled = false showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ... description__ = ... techRequired__ = ... moduleIsEnabled = true } } }
  5. This explains the "part spam" in its node in the tech tree (I've seen it). Whenever more than one part config has the same part name that happens. It somehow never clicked to me to investigate this.
  6. The stations I built from DSEV parts weren't all that I built. When I decided I wanted one that doesn't move (except for being launched from a foreign planet or its moon) I looked for dome parts that could serve as (or near) the root part and this happened. Inspired by Kryptonian weapons of mass destruction colonization systems. It contains just OPT, Pathfinder and CryoTanks... (Well, and some ZZZ spheres). But I can't launch this with Pathfinder's Hogan attached. I've discovered a bug or more in it, serious enough that the only answer is to remove the Hogan. Those 6 reaction wheels down there are powerless. It would be dumb to have them enabled.
  7. This is very nice but I wonder if there's enough asteroid to fill those tanks with.
  8. (Mostly WBI) interplanetary station design again. Codename "Triton." This one has regards for life support (Snacks! is installed) and is entirely meant to pull a lander at least 3.75m wide. I'm usually concerned with anything with crew space being in the way of an engine's exhaust but I don't think that applies to OPT Dark Drive (judging by its plume, anyway) Solar panels and centrifuges deployed... Codename "Triton Inverse" due to the engine placement change. They could do with more "spread." This design is meant to be a puller and a pusher but now, it gets hairy having something big behind the engines. Solar panels deployed. Additionally, I tested a different sort of engines on it. They're much better but much more costly to use. It's actually dangerous to have things behind the ones blowing red smoke.
  9. @AmpCat Oh... In that way I can't give you any advice. There's no way you can use any jet engine effectively in a vertical craft. Horizontal velocity is crucial to them and you're wasting mass (and funds) in every sense with the steep ascent profiles required by vertical launch vehicles. Kerb Kastra is one of Nertea's brands, therefore, you have the Heat Control mod.
  10. A little tease. Here's a concept replacement model for the Kemonade propfan engine.
  11. Welcome to my world. You're using the J-92 quite ineffectively. Its peak operating altitude is about 12km in Turbojet mode. I stay between 12km and 16km while building up for Shcramjet mode then I can cruise at altitudes under 30km at full throttle (maybe lower, depending on how insufficient the plane's intake capacity is), and under 38km (the limit for all jet engines) where I throttle back quite far and still steadily accelerate without worry of drag or overusing IntakeAir. Before OPT Reconfig, you could easily get up to Mach 6 on just OPT's jet engines. I never have to worry about an intake or anything behind it melting, only little things like external lights and control surfaces-- and (if using this combination) any OPT 2.5m cockpit and the J-2.5m adapter behind it. If you have any grasp on how fluid dynamics work, I'm betting your noses are prone to melting because they're not shielded from direct shock heating because they're too far (laterally/sideways) from the cockpit or other frontmost part and not in the cavity of air deflection. The radiator mod you're speaking of is probably KSP Interstellar. Everything is involved with thermal mechanics there, and radiators come in countless shapes. The J-92 may indeed be nerfed too far, but no one yet has complained so I left that alone. It cannot be used at all without Oxygen. That's where OPT Legacy and the OPT WarpJets come in. They don't need Oxygen (and don't even use LiquidFuel) but they demand nuclear reactors, some radiators, and much more intake capacity. They even let you SSTO from Eve. Other Legacy engines also serve as all-range jet engines. The J-60 and J-61 liquid engines become scramjets (single mode) with Isp falloff and differing base Isp. The rocket engines there have Isp above 1000 (their internal nozzles or combustion chambers are really long, justifying it) but also demand EC (like the ARI-75).
  12. @AmpCat I've reduced it to this much. (A nacelle for this engine shouldn't be this short anyway, but for demo purposes...)
