Azic Minar
Members-
Posts
100 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Azic Minar
-
@Lisias I know this is off topic, but are you safe from all the chaos right now?
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
Awesome work and these pictures give me total Mass Effect vibes -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes. I love that its generating that much heat! (I know, weird, but from a balance standpoint, I think its a trade off) -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
I made a plasma resupply station. Had to stop just before breaking the atmosphere to let the batteries recharge before I could do some more thrust. Repeated about 6 times. Took about a week to recharge. It needs me to make my own parts, but as a concept, it works. Heat production almost melted it getting it into orbit, but at least I was able to open the radiators in space. A 2.5 meter docking port to resupply other ships. Production is high for the volume, but if I take away half of the solar panels(that double as heat sinks), the liquid metal reactor gets hot enough for me to worry about. I'm not sure if this is balanced enough yet, but I think I want more heat from the engines and the production plants producing cold plasma. Use what feels right to you for Thor Tech, but I hope this provides some decent idea sharing. -
That dude needs a wake up call. We know you are doing the best you can in your free time.
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
The part would have to have tweakscale on it, but even then some parts won't ever work with TS. Also, some parts are set as % and others are set to actual size scales. I don't think Restock has TS support, but I could be wrong since I don't use it
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
It took almost a full load of plasma to get a 100 ton blimp to orbit. I'm not sure I would have made it if I hadn't had the blimp set to maximum envelope. Mind you, I have 8 air breathing plasma engines that I used with 3 rocket plasma engines to get into orbit. Took about 15 to 20 days to refill about 120000 cold plasma. With 3 engines, it burns 80.30 plasma at full thrust and took about 6,000 to get a Jool encounter. Thoughts: Maybe have the rocket ones use more plasma than currently set up. Lower production by an other decimal point or two. I think it would make for a good reason to have a High Kerban orbit space station just to generate it for leaving Kerban system to get to an other planet. I feel the 120,000 should take maybe a month (in space) to recharge with a size 1.5 generator. (what I could put inside a bison cargo gondola section and take most of the space) Now if there is just enough thrust to leave Jool once the blimp gets into its atmosphere, I'll think it's about good with some thought needing to be put on volume to tank capacity next. My current insertion of Cold Plasma into Configurable Containers has 26,337 in a 2.5m FL-TX1800 Fuel Tank. (tank is tweakscaled up) I did almost blow up a heat sink getting this into orbit from the Liquid Metal Cooled Reactor and the center rocket engine. The 8 air breathers have the Engine Nacelles that provide cooling the air intake. I think more head for the rockets is actually right where it should be. I can see the need to make refueling space stations up into HKO and then once they refill their tanks, move them to other planets for moving ships. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
I dropped the aforementioned code into the J-92 Nebula and it works well. Maybe too well, could use the power reduced or increase resources used. I didn't realize that removing air from a turbine would still cause it to flame out once you get out of the atmosphere. Was mystifying when I heard the flame out sound. The monoprop code I actually tested in the OPT OMS. I created 3 copies, then renamed the internal part name for each one as well as the display. The high power sucks the CP and EC fast, but it can spin and maneuver a 100 ton ship in space. Though I did once have a 500 power OMS. Thanks for the information on the atmCurve, I just used what was already there. The thought is, normal plasma is just a load of elections and ions (in a balanced charge), so some sort of electric field, maybe oscillating, could push it out with a decent force. The one thing I am sure of is that they electric charge usage will need raised. I'm thinking it should be a medium load half way between LFO and heavy ion. I think that given the soupy ion/electron mix, that reacting with oxygen and carbon dioxide environments should still be a boost to performance. The idea that firing the particles into an atmospheric mix could break down some bonds, and in the combustion chamber of a turbine, react much like a jet. Might need more electric usage since you can use a plasma window to keep air in, why can't you use a modulating unstable one to mix with the air for propution? You can even say in the fluff that the engines use Alfvén waves (real thing) to help create thrust. My normal cold plasma magflux drive is a high power, medium plasma consuming engine. A little more kick than an ion drive, but I also tend to dry my ship of electric charge or plasma very quickly. You can turn nitrogen into a plasma as well as liquid metal if these articles I'm reading are right. As for heavy engines, I think you can make a higher power heavy engine, but it would have to create a lot of heat. Something that will require proper heat management to even make it worth using. As it is, I'm thinking they aren't generating enough heat so that the air breathing one should need a precooler or extra heat sinks. Large parts (size 5 or large OPT hull sections) could possibly contain the required hardware to create plasma from resources such as ore at a higher rate. Smaller parts could potentially turn any gas into a plasma since you don't need as much power and shielding to do so. I'm already thinking about plasma refineries that create a lot more when in an atmosphere and when in space do so slowly because of Robert W. Bussard having theorized the Bussard ramjet. While the collection makes sense, it wouldn't work for constant propulsion. at a suck in and spit out way (like a turboprop). Now if it could take a long time to store up, then you could have a decent way to refill tanks in space, in a pinch. It should just take a few days to months to do so. EDIT: I don't think plasma creation should be fast enough to fly without filling tanks first unless you have a lot of production parts and the electricity generation to make it worth while, even then I'm thinking generating it should create heat. Also, none of these engines should have an alternator lol. All in all, I'm still contemplating balance for this and this collaboration is really helping me see points I wasn't thinking about yet, so I did some research while responding. EDIT: I should add that I think the plasma used should be thought of as hydrogen based for reaction with atmospheres. Also, contrary to my first posting, I am raising the electric power needed for engines in my configs after doing more research. -
True, electric motors in the real world are quite boss and have set land speed records before conventional have caught up. Wish I could remember the video I saw to give a link to. Now I'm wondering if its possible to write a mod that auto-applies the breaks once above a certain speed with a toggle on/off on the side of screen with other quick mod access.
