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coyotesfrontier

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Everything posted by coyotesfrontier

  1. The reason planet modding was so hard in KSP1 was that until recently Kopernicus had no documentation whatsoever, and the few tutorials that existed were often outdated and didn't cover much. Thankfully there's now a very good wiki at https://kopernicus.github.io/wiki/, and hopefully KSP2 has something similar.
  2. They are, the radiators just have to be near maximum temp to glow, which is pretty uncommon to see as most people place more radiators than necessary.
  3. @Nertea Some things I'd like to see in heat control: 1.875m and 5m curved radiators Cooling devices designed for atmospheric use, incorporating fans into the design. (Possibly also cooling towers using water, but that would also require the creation of a pump part for water extraction) More "Streamlined" radiators for ships that fly in atmospheres. The current radiators are very unaerodynamic-looking.
  4. I made a refueling station on Tekto, which is the equivalent of Titan in the Outer Planets Mod. I'm really proud of how it turned out, although I just teleported it there as it would be insanely difficult to build normally. The ISRU system is a custom simplified version of Rational Resources with no additional parts or phase changing mechanics. Water (H2O) is drilled from the ground and broken into hydrogen (LH2) and oxygen (LOX), while nitrogen (LN2) and methane (CH-4) are directly extracted from the atmosphere. Monoprop (N2H4) is then created by combining hydrogen with nitrogen. The oxygen and methane are used for refueling the main engines of the ship, while monoprop is used for the ship's RCS. Full Album: https://imgur.com/a/gER7wKZ
  5. I feel that the current exhaust cooling system is way too punishing, as setting the throttle to 0, turning off the reactor, and turning off the engine all result in a very quick meltdown unless you do it very carefully. While a system like this would fit in something like Kerbalism or RO, I feel like it's way too difficult compared to the balance of the rest of everything in stock and the PKMC suite. I propose reducing the engine heat production to it's original values, and reducing the exhaust cooling percentage to half its current value. (for example, the LV-N's heat production would become 200kw from 2,000kw, and the exhaust cooling percentage would be reduced to 50%) This allows players to take 2 possible routes in building a ship: Either put enough radiators for the heat to be stable even when the engine isn't firing (for example, putting 200kw of radiators for a single LV-N), which is safer but less efficient, or put only enough radiators for the engine while it's firing (for example, putting 100kw of radiators for a single LV-N), which is difficult but more efficient.
  6. So it actually is a heat shield, along with a radiation and possibly dust shield.
  7. @Nertea, is a front dust shield like that found on the Kronus-1 going to be in the mod? It would be really cool for interstellar missions
  8. Not docked together, they'd all be a single part. (each construction stage would be a different model) I don't thing the construction stage models would be particularly hard to make, as they could easily be made by splitting up the finished centrifuge model
  9. @Nertea, small question: how is the 5m centrifuge going to be constructed? It presumably would be impossible to fit inside an extended 7.5m fairing, as even the largest 3.75m one barely fits. The original Kronus-1 concept was presumably intended to be assembled in space, so I have an idea for construction of it: Centrifuge parts are launched seperately: a ring hub which is attached to the vessel like any other module, and 3-6 ring segments which are attached in a abstracted way: Once the ring hub is part of the vessel, clicking a button in the PAW of the the ring hub will add any nearby ring segments to it. The ring segment(s) would now be part of the centrifuge, but all would be treated as a single part. Effectively, the centrifuge model would have a few "construction stages" as opposed to a deploy animation, each ring segment added to it will advance the construction stage by one. Alternatively, instead of warping ring segments to it, which would presumably be difficult to code, you could have a resource called "CentrifugeParts" or something. Advancing the centrifuge to the next stage of construction would require consuming a set number of CentrifugeParts from a tank that would be docked to the vessel.
  10. I'm guessing it's not a part of the lab at all, and both of the two parts Nertea showed above are independent from it.
  11. @Nertea, sorry if this is a bad question, but what are your thoughts on 1.12 being KSP's final update?
  12. Jesus christ, leave him alone. He does all this stuff and you people never stop heckling him for more.
  13. Could we see a single bed and a double bunk bed prop in the future? I'm trying to spruce up the habitation module IVAs, but the lack of bed props aside from the triple bunk really limits what I can do.
  14. I don't think Nertea likes screenshots of his mods before initial testing release...
  15. They look more like fabric now, as opposed to some sort of shiny white rubber.
  16. @linuxgurugamer, could we see the implementation of pressure and engine mode controllers in the future? Right now, engines can only have one configuration per engine, which causes problems with newer versions of RealPlume as well as Waterfall, where most engine's plume color varies with atmospheric pressure. As well, many engines have different plume colors for different fuel modes, such as the VASIMR engines from Near Future Propulsion.
  17. A "Wet Venus": A rocky planet with more then 30atm of pressure and a temperature of more then 200 degrees celcius, but oceans of water as well, kept in liquid form by the immense pressure.
  18. Hello, I'm trying to add a Sabatier reaction to the stock ISRU, but I don't know how to find the proper ratio. KSP's density system is extremely difficult to wrap my head around. Here's the setup I have now: https://pastebin.com/TMwdkZ0H Obviously this is completely incorrect, I was wondering how I could find the proper values.
  19. @Nertea, I made EngineLight configs for the new methalox engines: https://pastebin.com/ADQjGKye
  20. You'll also have to download the dev version of waterfall for the engine exhaust to work, same process as with cryoengines.
  21. For most aircraft that might be a problem, but rockets are a different story
  22. The chart isn't entirely accurate, as the bottom row is comparing two boosters with a sustainer. It's a shame there aren't any mods with hydrolox booster engines, they're pretty rare in real life but that hasn't stopped people from putting other rare engine types into KSP.
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