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OOM

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Posts posted by OOM

  1. 44 minutes ago, Mikenike said:

    I'm fine with the easter egg, but I hate to say I think it is a highlight, because you can see a reflection on the other helment visors.

    Yes, but it is much more inefficient than your conventional LF/OX engine, or the NERVAs, which in there very nature are only efficient in niche roles and in large amounts.

    Chemical rocket engines are enough only to take off from the planet and gain the first space speed. Well, maybe even slower interplanetary travel. NERVA is generally a useless engine, as it has a complex nuclear reactor, but at the same time gives only a delta of 8900 m / s. Anything below a closed-cycle gas-core nuclear engine with a specific impulse of ~ 2300-2450 simply has no right to exist. Ionic engines (especially its subspecies - VASIMIR) are not a bad option in this regard.
    The nuclear reactor + ion thrusters offer tremendous capabilities that conventional nuclear thrusters like the RD-0410 or NERVA cannot provide.

  2. But what have the little probes to do with it? Xenon can be used as fuel for large interplanetary spacecraft with an electrical power of at least 300-500 MW.
    In 20 days of operation of the ion engine, such a ship will be able to gain a very significant speed.

    Although it requires an advanced nuclear reactor with a high energy density and a lightweight drop cooling system instead of a huge radiator.

  3. 20 hours ago, EStreetRockets said:

    It uses 5 RD-0169 engines on the first stage. Coming sometime to Eisenhower Astronautics....

    I don't expect this. I use the unpopular (I adjust the balance myself) Contares RUS, in which ... there is even "Zarya" with a vertical fit and "Big Union"
    0c3b2471fb3cc7c0c6bca497051acd62.png
    There is also the Angara rocket. Yes, of course the textures are not perfect ... but the geometry, as for me, is at the highest level, even though the mod is pretty old.

  4. The biggest question is: Will KSRSS be REX (Real Exoplanet) compatible? Right now, 2021 is on the horizon with KSP 2, and it's just not cool to be limited to just a home solar system.
    It's just that the configs that are now - they make REX to the size of the real Earth, since REX considers KSRSS to be a real RSS.

  5. 4 hours ago, alberro+ said:

    KSRSS 2.5x, in my opinions brings all the challenge of JNSQ with the beauty of our real solar system, and out of all of the planet packs i've used, this has to be the most exciting and beautiful one.

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    I agree. However, this mod currently has one terrible problem - it is not compatible with REX (Real Exoplanet). REX treats KSRSS as regular RSS and scales the planets to the size of the real Earth. Hopefully in version 1.9.1 this will be fixed. Please ... make the config compatible with REX. 

    Playing without other star systems is somehow incomplete. I would like to do some interstellar missions like Deadalus.

     

  6. The main problem why I am not using KSRSS 1.8.1 and waiting for KSRSS 1.9.1 is that version 1.8.1 has very poor optimization and loads the PC even more than a full AVP with 8K textures and all the extras. Now KSRSS is, to put it mildly, unplayable. At maximum AVP settings in stable version 1.9.1, I get over 60 frames. While KSRSS 1.8.1 produces no more than 33-35 frames on the launch pad, the size of the textures and their quality practically do not affect the FPS.

  7. 16 hours ago, FreeThinker said:

    Version 1.25.27 for Kerbal Space Program 1.8.1 - 1.10.1

    Released on 2020-09-22

    • Added Artificial Consciousness Tech node
    • Added Ground station functionality to Artificial Intelligent probe cores
    • Added reputation loss when Artificial Intelligence dies
    • Balance: increased tech requirement Computer Core, iHall, iHall Sensor
    • Balance: reduced thrust Super NSWR by 50%
    • Fixed issue with electric engine have exhaust while not having any thrust
    • Fixed issue with Command Dome hanging with Kerbalism
    • Fixed many spelling errors in English localization

    Humanly. Artificial intelligence wants to live too )))

  8. Your mod is great, but I have a few questions. 1. Is this for stock size? I just see that this is not enough for x2.5 and the details are too dense. 2. Why are some parts balanced and some not? for example the RD-107 (contaresRUS) engine weighs 0.135 kg while it should weigh about 1 t considering the size of the stock game.

