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JadeOfMaar

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Everything posted by JadeOfMaar

  1. As an artist, finally feeling confident in having the skill to do a great job, I'm quite unhappy now with the looks (and on the side, lack of modularity and the presence of intentions now obsolete) of the IPV series engines and I want to redo practically all of them. And I want to provide size options to most or all of them. My attention's turning over now to two other significant projects: 1: An accessory system for @Angel-125's mods: Buffalo 2, Snacks!, SunkWorks. SunkWorks compatibility will take the form of my Sea Quest Science parts changing over from the KIS box profile and its awkward racks to a Universal Storage II compatible wedge system. 2: 5m Shuttle II for the KATS mod. This parts pack is going to be decently feature rich and is aimed at players of up-scaled and real scale systems. The only things you'll really miss are the kitchen sink and the IVA (because I still have no experience making those). The feature image is the CERV, its mount, decoupler and hollow adapter to popular rocket stacks instead of the shuttle body. My progress on that goes in its own thread:
  2. @WarriorSabe pfft. I know that. But your answer does make me think more about how the concentrator versions work.
  3. I can't tell if you're for making things small or just for the mod and all it will let you do with it.
  4. The CERV mount, decoupler, and adapters to rocket diameters. The odd ones are BDB. The adapters themselves are hollow-ish and can be used as a service bay. The 6-way dividing walls are optional. In case it hasn't already been made clear, CERV and Shuttle II on the whole are being aimed (by me personally) at being in the same size class as Tundra Exploration/ Starship Expansion and Mk-33, so the engines are proper sizes (0.625m, 1.25m and not in-between) and to make more sense when used in 2.7x scale or real scale, and so Shuttle II can hold 3.75m payloads. The other mods hold 2.5m, if even so much. Another reason for the up-sizing is that, unless I'm mistaken, Shuttle II lacks in fuel tank volume and has no SRBs yet it's supposed to outperform Shuttle. If by chance folks would rather everything be smaller and "SOCK-compatible" now is the time to gather round, cast a poll and let me know.
  5. ...And then you create and share a mod that is all of your configs. I see it coming.
  6. They exist but the GU itself carries them. If you find a body that's lacking in RR configs, contact StarCrusher and company first.
  7. That's a recent Kopernicus issue so yes, you need to do as @stk2008 says above.
  8. Put some ears on it and keep the wheels down when flying. Oink oink. Now you can't unsee it.
  9. Design your spaceplane so it has better lift vs mass and so it has a lower stall speed (it can glide at lower speed without falling). Then you want to be sure that at touchdown you have no more than 70m/s horizontal speed (the tolerance of the wheels) and 6m/s vertical speed (the tolerance of the weakest parts or the speed where parts break off, no matter their tolerance). Perfection is in the general area of 45m/s horizontal and 2m/s vertical.
  10. Templates are found in GameData/WildBlueIndustries/<ModName>/Templates/<PlayModeName>/ Also, there are omniconverters that are not in Pathfinder and may not have a tag filter on them. Wild Blue Tools has the "Micro ISRU" and it isn't tag locked. It'll accept anything and is as capable as the stock 2.5m refinery.
  11. I don't have a sure answer but I can suggest that perhaps the SandCastle modules aren't happy with being dynamically handled. The question is "How can I link their ratio when they're both present in a given Buckboard as is the case with LiquidFuel + Oxidizer?" I have the answer but does that player still care to know? EL having its own non-CRP resources is not the strange bit. EL and MKS have different perspectives of the particular resources, and came to exist at different times, and saw no need to be super friendly to each other due to having very different gameplay goals (or paths to those goals). The actual strange bit is that the "USI" play mode, which Angel-125 did not create, doesn't take care of EL for you. Ask the author of the USI play mode to handle it, or, you could easily write OmniConverter options. Angel stopped supporting CRP a long time ago. Notice that he only does his own Classic Stock Resources now. That is why Pathfinder hasn't changed from using EL's non-CRP resources. Pathfinder definitely is a great mod.