  13. I wasn't expecting it to appear on his stream so...yes-- I wasn't even expecting RocketPC to stream today. How far from release in terms of progress? Not very far. In terms of time? I'm not sure. I'm waiting on some things and I'm burned out a bit from the jump in progress that I did.
  14. Being kerbal does not need to be defined by the color of a planet. It is the mod-maker's choice to add real solar system elements to his mod. Just as players are happy with mods like GPP with throw all the stock planets in the garbage, players are happy with "realistic" planets. And that includes colors. However, KSS is in a gray area for changing certain stock worlds to the degree that it does-- it might as well rename them too, I guess. You're not the first to make a statement about the planets not feeling "stock" anymore-- and the issue of Eve being not purple. I guess it's quite safe to ask then (from your perspective) Why is Eve yellow now but why is Jool still green?
  15. @AmpCat Enlighten me. Tell me all that you're hoping for. I have plans for adding and maybe editing OPT part models, but I can't make promises on delivering them. (I have higher priorities to tend to.) However, anything that can happen through just config writing and maybe a retexture can be very likely.
  16. I'll look into it... again. I'd like to see a screenshot of your craft, just out of curiosity.
  17. I fixed that. Check your installed version vs OPT Reconfig's thread title.
  18. Shcramjet mode has Mach 3 as the flameout point and Mach 4 as the recommended minimum speed. It has and additional propellant requirement of EC.
  19. Tell us why you think Dres and Eeloo are cool. Let the people also tell why they think Dres and Eeloo are cool.
  20. I have no fixed convention for naming my saves. They're largely throwaway sandboxes in which I camp in the SPH and design or test things. My few playthrough saves, however, tend to be named "Trek" or "Enterprise." The main focus in them is always simply "To boldly go..." but I end up getting caught up in base-building and getting beaten by related krakens, or I quickly get bored... My agency's name is Deep Sky, part of whose staff are aliens among kerbals, hiding in plain sight, and whose technology is quite advanced in its own ways but generally focused on survivability and spaceplanes. Maybe the agency's name is a hint to where the foreign staff come from...or where they intend to go.
  21. Meanwhile the large text in your signature is Comic Sans. Yeah right! I can appreciate Dres. I've been there. It looks ...alright... and has something (the asteroids) worthing chasing after and hoarding once you get there (in spite of what many people say), and it's still somewhat near Sun and Kerbin. But Eeloo will get no love from me. I can see in Eeloo every reason that people hate Dres.
  22. Codename "Big Mac," weighing 200 tons (45 tons is payload) is a test plane for some non-OPT engines that I'm making. It can compare with my 2.5x OPT spaceplane "The Loader" which is KH class and holds 40 tons. With this initial engine configuration it crawls to orbit at 1x but it has no hope in 2.5x. I haven't yet seen its behavior when nearly empty of fuel (I'm hoping it doesn't suffer The Loader's balance problem), and haven't tested an OPT-only engine configuration. Its Yaw control is quite sufficient with the dual fish tail setup clearly visible here. After a discussion about OPT parts, drag, and attachment points with someone on a server I decided to do this on the underside. I haven't tested whether they cancel the drag caused by open stack nodes. But I'm not serious about this plane (yet) so it's no issue to me. Switching to an LF only engine configuration I found that the ramjet rings each produce 1/3 the total thrust here but it becomes possible for this plane to operate in 2.5x. These nacelles hold a lot of IntakeAir for a novel function not involved with OPT...but allowed the J-92 (with OPT Reconfig) to operate near the atmosphere's edge like OPT's WarpJet SURGE.
  23. I made a loosely Gundam inspired mothership. Its part count is just over 100 but this is one of those cases where I use nearly only stock parts for the superstructure. The cupola (bridge) is scaled down to about 1.6m. I bent my rule against scaling crewed parts because I really don't want the cupola that big (2.5m) and there's no other appropriate stock part. Why not make it land-able? It took off so easy and I wanted to touchdown on Pol so I pondered wheel placement. This happens to work fine. More pictures but some reading in the spoiler.
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