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Everything posted by Apelsin
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Finally completed my 1200 tonne interplanetary mothership. Main propulsion is the massive sail at the front - the Medusa nuclear pulse drive with ~55km/s dV. For manouvers smaller than one ~22m/s pulse, there are 3 auxillary Liberator gas -core NTRs , with an extra 3.6km/s dV. It is now ready to head off to Laythe with 10 crew, an SSTO and a mobile floating base. The 150T payload: The main mods here: Stockalike Project Orion, Kerbal Atomics, KPBS, SSPX, Near future mods and TU recolour depot.
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How does Orbital Decay work? And why?
Apelsin replied to Dr. Kerbal's topic in Science & Spaceflight
What Joe said, plus gravitational influence of other bodies (ex: the moon). KSP uses the patched conics model, which ignores everything except the strongest influence at a given location (SOI). See the principia mod for a more realistic approximation of actual orbital mechanics. -
1) LH2O engines are more efficient, but usually have a bit less thrust than regular LFO ones, so they are great for vacuum use. 2) Hydrogen is a less dense fuel, so you need bigger tanks to contain the same amount of fuel mass 3) Hydrogen evaporates slowly overtime, unless it is in a fuel tank with the "CryoTank" module, which allows you to prevent it from boiling off at the cost of electricity. The bigger CryoTanks need a lot of electricity for this.
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Show and Tell - New power generation modules for colonies!
Apelsin replied to StarSlay3r's topic in Show and Tell
Hmmm. -He3 production. -Uranium enrichment/reprocessing -Antimatter production Wonder what else.- 90 replies
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- ksp2
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Show and Tell - New power generation modules for colonies!
Apelsin replied to StarSlay3r's topic in Show and Tell
That's awesome! I wonder if the KSC buildings will be the same "type" of static object as these buldildings. If that's the case, maybe KSC upgrades will be handled through the same system you would use for colony building, and there would be a cetrain amount of customizability (ex: placing multiple runways or launchpads).- 90 replies
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Edit: see post below, probably a false call WARNING: this mod seems to have spyware associated with it in my log file. If you have this mod go to KSP.log and search for "RedSwell", see if you have this too. Here's a screenshot of my log file. Found this when looking for errors/crashes in my savefile. @Capital_Asterisk hope I'm proven wrong.
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Successfully tested a large carrier and its small VTOL SSTO I'm planning to send to Laythe in my modded career save. Probably my most ambitious project so far, really happy with how it is turning out. Apparently the MkIV spaceplane mod is amazing for making low partcount, good-looking and functional boats, seems almost intentional Would appreciate naming suggestions for the carrier btw. Full album: https://imgur.com/gallery/DSCD4Ry
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Hey, so I noticed something when trying out Extraplanetary Launchpads: both that mod and this one have metal and metal ore resources, except with very slight differences in naming. Is there any chance these can be merged (via renaming), or is it difficult to do?
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[WIP] Nert's Dev Thread - Current: various updates
Apelsin replied to Nertea's topic in KSP1 Mod Development
Yep, this. It's the only practical way to make an eve SSTO using the parts for those mods, so definitely intended. Just use 3.7 and 5m tanks. -
[WIP] Nert's Dev Thread - Current: various updates
Apelsin replied to Nertea's topic in KSP1 Mod Development
I'm guessing mixed in with LFO and hydrolox ones throuhout based on capabilities (smaller and less efficient => larger and more efficient). I wonder if there'll be separate methalox tanks (like the current hydralox ones), or if they'll be a part variant (like NSW vs fission fragments in FFT). -
Any plans to add a CargoPart module? Would be nice to be able to use this with the stock EVA building system.
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Some pics of my latest career mode project centered around this mod. I find it a very fun sidegrade to NFT and FFT, riding on nuclear explosions never gets old https://imgur.com/gallery/jV1a3je
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[1.12.x] Textures Unlimited Recolour Depot
Apelsin replied to Manwith Noname's topic in KSP1 Mod Development
That's great, thank you! The F.U.R. thing turned out to be because of an outdated Textures Unlimited patch in that mod, disabling it fixed the problem. For anyone interested the solution is on the last page of the F.U.R. thread. Also if you can't tell from my new profile pic, I'm having a blast with this mod -
[1.12.x] Textures Unlimited Recolour Depot
Apelsin replied to Manwith Noname's topic in KSP1 Mod Development
Here to report a few more bugs: -Most Mk2 and Mk3 extension SRBs have messed up textures (black patches or all grey). -Feline Utility Rovers' glass textures turned pitch black when I installed this mod (both cabins and the passenger module&lab). -
[1.12.x] Textures Unlimited Recolour Depot
Apelsin replied to Manwith Noname's topic in KSP1 Mod Development
Loving this mod, really made my career game more enjoyable. Noticed a minor glitch with the supersonic cockpit from mk3 expansion: Edit: one more thing, what's the current status/roadmap? Are there any plans for more mod integrations? -
Hopefully the terrain system in KSP2 is robust enough to allow 3d geometry with respect to the planet surface (unlike 2d for KSP). Always wanted explorable subsurface oceans for example. In general, the more interesting terrain features there are the better the exploration aspect imo (tired of landing on a rocky grey surface and realizing that doing it again is pointless since the whole planet looks more or less the same). PS: In the VAB screenshots for KSP2 released so far, there seems to be stuff related to radiation. If that's acually gonna be a gameplay aspect, caves could become very useful for radiation shielding of long term bases. Just a thought
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Was wondering the same thing earlier, found another solution: add coolant tanks to the heat loop (into a hollow tube or cargo bay). These can slow down the rate of temperature increase enough to allow not requiring radiators for the atmospheric part of the ascent.
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[1.12.x] Near Future Technologies (September 6)
Apelsin replied to Nertea's topic in KSP1 Mod Releases
All NFE reactor parts have 2 sets of fission reactor modules (2 independent sets of controls and temperature readouts when right-clicked in flight). Engine reactors don't have this. I delted it from GameData and reinstalled but it's still there. Any idea of what might be causing this? Edit: Nevermind, got it. It was leftover patches from before SystemHeat was split into core & extras. -
[1.12.x] [Planet Pack] Minor Planets Expansion
Apelsin replied to Exo's Lab's topic in KSP1 Mod Releases
Has anyone checked if this works fine on 1.11?- 308 replies
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- totm dec 2021
- planet pack
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Apelsin replied to Nertea's topic in KSP1 Mod Releases
So I noticed that the fission aerospikes don't have exhaust cooling with the SystemHeat patch installed, now they always need radiators. Is this an intentional change? None of the big radiators that are now required seem aerodynamic enough for atmospheric launch vehicles. -
Has anyone tested Nertea's FFT test engines like the Frisbee with this mod? Are they feasible to get around within reasonable time? Would be nice to have more alternatives.