  9. 15 minutes ago, Hohmannson said:

    GU adds two simple fusion engines and some integration patches. And you can try B9HX Reconfig, too.

    There are 4 options here: 1. Use full Sci-Fi from KSP-I like Warp Drive. Effective but boring.
    2. Build huge rockets of antimatter from KSP-I in orbit. Less effective.
    3. Build thermonuclear missiles "based on 21st century technologies" like Daedalus, Z-Pinch from KSP-I. Interesting but ineffective.
    4. Just look at the cold night sky and not fly anywhere beyond the Kerbin system. Seems like the best option.......

  10. All these planets are beautiful. But unfortunately, there are simply no such excellent ways to get to them (even using the KSP-I) ... except for the Warp Drive and the titanic antimatter rocket. ;.; Daedalus, a interstellar salt water nuclear engine (new fission engine KSP-I), z-pinch, is all well and good, but according to CANON, it allows, at best, to reach the system in 100+ years.

  11. I use this mod purely as a mod for cosmic radiation. It looks great but adds a bunch of head and back pain.

    In short, this mod ... makes all effectively shielded manned capsules unplayable with their standard launch vehicles, they have to be enlarged using TweakScale.

    So on the example of 7K-L1 "Probe" from the Tantares mod.
    Soyuz 7K-L1
    Weight 10528 kg of them:
    1. Dry weight of the structure: ~ 3380 kg
    2. Radiation shield: ~ 4150 kg
    3. Fuel: ~ 2820 kg
    4. Supplies of food, water, oxygen: ~ 110 kg
    The ship itself weighs only 3.8 tons (with fuel and standard protection). In low lunar orbit, the radiation dose for the crew is 6.4k bananas per day. But with shielding up to 11 bananas a day (an absolutely safe dose), the 7K-L1 rises to 10.5 tons.
    As you can see, for protection against radiation, protection with a mass was required even more than the 7K-L1 itself weighed in the stock state.
    Based on this, I needed an artificially enlarged "Proton" with a mass of ~ 300 tons.
    Without the Kerbal Heath mod and shielding, the standard Proton with a mass of 150 tons would be enough for me.
    *** For my personal shielding, I use an initial heat shield which, depending on the size, can give different RadShield HP. And yes, because of this, the number of parts grows by + 15-20 pieces, especially if the case is small and it is impossible to integrate a large shield with a large amount of RadShield HP into it.

    Spoiler

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    Despite all this, Kerbal Health is the best mod for this kind of thing.
    ps. I play at a "hard level" where the shielding efficiency is half that of "normal".

  12. 18 hours ago, Kerminator1000 said:

    I personally use Spectra and love it, I think Spectra has amazing graphics and low performance. I've never used AVP but think that it looks about the same with a bigger performance hit.

    no 
    AVP is the best graphics mod, although it requires a powerful computer. Spectra is MUCH worse than AVP in graphics but better in
    performance.

    I have personally tested this myself. In addition, AVP is compatible with OPM and various system scales (such as x2.5)
    I can even show with a screenshot what my game looks like with AVP. It's even better than the future KSP 2 (I'm serious)

  13. 1. Tech that is theoretically possible, but we don't have a good idea how to solve the engineering challenges - examples: pure fusion rockets/antimatter rockets
    2. Tech that is theoretically possible, and we have a good idea how to solve the engineering challenges - examples: Orion drives, liquid/gas core NTRs
    3. Maybe... Warp drives using negative mass

  14. On 7/24/2020 at 10:36 AM, KerikBalm said:

    Well, what happens when any engine fails? One of the (IMO acceptable) breaks of reality in the first KSP is the lack of part wear/fatigue, a part never wears out.

    I think that after every interorbital flight, the spacecraft should be checked and repaired by robots that are part of the local orbital station. In the end, just replacing the engine if it has reached its end of life. The worst thing is when the engine breaks down during flight. But I don't want to think about it.

    Project Daedalus
     

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