  12. Why do you look for the answer in a thread about another mod?
  13. I wouldn't be too sure about that....... I haven't thought too much on it but next time I fly a plane it'll be a test article with 3x Mk2 cockpits and the 2 extra ones set backward somewhat to simulate being protected from shock heating. If they heat up equally then I'll accept this and be chill. This would make sense. I assume wet (resource) mass is counted. The cockpit would be very light vs a loaded fuel tank so there's not much to give heat energy to, to heat it up. But this may give rise to a heat kraken as you can't jump pump a part's thermal mass. Draining its fuel and making it lighter would mean the part is hotter because there's less solid mass holding the same amount of heat energy.
  14. @OrbitalManeuvers @GuessingEveryDay This is shock heat physics behaving normally as I understand it. The "tiny" nose doesn't heat up because it doesn't have much surface area to soak up heat from the aero shockwave. The forward RCS section is protected practically entirely due to hot air being deflected away by the shockwave, but the cockpit or forward tank is the closest to the front with the most frontal surface area so it receives the bulk of what was deflected by the nose, so it heats up fast. Same thing happens with Kipard Skylon whose parts are divided the same way as this mod. Large spaceplane cockpits like the OPT ones will heat up really fast because they are the front-most part and they have all of the forward surface area. Surprisingly, Mk-33's cockpit (and possibly all other crewed parts) don't have the separate internal heat limit of around 1500K. I think everyone would be in danger if Angel fixed this little oversight.
  15. http://eskandare.com/blogs.html#efx @REDACT3D @wasml I learned from here. Complete tutorial. These are some of the better plumes I've made: Liquid Solid
  16. Complementary to @Pehvbot 's answer (which seeks to begin to teach how to use MM for your purposes) but shouldn't be installed alongside this, I wrote part of a modlet which does exactly this but also allows for you to tag cockpits from part mods (if you use them and you choose, preferrably late game spaceplane ones) that shouldn't lose their reaction wheels. It does a few other things too, but doesn't also buff RCS thruster power. https://spacedock.info/mod/2578/Rocketology Making those certain things (in spoiler) more expensive adds to incentive to do full/high reusability programs if that's your thing.
  17. This ball is rolling again. Test models for the following are in-game and working well: CERV (two structural variants with different roles) RL-10 derived engine (normal and abort mode versions. Each can run on Mono or LFO) Don't expect benjee10's level of quality, but do expect great quality anyway, and quite a few gameplay features. Insert "Pre-Alpha Footage" watermark here. Gentle notice to those who don't know yet: I don't make IVA.
  18. Hah. I may use the banana to = 1 Kerbin radius. It seems pretty close to that already. I suppose a GU update is near. From what I currently see, StarCrusher only needed to make one planet, and rearranging the others is a task that could've been done ages ago.
  19. Yep. I gotta get a few questions answered then I'll publish that.
  20. Hot and cold water faucets for the bath tub is what I see here. You can't pull the wool over my eyes, cowboy part maker feller. The sail is looking mighty fine, of course. gg
  21. Much progress. I think it's just some texture or material tuning that remains now. B9 options line-up. Some parts have 15 because they have 5 heights. What it looks like @WarriorSabe. Tech restrictions on upgrades not enabled yet. Peak solar exposure to one side/ one half of the solar panel yields full charge rate. Roughly 90% of full charge rate is reachable when the panel is perfectly pointed (both sides evenly exposed) towards the star. The solar panel parts each have two of the solar panel module due to having a 180deg curve.
  22. Sorry, no. When it comes to changing stats in a module that consumes or produces something, only one B9 module may modify it at a time. Example: Can't have one B9 module that affects an engine's thrust and another B9 that affects the same engine's Isp. If you're doing purely structural, there's no restriction such as with SSPXr endcaps.
  23. Heh. Currently I have drafts for 5 parts (with fully unique shapes and sizes) for the job. 7 if you count two 2 sizes of sunshield and that they are secondarily solar thermal. Solar cell upgrades are already in the plan. The selection will be rather long, of course, because the height options mulptiply by the cell quality options.
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