-
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
So I decided to share what I'm working on with @JadeOfMaar Now this is a work in progress, but it feels very ThorTechy. I don't know much about licences right now, but this is me saying If you want to use it, you have full permission, and if you have recommendations for adjusting the configs and ratio, I'm all ears. I do think that once the resource config is finalized, that should be open for everyone to use just like LFO. The air breathing engine is a bit powerful, its made for putting into an OPT, but it gets to 1600 m/s and then boom! -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
For my own personal game, I've taken the ElectroPlasma and StaticCharge and put them into the OPT RCS parts. Makes them fun and a way to dump StaticCharge in a useful way. Sadly I've not made any of my own models yet, so I can't upload it someplace until then, but I'm working on a EC to CP rate that feels good. I think so since you could recharge it with solar. Maybe a 20:1 ratio. As for the rival to WarpJet engines, Cold Plasma mixed with air should get a good burn. The colder the initial air and plasma, the more thrust you'd get from expansion created from combustion. -
Welcome, and after testing by raising max speed to 230 for the sake of driving around the hills between the launch center and the mountains, it wasn't that easy to hit 30m/s with a 1:1 ratio. Now it did pop up to a 35 on a steeper hill with just over 36, but is a bit high since 36 m/s is 80mph. Looking up tanks, I've found that some can go 60mph, even 70mph, but 25mph is typical. That leads me to thinking maybe you are on the right track, but instead of adjusting maxMotorTorque, to lower maxRPM or have the default gear ratio start at 1.25. More testing, but not tonight since work in the AM! EDIT: I woke up early, so I got to work on testing lowering maxRPM. Lowering that by 25 and raising max speed to 30 actually felt about right and realistic. But I know that's subjective to a lot of different people and others will weigh in with different opinions. It leaves the normal achievable speed on flat land at 20, but allows you to pick up some speed on hills without going boom, or needing to watch the speed like you are in a school zone. I haven't tested that on all wheels yet, maybe tonight
-
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
I thought I'd bring this over here. I've been working on my own personal mods and the resource for it is Cold Plasma (room temperature plasma). So you need electric charge to create it, and then if you add more electric charge to it, you get a reaction for a propellant. Add in some air and more thrust. Think a high battery, medium fuel tank ship that needs a while to recharge before it can move again. My questioning about heat usage was the idea to make mixing heat with it to get more use of it. Heat + plasma = thrust + EC back (not as much EC as used to produce the CP) Something like this would go great with some of the Thor Tech parts. -
I do love what you've done with Thor tech. Also, for @Shadowmage, the suggested configs suggested by @JadeOfMaar feel good. I could take a 33 ton rover down the runway with the KF RBI Track - Mole without them breaking before the tower. Now I still find the tracks get too much speed on dirt land and hitting failure time too easily, like on the way to the water once I bounce off the end of the runway. Is it possible to make a bar pop up on screen, much like heat does, so that when failure time gets above half way, we have a visual reference without having to keep the wheels pinned? If not that, a sparking animation or sound effect to play? If I ever figure out the bar, I'll share the code config since I'm just recently starting creating my own mods (by chop shop hacking). Now when I used my joystick with throttle, its really easy to avoid this without having to pay really close attention. So is changing the gear ratio to 1.25. But this leads me to an other thought, could failure point be placed at 5m/s above the maximum speed of a part? 10m/s might be too high. Or does the maxRPM need lowered to fix? Lastly, I've not experienced the issues I mentioned before thanks to the new release! Thank you
-
One set of tracks will always have reversed selected automatically when placed symmetrically. Just make sure they all get flipped and you won't have to change chair positions. Its a little different from other mods to remember to turn it on when placing wheels outside of symmetry mode, but for using the best wheels out there, its totally worth learning. Edit for clarity: Booted up the game to check motor inversion. If the front of your craft faces the open door of the SPH, the ones on the right should be inverted and the ones on the left should be normal.
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar and @Lisias Thank you two for your hard work! I love it when some of my favorite mod Authors work together -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
Thank you! -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
What would I have to edit to add side mounts (green mounting orbs) to OPT K? I love that the K hollow Fuselage has top and bottom on the outside. -
From what I understand, MechJeb won't co-exist with 1.8 until it gets updated/recompiled/whateverelseneedsdone. Once @Shadowmage finishes their work, KF will work just fine without my work around. Just give them time. Coding can take a while to find all the bugs, and even then you might not find them all. Unfortunately we can't send food and drink through the forum to show support to these awesome people who build these mods
-
I should have looked it up, and not relied on memory that was the cause. Mearly trying to be helpful.
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Try looking in Realism Overhaul to see if it has a copy of tweakscale inside of it. If so, try deleting that copy
- 4,054 replies
-
- 2
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with: