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Everything posted by intelliCom
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[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
The delta V of my LH2-propelled craft is way less than the Li-propelled one, despite using as consistent a fuel tank as possible. Only 1000 units difference, yet almost 3000 delta V difference. The difference in delta-V, despite the craft being almost the same, makes me think the thruster blocks have different efficiency. Are the LH2 ones intended to have the same efficiency as Li? If so, I suppose the issue with my ship is that there's a bunch of factors I'm forgetting to take into consideration. What would be the main influence on the Delta V difference? Fair enough. Although, that brings up the question on if you're ever thinking of making anything else in the future. Maybe, but it would need a suitable 3D model. For something that outputs 5T, it would be a big model and (sorta) complex folding animation. Not saying I can't do it, or that it's too much, but I'm relatively new at 3d modelling. -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
That still seems like LH2 was less efficient, despite listed ISP. I guess it's working normally if it isn't a problem? I guess this calls for the use of changelogs, I suppose. At the very least, I could perhaps make a separate post on the Add-ons forum with a PDF for this mod, and if someone says a value is incorrect, I'll replace the PDF. Problem solved, I just want a comprehensive list of parts like the KSP wiki has, and I'm sure other people would want it too. I'm not sure if it would be that hard to implement, but I suppose it might be out of place with other parts. Bit of a shame how there's reflectors going up to 5T but not an antenna going up that high. -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Hey @Nertea, I did some experiments with the Magnetoplasmadynamic RCS blocks, both the LH2 and Lithium variants. I believe the listed specific impulse for the LH2 thrusters is incorrect. It's listed as 2000 just like the lithium thrusters, but they seem much more inefficient in practice. Considering cryogenic thrusters are usually less efficient in NF than lithium ones, it's likely that the mistake is in the description rather than practice. I used these two ships for comparison, which also contains a text document detailing the information I gathered: https://mega.nz/folder/bjY2FTTR#WfNJkFnY4B6f4Fj8MMb-gw Also, while I'm here, do I have your permission to make a PDF with all the NF parts and their information, if none of them are errors, of course? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
I can understand that a beefier dish would need to be folded to even fit it into at least a 7.5 meter faring, but that's assuming it has to be sent up as one consecutive piece. You could divide it into 8 "pie slices" which dock to a central piece, or are connected via EVA construction. A lot of large dishes seem to be divided into smaller sections anyways, like so: https://imgur.com/a/QIXMoYg Perhaps the core piece could act as a decent strong antenna on it's own, but each newly docked section boosts the strength like a reflector? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Maybe, but a tweakscaled relay dish just doesn't have that kind of detail. A dish that heavy needs a lot of structural stability. -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
I've got the whole collection installed, but as I've said, they're usually the foldable paper-thin types. I was thinking of a dish that would be the Kerbal analogue to New Mexico's Very Large Array. Also, an impact tolerance comparable to girders and struts. I was thinking of more of a list that also contains all the ISPs and thrust values, a sort of "NFWiki" if you will. If the galleries are up to date and contain every thruster though, I can use that to mark off each one, then post a PDF back into this thread as a complete documentation for other players. Speaking of those galleries, what's the mod you use for KSP's graphics? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Also I'm trying to figure out what engines could possible fit onto the 7.5 meter range. While exploring parts, I thought the 5.0 metre range was the largest, since all the multi-engine mounts are in that range. Who would use the 7.5 meter range for anything unless you used an adapter to take it down to a 5 meter width for a mount? My bad the parts are hard to go through. I guess a new question could be if there's a comprehensive list of every new part that this provides? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
That ratio is to be expected for any large developer I guess. Only thing in general is daring to go to even larger parts. I absolutely loved the ambition of this mod collection to bring new parts that absolutely dwarf what used to be the best parts from stock, namely, solar panels and struts/girders. Solar Array Comparison: https://imgur.com/a/RpCufaf The only thing I found was missing was a communication dish to truly be in awe of. There's a CommNet antenna extension by flart, but the largest antenna feels too thin. I've always wondered what it would look like in KSP if there were massive dishes attached to orbital stations comparable to the "very large array" in New Mexico. Way too impractical for use as an actual CommNet antenna, with a possible rating of 50,000T or something like that, but perhaps it could be a type of telescope along the lines of the Sentinel? https://asd.gsfc.nasa.gov/blueshift/wp-content/uploads/2016/07/PICT3750.jpg Colossal satellite dishes have always been a major part of space exploration back on Earth. Seems reasonable that they might take this stuff into space, right? At the very least, set up massive ones similar to the New Mexico array on other moons and planets? It also looks cool. And hey, if it doesn't fit in the "near future" collection, I think you have a far future pack as well, right? In summary, my whole argument is that I want a giant satellite dish to make giant ships look better. -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Except that I already successfully installed it once before, albeit with the problems I described earlier. What stops CKAN from doing it this time? ok, lesson learned: I should actually try what the professional says before I pretend being a professional. lmao To update, I installed the B9 part switch, and now it's allowing the near future parts. Despite how I was able to install it before without B9. Confusing, but I guess it's to be ignored. Now that the problem is solved, I don't know if it's out of place or allowed for me to suggest new parts? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
I'll see if I can try that as soon as I figure out why I can no longer install the other 'Near Future' mods from CKAN. The max KSP versions are still listed as versions which should be compatable. Is this an issue I should follow up with the developers of CKAN? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
As an extension of this, I can no longer reinstall the near future mods through CKAN, except for following: Electrical Core, Solar Core, and IVA Props, despite having installed all of them before. -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
I suppose a reinstallation of KSP should help clean up any previous manual attempts I made? I'm also pretty sure CKAN did detect B9PartSwitch as a necessary mod, but perhaps that could have also been interfered with by the remnants of my manual attempts. I supposed reinstalling KSP is my best option, then validate files, then use CKAN exclusively, and it should work? -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Thank you very much, but while looking for more solutions, I managed to sidestep my problem by using CKAN as a dedicated installer. However, I did run into a few new problems after looking at the mod. I'm not certain if posting a log for this would help, but it should be re-producible by installing the whole "near futures" collection through CKAN. - the presence of Z-fighting - stock parts missing (example: only one heat shield, and no parachutes) - what I believe to be multiple variants of certain parts all appearing at the same time (example: large engine mounts with 3-engine to 7-engine variants at the same time with all the mounting points) I later installed a bunch of other different mods instead, but these problems didn't appear. -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
All the Near Future Technologies mods aren't working for 1.11.1, at least not properly. None of the parts show up except for the 5m and 7.5m farings, which have no models or textures. However, I can build farings with them that go as wide as the listed maximum, so it's not like KSP doesn't see them. The only other mod besides the Near Future Technologies modpack is Mechjeb2, which shouldn't have anything to do with what Near Future Technologies is doing. I have already re-installed KSP, and validated the files, but the result is the same. I downloaded my copies from Spaceport, and they have already been unzipped. -
Returning, New, and Speculated Planets of KSP 2
intelliCom replied to a topic in Prelaunch KSP2 Discussion
Were the image links yours? If so, just use imgur instead. If you have them saved, you can just upload to imgur too. -
I've had this problem where a contract has asked me to attach an antenna to a satellite in orbit of Kerbin. Issue is, when I go to the only possible satellite around Kerbin and attach the required antenna, it doesn't consider the contract to be complete. I'm not certain if I have the wrong satellite, or if it's bugged out. This is after version 1.11.1 released, so no, it's not marked as debris. I even checked for things named "Satellite" which were marked as debris, but, alas, no result.