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Everything posted by Clamp-o-Tron
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Totally unrelated... but Good Ol' Energia I tried to get the pad as good as possible, but modular launch pads only has so many amazing parts. Liftoff! @JadeOfMaar's plume party vents are glorious. Gravity turn into an 85 degree inclination orbit. Max Q. Core stage burns for orbit. I couldn't find any sources on how the Polyus was mounted, so I just put it on top as it didn't have any aero surfaces and wouldn't have to RTLS. Polyus separates while barely suborbital so the core will burn up. It flips around, the guidance system works (), and it circularizes. Now on orbit, the newly dubbed space station Not a Megawatt Laser unfurls its solar arrays, ready to provide Megawatt Laser capabilities to low Kerbin orbit.
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3 RS-68s would be just about right, actually, given that they are ~1.3x more powerful in vac than an ssme. About the same thrust, if not TWR, when compared to 4 SSMEs. The loss in Isp would be fairly significant, but 5-segment SRBs could make up for that loss, and an Artemis lander is still well within those mass limits. Wait, really? We all knew it would go the way of the d(yno)s(oar)s, but having someone who used to be high up makes it sound exactly what it is, a project to occupy Boeing. Also, you should probably say "former nasa administrator", not "4-time astronaut". Although both would be aware of internal politics, it's actually the admin's job. To clarify, starship is much better than SLS. But I wouldn't have been so pessimistic towards the idea if it was meant to be sustainable. Because where do you go from SLS? With an expensive, complex, expendable design you were destined to only launch a handful of times a year at most.
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Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar I COME WITH A PULL REQUEST! It's just SSPXr. I do want to ask for advice: I'm thinking of making a patch for USI (or anything else that uses fertilizer) adding an alternative chain to fertilizer using something like commerical chemical fertilizers now. Should I go for a full chain, of (Ammonia +O2+EC= a new NO2 resource + H2O, NO2 + EC+Ammonia=Fertilizer!), or just (Ammonia + O2+EC=Fertilizer!+H2O) I'm inclined to go for the simpler option, as it includes all the inputs and outputs of the full reactions but compresses them into one option. It's not like the Ostwald process and ammonium nitrate production can't happen in the same box. EDIT: also, airline kuisine has the same messed up conversions. I might get to those. EDIT again: yay, triple post!- 1,049 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry for double post... I'v got several hours on my hands during meetings tomorrow and I'll be availible for writing .cfgs for this project. I'll start with sspxr greenhouses, then I'll take suggestions. If @JadeOfMaar or honestly anyone else has anything todo, I'll do it. Basically I'm just bored and this is an awesome mod that it's a pleasure to add stuff to.- 1,049 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
Oh it's not an incompatibility, it's just using the right resources. I put in a lot of comments- 1,049 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar I've got a couple of PRs on github, one for the N2 NTR, and the other just to bring TAC-LS up to standard with CRP resources.- 1,049 replies
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The best A good part of this is that there's no animal cruelty involved! Us vegans can go off skipping through pastures and kissing cows! There are those vegans, however, that would say "ItS nOT NatURaL". Those are the ones you probably dislike. To which you say, "choose one- eat vegan stuff or some artificial muscle without a face."
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Bad science in fiction Hall of Shame
Clamp-o-Tron replied to peadar1987's topic in Science & Spaceflight
Well, the NK-15 was an ambitious engine, even recently its derivative the NK-33 AJ26-62 engine failed in the most hilarious rocket explosion since maybe the proton mishap. So even with 30 years of tinkering, a staged combustion cycle engine tends to RUD, rendering a vehicle with 40 of those impossible when (I assume) engine combustion would destroy the stage. (Can I get a source? I thought I heard somewhere that destruction of 1 engine would doom the others.) There were, of course, other routes to a soviet landing that could have been taken but weren't, involving many launches with Soyuz boosters, or a couple UR-500 launches. I do agree, however, that N-1 was probably doomed with or without Korolev. -
Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar I went ahead and made a PR for that N2 NTR on github. I tried to balance Isp and thrust values to the rest. Just make the necessary changes if you need to do so. Also, I can help with a lithium chain, and maybe I'll work on getting WBI's equipment a better chain than just ore.- 1,049 replies
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[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
Clamp-o-Tron replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 I've got some realplumes done for this thing! @PART[KR2200L]:NEEDS[zRealPlume,SmokeScreen,WildBlueIndustries/Mk-33] { @MODULE[ModuleEngines*],0 { @name = ModuleEnginesFX %powerEffectName = Hydrolox_LowerBlaze !runningEffectName = DELETE } @MODULE[ModuleEngines*],1 { @name = ModuleEnginesFX %powerEffectName = Cryogenic_UpperBlue_CE !runningEffectName = DELETE } PLUME { name = Hydrolox_LowerBlaze transformName = thrusterFX localRotation = -30,0,0 localPosition = 0,0,0 energy = 1 speed = 1 emissionMult = 0.5 flarePosition = 0,0,1 flareScale = 0.5 fumePosition = 0,0,2 fumeScale = 2.2 plumePosition = 0,0,2 plumeScale = 1.8 shockconePosition = 0,0,2.5 shockconeScale = 1.5 blazePosition = 0,0,1 blazeScale = 1.8 } PLUME { name = Cryogenic_UpperBlue_CE transformName = thrusterFX emissionMult = 1 localRotation = -30,0,0 energy = 2.5 speed = 1 alphaMult = 2 plumePosition = 0,0,2.1 plumeScale = 0.8 plume2Scale = 1 corePosition = 0,0,2.1 coreScale = 1.7 } } Launchpad and everything looks and plays great! -
[WIP][1.4 /1.4.1] Kerbalow Aerospace Inflatables / Expandables
Clamp-o-Tron replied to bcink's topic in KSP1 Mod Development
Sorry @bcink— will you be maintaining this going forward, or would I need to step up to keep these updated? Just want to check what the plans are.- 19 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
Never mind, I completely misread the source, thinking that an o2 afterburner was actually a separate mode of just oxygen. The hybrid boosters are very cool, I've used them for little transports from biome to biome.- 1,049 replies
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@Souptime try this:
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Rational Resources 3.0.2 [Sep 24, 2024]
Clamp-o-Tron replied to JadeOfMaar's topic in KSP1 Mod Releases
Yo @JadeOfMaar- just thought of something. N2 and O2- propelled NTRs are definitely possible, and would make Minmus/ Mun ISRU much more rewarding instead of having to electrolyze water for H2, or make NH3. The exhaust velocity, and therefore Isp, and therefore thrust is very easy to figure out. I’ll start working on a PR to do this, but I’ve got a lot of stuff I’m working on right now. This is all assuming that b9 will let me do a 4th or fifth mode for those engines.- 1,049 replies
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