Zacho
Members-
Posts
31 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zacho
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Zacho replied to Nertea's topic in KSP1 Mod Releases
My bad, completely missed that one. Thanks for all the work you do Nertea! -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Zacho replied to Nertea's topic in KSP1 Mod Releases
So small bug I've run across. All lox augmented modes don't seem to have there waterfall effects. -
Non-rocket spacelaunch (Except the space elevator) reevaluated.
Zacho replied to Lo.M's topic in Prelaunch KSP2 Discussion
Honestly A and C are the same thing. -
MEV Heavy Industries - Daedalus drives, Bussard drives and Epstein drives
Zacho replied to Cyne's topic in KSP1 Mod Releases
In the book they use 'tea-kettle' so steam from using water heated by the reactor for RCS and for planetary landing. The Epstein drive could work in atmo, but it would melt the landing site and landing into lava would be bad. The Epstein drive is just a improved fusion torch drive to help with the story. -
Im having some odd behavior with KA and SH with the patch. On ascent having the reactor cooling loop heat up to thousands of degrees and melt the core even with everything shut down and in a faring. The other bug ive encounter is with the trimodal KA engines, if you shut down the reactor you can not restart the engine after and now that we cant control reactor power output the core life does not seem to change on power output auto lowering.
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Zacho replied to Nertea's topic in KSP1 Mod Releases
Tip for using the NFE reactors is to go in and set the power level to 0 in the reactor controls or very low if its a trimodal reactor to let it make power. When you throttle up the engines it will automatically max the power lvl and then drop it back down to what you had set before when you throttle down. -
Just to add a few things, the engines in the Expanse are super fusion rockets. They have higher ISP to let the story they wanted to tell work. They use water as reaction mass. If you want to learn more about fusion torch ships this is the best place to go. http://www.projectrho.com/public_html/rocket/torchships.php Time to read up on Brachistochrone trajectories!
-
Speculations on what the new KSC will look like.
Zacho replied to GoldForest's topic in Prelaunch KSP2 Discussion
Those are sparks to burn off Hydrogen. Nothing to do with engine start. -
Biggest thing for me would be better gravity assists. There a big part space travel, and how the SOI system works now makes them very strange to use. As for ships drifting over time, let controled/powerd craft use RCS for station keeping. Lagrange points would not need to use these. I'm guessing we will already have some sort of timewarp auto pilot?, since torch ships and interstellar ships fire there engines for the whole trip/months at a time. There has to be some way to control them why you work on other things. I dont think it would add much to the performance, particularly if they keep planets on rails. Orbiter runs just fine with n-body and has since 2005? At the least it would be a nice difficulty setting, along with persistent rotation.
- 217 replies
-
- 1
-
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Zacho replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Got it fixed, may want to put on there that ATM does not play nice with clouds. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Zacho replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Any idea why my clouds look like this? Its nothing like the video/screenshots. -
Basic jet engine vs. R.A.P.I.E.R jet engine
Zacho replied to Magma's topic in KSP1 Suggestions & Development Discussion
With RD here and from what it sounds like cost coming next update, why not just make them better? Put them later in the RD tree and have them cost more. Sounds balanced to me. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Zacho replied to stupid_chris's topic in KSP1 Mod Releases
Thanks for the update! And love the mod. -
If you want to look at it yourself, 'Kerbal Space Program\GameData\Squad\Parts\Engine\nuclearEngine' And read the part.cfg. "// Yes, I know this is wrong. NTRs don't actually burn fuel and oxidizer, but we don't want to jump into making separate tanks for the two yet." They talked about tweakables to fix that just after the NTR came out. Maybe this is the first pass on tweaks and better fuel handing is coming later. Would be nice to hear something on it from the dev's. With the duel mode engines we could even have Bimodal or Trimodal NTR's,
-
"The first two, used for STS-1 and STS-2, were painted white to protect the tanks from ultraviolet light during the extended time that the shuttle spends on the launch pad prior to launch.[6] Because this did not turn out to be a problem and to reduce weight, Lockheed Martin ceased painting the external tanks beginning with STS-3, leaving the rust-colored spray-on insulation bare, saving approximately 272 kg (600 lb) of weight." http://en.wikipedia.org/wiki/Space_Shuttle_external_tank#Versions Paint adds up on something that big.
-
After seeing this, i had a feeling KSP players may want to see it as well.
-
Doing remote RemoteTech comsat launches and needed a ground base to do circularize burn controls. So a few mods to the awesome I8-L and i got this.. I8-L-C Mod Had a nice flight at 16km up and got up to about 870m/s with Taverio's configs for the engines. Could have gone faster, but was getting over heating on the engines. Only used about 1/6th or so fuel doing it. Love love this pack, when i start to do manned missions it will be used a lot.
-
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Zacho replied to JDP's topic in KSP1 Mod Releases
Something im wondering is if Mechjeb could still control the ship after lost signal? But that you could not change its settings. IE you are using ascent guidance in mechjeb and the probe goes dark, if MJ could do the rest of the ascent and circularize burn on its own. But you could not change or control anything till you get a com link back. Letting MJ work like the flight computer does now. The new antenna looks great! -
The trouble with Tribbles ... I mean ... with Mechjeb ... or not
Zacho replied to Murchadh's topic in KSP1 Discussion
Try some fins or RCS and try turning off some of the engine gimbals if you have a lot. Too much control and it over reacts and get into a oscillation, too little control and it can have a hard time pushing it over, or push it over too far and into a spin. These things don't care if you are flying with MJ or hand, they both can mess up a large launcher. -
To Mech-Jeb or not to Mech-Jeb, that is the question...
Zacho replied to Vostok's topic in KSP1 Mods Discussions
I use Mech-Jeb. Sure ive done landings and take offs by hand before, many times. But coming from orbiter, doing all that by hand gets old fast. (Try doing a real maned mars mission in orbiter, even with AP modes and ships made for the mission its hard.) I play KSP for the sim parts, sure its fun to blow stuff up sometimes. But doing a full mission and coming home feels a lot better. And Mech-Jeb makes that easier. I find it funny that people call it cheating, this game is a sim at its heart. Using AP modes in a sim about space is not cheating. No manned craft did it all by hand, launch most of all.