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Everything posted by WarriorSabe
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[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
Do your FFT plans include something like MARAUDER, or would it overlap with other pulsed engines too much? MARAUDER being a coaxial plasma railgun with extremely high muzzle velocities that thus would have really good Isp when used as a thruster. -
[1.11.x] Corelian - A new home for Dres
WarriorSabe replied to WarriorSabe's topic in KSP1 Mod Releases
It has Scatterer, but idk how to use EVE well enough so not that. As for the dV, your Kerbin ejection will be the same as for Dres (just with less of an inclination change), but I haven't gotten the rest of the values together -
[WIP] Valor Planet Pack 0.3 [Discontinued]
WarriorSabe replied to Misguided Kerbal's topic in KSP1 Mod Development
The planet in that was from Beyond Home, by the way- 199 replies
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Does this actually work? If so, that'd be amazing
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CORELIAN - 1.0.5 RELEASE A new home for Dres The system: This mod adds a new ringed gas giant, the eponymous Corelian, to the Kerbal system. It sits right where Dres used to, though with less inclination and eccentricity to make it less inconvenient to travel to. The worlds: Corelian: A pink, ringed gas giant a bit smaller than Jool. 4700km in radius with a gravity of 0.84g; 64% the mass of Jool Thale: a dense, lumpy, Pol-sized body with a fast rotation rate and a close, somewhat irregular orbit. Baseline radius of 52km, with some areas nearly 30km above that. Baseline gravity of 0.113g, though near the highest points on the equator the apparent gravity can be as low as 0.012g due to a combination of elevation and spin rate Pras: a rocky, barren world between Duna and Laythe in size. It has a relatively thin but oxygenated atmosphere, at datum it's 26% of Kerbin's sea level pressure and only 173 kelvins (-100 degrees celsius) in temperature. Radius of 391km, gravity of 0.37g Atraxi: a rocky, Mun-sized world with a relatively high density and large canyons on its surface. Radius of 213km, gravity of 0.246g Dres: the same Dres as before, just now orbiting Corelian with its same eccentricity and inclination. Rotated so that Corelian is visible from the Dres Canyon The mod: Requires Kopernicus Continued. For 1.8.1, instead use the original Kopernicus, and set useAtraxiScatters to false in the settings config. There are no other dependencies apart from those of Kopernicus/Kopernicus Continued, but several mods are supported: Resource configs for Community Resource Pack and Rational Resources Radiation, resource configs, and science reports for Kerbalism Scatterer atmospheres Science reports for SCANSat, SSPXr, and DMagic Orbital Science Configs for Planetshine and Distant Object Enhancement Jool re-patch and tested stability for Principia And a reparenting for if you decide to use this with Beyond Home despite the clashing styles Download: From Spacedock (yes, this mod has actually been around for a while. I just now decided to take a break from developing my next, much bigger mod to give it a touch-up and proper release) From Github Screenshots:
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[1.12.x] [Planet Pack] Minor Planets Expansion
WarriorSabe replied to Exo's Lab's topic in KSP1 Mod Releases
The issue seems to be common on worlds with a high deformity; I have a suspicion that inverseRotThresholdAltitude is involved in the latter, terrain moving issue. I haven't tested it yet, but I think it might be when you are above the inverseRotThresholdAltitude but below the scaledVersion fades. You (or just someone in general) can try looking around there for the issue.- 344 replies
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- totm dec 2021
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[1.12.x] [Planet Pack] Minor Planets Expansion
WarriorSabe replied to Exo's Lab's topic in KSP1 Mod Releases
Cool, thanks. Yeah, ever since 1.8 using the "new" shader would cause terrible visual issues for most users, so using the old one and not having shadows is generally a preferable alternative. I plan on doing the same for my stuff unless a fix happens to come out soon, but something tells me it'll be that way for a while. It doesn't look odd to me on regular notepad, so yours must be acting up somehow.- 344 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
WarriorSabe replied to Exo's Lab's topic in KSP1 Mod Releases
Out of curiosity, is that Jool patch the standard one Principia applies when it doesn't detect a planet pack?- 344 replies
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[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
Gotta love those fission fragments and nuclear saltwater. Though, personally I'd describe a NSWR not as a constantly detonating nuclear bomb but as a constantly melting down nuclear reactor -
[1.12.x] [Planet Pack] Minor Planets Expansion
WarriorSabe replied to Exo's Lab's topic in KSP1 Mod Releases
To be clear, that is all of the MPE bodies, not just the ones past Plock? Edit - ninja'd it seems- 344 replies
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I was looking into it some more, and it looks like you probably don't have to worry about Kerbalism 4.0; it adds its own replacement to the core heat system, so it'd be redundant to use both. Though, I guess users might want to disable Kerbalism's heat system in favor of SystemHeat, in which case it'll need to be able to run stably at high timewarps and in the background for Kerbalism to work with it (though that's not exactly the same as a compatibility patch since you probably don't need to interface with Kerbalism for that).
