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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I've known that you've known. Maybe It's time I build another like it. I'm on an alien designs wave again.
  2. @kraden Be my guest. I have old versions of this on KerbalX so I don't mind at all.
  3. @captinjoehenry I highly doubt you'll be brought before a firing squad for cloning a stock part and making it hold Water. Anyway, be sure to tidy up the final folder structure with/within its own GameData folder on the repo. Those separate version folders are kind of discouraging, heheh.
  4. @OhioBob I have my doubts. The payload rating would have to be lowered to spare the dV, and a plane change in atmosphere means dealing with much more drag than necessary. If the main engines (or a dedicated set of engines for this use case) were something exotic like Karbonite, nuclear ramjets or my WarpJets (things that use the atmosphere itself as the reactant) the plane change becomes trivial. Alternatively, the plane could carry LF drop tanks but would no longer be an SSTO.
  5. @kraden You had interest in the outcome of my SSTO's performance test in 2.5x. Well here it is. With 2 extra ARI-73 and no WarpJets, the spaceplane manages to take no more 20 tons to low orbit ( < 130km altitude) and have ~ 840m/s dV after circularization. (Before subtracting the ~340m/s for plane matching the equator.) The ascent was pretty sharp most of the way with low reliance on the power of the air-breathing engines, and most reliance on the hybrid LF rockets and their overall TWR. My ablative Water system was not required (didn't pass Mach 6 while in atmosphere), but it's not worth the effort to take out the tanks for it. With a pair of short WarpJets, and the WarpJets including the performance unlock for upscaled systems (Not released yet. As powerful as they are already, they're nerfed for stock scale) atmosphere dV and acceleration start to become a non-issue. I was able to turn off the ARI-73 for most of the flat run at the very edge of intake usability, and make it to orbit with 36 tons of payload, half my LF and a proud 3485m/s dV before plane matching the equator. Staying really long in the atmosphere this time and reaching Mach 11 again I'm pretty sure the ablative Water system was necessary. I really don't want a repeat of the test incident.
  6. I will be avoiding trying to influence tankage in the part upgrade configs. I'll only influence the conversion module. Your formula for the re-purposing the part sounds great. In my clones of the Precooler and Engine Nacelle, I treat its intake module with low priority as it's not meant to work at the speeds that shock intakes can. The Precooler is popular in use due to: its high intake rate at lower velocities; its thermal properties; it surface attaches and is the best for a body to which the shock cone and Rapier are attached; it ultimately it holds a little extra IntakeAir, even if it can't collect enough by itself at Mach 5, and that's good for delaying the suffocation or overheat of air-breathing engines. Don't invest in that. If anything, nerf the Oxidizer output so players always have to stay a bit below full throttle to match consumption with it, or that they get creative with their Oxidizer tanks.
  7. USI LS is entirely incompatible with Kerbalism.
  8. Here's how to fix Iltan's problem and get Iltan's visuals working too. There's an invalid path in that node.
  9. I've considered the gameplay balance problem as well with some super engine or engine-related parts myself. I believe the answer lies in part upgrade configs. Part upgrades appear as individual parts in the tech tree but once you buy them, their feature is added to the associated existing part. Part upgrades are disabled by default in sandbox saves so the air compressor's full power can't be used unless the user knows how to enable them. (I have experience with this now so send me your part config and I'll setup for you then you can study it) I've also considered enforcing implicit requirements on other mods where appropriate. I've already done this as well. For example, my Fertilizer producing parts for USI life support. If USI LS alone is installed, they have one module to produce from Ore. But if MKS is installed too, they have two modules instead to produce from Gypsum or Minerals but not Ore.
  10. It's more efficient for long-term trips to bring a greenhouse and loads of Fertilizer rather than just loads of Supplies. Once you learn how to, you can balance a few greenhouses and recyclers, and you'll effectively stretch the dollar very nicely for food. USI LS contains many greenhouses, but the only device that refills Fertilizer is the stock mini ISRU.
  11. If you're looking to place very large artificial objects onto terrain, you're looking at making assets (including anomalies) for Kerbal Konstructs.
  12. Judging by the thread title, RSS Constellations has not been updated to use the light curve features introduced in Kopernicus 1.3.0-5. Without the update, every star shines linearly over infinite distance.
  13. Yep! Sounds like you're doing great too, despite a load of setbacks.
  14. A closed loop life support system itself is impossible. And this mod intends to be ultra-simple so concerns for conservation of mass aren't a big deal. There isn't even a waste resource. The only thing for players (very basic ones, very young ones, or ones who just want a life support with next to nothing to it for whatever good reason) to concern themselves with is maintaining an EC supply either in the case of a long orbital crewed mission contract in the early-game, night time on a body with a very low rotational speed, or missions to Jool and beyond, where solar panels become useless.
  15. @Urses Looks like I read your mind. I anticipated the likelihood of a Tellumo-aligned Tech Tree. Definitely, certain things would need to be in their proper place for smooth and consistent tech progression on a high gee world. Inventing a tech tree would be a very great undertaking (but then, so was GPP itself).
  16. You should be fine by just installing JX2 (and removing CBK). JX2 has an undo for OPM's antenna patch. And thanks for the head up on CBK.
  17. @kraden It never occurred to me that that part of the SABRE was the jet engine. Some of its other great features I also didn't know yet. . @Gordon Fecyk Would that heat exceed 3400K? The toughest parts I've ever seen in any mod (or in stock: the fairing and heatshields) have ~3400K tolerance. Whatever value you choose for the EC cost for generating Oxidizer in-flight, I'm sure it doesn't need to be much, maybe 9 EC/s per second at most, in anticipation of our fellow engineers who will want to build planes with many RAPIERS and great payloads. Impose the need for a Fuel Cell Array for every pair of compressors. Iota, not Ceti. Speaking of, I want to measure the time and regularity that it's eclipsed by Gael and mention that on our wiki.
  18. I think Tellumo's gravity would make the LV-N entirely useless anywhere within atmosphere. The tyranny of the rocket equation will really bite thanks to that. Also @eggzy thanks for the heads up. I'll make appropriate adjustments.
  19. Also. Unusual craving for Airline Kuisine has been noted and logged.
  20. I've tested it now. @PART[*]:HAS[@MODULE[ModuleLiftingSurface],#CrewCapacity[>0]] { //holds crew and is aerodynamic } @PART[*]:HAS[@MODULE[ModuleLiftingSurface],@RESOURCE[*],~CrewCapacity[*]] { //holds resource, no crew, and is aerodynamic } // The no crew is to prevent multiple instances of an added module to cockpits (as they hold crew and resources.
  21. That's easy. I even have ablation strengths differ by ranges of mass of the part. @PROPELLANT[*],#CrewCapacity[>0], Add this to the HAS condition. Also, remove the :FINAL tags. It's bad practice to distribute mods with :FINAL in the configs. Replace it with :AFTER[ZZZ]. Everyone does it.
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