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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
I think your TWR expectations are pretty high. In stock parts, an average Nerv ship would be 0.1 to 0.15 TWR and an ion ship around 0.02-0.05, so considering that, rather than the crazy high 0.5 TWR that you seem to prefer, they're really pretty fine thrust-wise. You've just got to learn the way of the low TWR; even 0.01 is perfectly functional Just my two cents -
I wasn't aware that was a thing at the time You were already getting reports of it, and I had a lot of other mods installed that wouldn't make my career a clean test environment. It was easier for me just to switch to realplume until it was fixed; I have my own development work I'm doing when not in my career.
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[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
I mean, that's basically the only thing that actually distinguishes them - a rocket is just a jet engine that carries its own reaction mass. -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
So it's effectively an antimatter thermal rocket? -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
It lets you use that very powerful radiator to cool other things as well, and also lets you use different radiators on that engine if you really wanted for some reason. I could also just see a similarly powerful radiator being added to HeatControl though. -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
I agree, flexibility in radiator options is good. -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
So basically a big linac to put on your ships? -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
Why not? I'm just talking about simple fuel tanks, not engines or antimatter storage. -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
What if you add a B9 switch for scale, that literally just makes it bigger or smaller, reusing the same models you already made? -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
Yeah, FFREs are really just super OP if you make them usable in ksp without additional mods like Persistent Thrust or straying far from the actual concept. Since the irl ones are fission engines with 7-digit Isp, but a thrust low enough that it still ends up doing the interstellar brachistochrone, making a DS4G look like an F-1. -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
Or perhaps too much thrust. When talking real physics, FFREs are extremely efficient, beating out most fusion engines, but have a thrust so low it ends up being the limiting factor even on interstellar journeys. -
Finally Peeled that Gold Foil Off the Windows
WarriorSabe replied to Nate Simpson's topic in Prelaunch KSP2 Discussion
Will there be the the option to turn off all the shiny? -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
is that one on top a highly-enriched NSWR / LSWR? And is that a VISTA behind it? -
[WIP] Nert's Dev Thread - Current: various updates
WarriorSabe replied to Nertea's topic in KSP1 Mod Development
While I haven't tried FFT itself yet personally, I definitely recognize that as being from Waterfall - some (re)stock engines had their exhaust meshes highlight along with the engine mesh. -
I mean, technically what I said would be entirely on the side of CryoTanks and doesn't actually have anything to do with SystemHeat itself; I just mentioned it because CT was being discussed, and that reminded me that that was a thing that I had wanted for when I'm visiting particularly cold or hot places. Like, your methane tanks shouldn't boil off when you're sitting in Kraken Mare.
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What about if there was just a simple check for very cold/very hot temperatures? Say, core temperature above something like 800K, it needs a bunch of extra power/boiloff can't be entirely prevented. Core temperature below 30K, no power needed to prevent boiloff. For methane no cooling'd be needed below 135K
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I'm currently testing long-term stability of my system in Principia after preliminary success in US2, and I'm getting spammed with "apocalypse occured" errors, all on the exact same body, which hasn't deviated from its orbit at all in at least 1700 years. The first error occurs only a couple months in, and there seems to be a little over one a year. What exactly does this mean? Is it just a side effect of running at a very high timestep with a GPU and CPU that aren't really all that great?
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Structural Integrity (environment wears down your parts)
WarriorSabe replied to JadeOfMaar's topic in KSP1 Mods Discussions
The SL pressure doesn't increase the rate at which pressure builds underwater, only the value it starts from. The rate of pressure buildup is driven by the 70% higher gravity and 50% denser oceans, which account for the majority of the crush depth reduction. -
Structural Integrity (environment wears down your parts)
WarriorSabe replied to JadeOfMaar's topic in KSP1 Mods Discussions
I don't think you'd even need to use the surface normal; if you can get the parts' projected area via raycast that'll do the job for you. And, yeah, while assuming the particles are in a circular orbit may not be the most accurate, it should be accurate enough. As for direction though, I vote that we fudge that and pretend it's coming from prograde (but still use the relative speed given the correct velocity vectors) so that you can use an SAS lock to align yourself with it. Edit: another thing that just came to me, the dps would actually be proportional to the cube of relative velocity - not only is each particle imparting more kinetic energy by the square of velocity, you're running into more of them as you plow through faster -
Structural Integrity (environment wears down your parts)
WarriorSabe replied to JadeOfMaar's topic in KSP1 Mods Discussions
Yeah, Kerbalism does a raycast for solar storm shadow shielding, which is basically the same thing but with a different direction vector and effect, so it should be doable -
Structural Integrity (environment wears down your parts)
WarriorSabe replied to JadeOfMaar's topic in KSP1 Mods Discussions
For debris, I wouldn't use random vectors - it's generally directional. Damage would scale with the vector difference between current velocity (orbital frame) and circular orbit velocity. The raycast should come from this vector as well, but for simplicity it should come from the prograde direction I think - that way an SAS hold can be used. During railwarp it'd just remember the orientation from when it entered, the way Kerbalism does for solar panels. I also wouldn't treat them like impacts at all - it'd be thousands of micro-impacts, too many to treat as individual ones. It'd just be a general abrasion, like by a sandblaster