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Yep, and that LS mod is called Kerbalism. Which actually will probably become incompatible with this in its next update since it will do some stuff related to heat when it comes out. Obviously it's too early to ask for compatibility since that update doesn't even have a date yet and it might not even make sense to want both, but it is something to keep in mind.
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Can confirm, using kopex in 1.8, regional pqs will crash your game and emissive fx doesn't work from most camera angles. 1.9 is probably even worse
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Oh, I actually forgot KopEx even did footprints. I was more concerned with the regional PQS and EmissiveFX, which also broke in 1.8 (the former much worse than the latter)
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Oh, sure, obviously making the build fully stable comes first. I was just curious if you were open to it, say, once Kopernicus gets back to a maintenance level.
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Do you think it'd be possible to pick up Kopernicus Expansion Continued as well? That one's still stuck way back in 1.7 with only select features still functional.
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How about if it were a setting that could be toggled on radiators that made them treat the loop temperature as some proportion higher for determining cooling rates at the cost of some power and efficiency loss? That'd be what you'd ultimately need the expansion/compression for - cooling below ambient temp, and making it a radiator setting is simple and doesn't require adding parts or directionality or anything, and I think would end up closer to the desired result.
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You could do it like Kerbalism handles stuff like solar panels - assume the orientation relative to the sun is frozen once you start timewarping and the vessel is just automatically orienting itself. And blackbody equilibrium temperature is actually a pretty simple thing to calculate, and probably not too computationally heavy either (especially since there's no real reason to figure it out every frame; you won't be moving around *that* fast) Hmm, I'm not sure if that'd actually be simpler for users than a simple step up paired with a step down (and presumably some power consumption and maybe inefficiency), and I can see some ways that might have unintended behavior, unless I'm misunderstanding what you're saying.
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Looks promising. How does it handle being near a star? Is the temperature radiators cool to still the ambient space temperature, or some blackbody equilibrium with the light? And regarding refrigeration, I think it'd be neat to have compressors and expanders you can add to your lines (with some basic checking to make sure they're always paired up), maybe even as purely UI elements, so you can adequately cool parts on hot atmospheric planets. Not sure if that'd be too complex for people to handle though. One other thing, do the radiators handle both convection and radiation flux? If not they should, since that can make a fair bit of difference on planets with thin atmospheres (or high up in atmospheres).
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With the recent Kopernicus news, has there been any impact here? Or is it going to be implemented in a way that doesn't need Kopernicus / not been started yet anyways?
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I noticed that with Kerbalism, the RPWS antenna and magnetometer boom can only do science around bodies with magnetospheres, but magnetic survey contracts still generate around these bodies, as well as orbital survey contracts requesting that science. Is there a way around this, or should I just accept that I just won't have as many possible contracts available to pick from?
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Well, I for one don't seem to fall into either of the two camps of "oh, I thought the game was doomed but now I'm perfectly content" or "I don't believe you, take two is too evil for this to be true". Really, the thing that caught my eye here was your comment about z-pinch fusion devices, and want to know exactly what they're used in. Colonial reactor, onboard spacecraft reactor, or engine. If engine, which engine and what's its performance. If reactor, what kind of power to weight ratio does it get and how bulky is it. These are the things that interest me.
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Oh, good. No rush or anything, it's been several months and I have no problems waiting another several. Just was curious since the thread had been quiet.
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I know how to use the radiation model; there's currently no key to make the magnetic axis not pass through the core like I was talking about, just to change the coordinates of magnetic north. For example, the closest Neptune's magnetic axis passes to its core is still 55% of the way to the surface, and Uranus about a third the way to the surface, since they're produced by the superionic ice in the mantle.
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Are there any plans to extend the radiation model to accurately model the ice giants? Specifically, it'd need to support the physical centers of the fields being offset (not just the orientation), as well as possibly quadrupole moments (less of a significant impact on the overall structure so that isn't as necessary).