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EvilSpace

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Posts posted by EvilSpace

  1. My Kerbals dressed up N1 instead of a Christmas tree. It's more practical and you can fly to Moon with these antiques (although there is a possibility that it will be fireworks still in the atmosphere :confused:)
    N1H.png
    "snow" artifacts - my integrated GPU is shocked by this CPS with mods, I'm still waiting for a new video card)

  2. 4 hours ago, Beale said:

    I do appreciate the input fellas, but simple fact is I only really have a huge enjoyment (with legs) for games when I enjoy playing them at the same time.
    KSP is bled dry, I've done planet packs, parallax, realism, blah blah blah - everything. I don't play it anymore. I'm not going to drop names, but I know for a fact this rings true for many other people who modded the game for years alongside me.


    Needs fresh ground and fresh ideas, KSP 2 has had a very rocky start yes, but I like the direction it has taken, the presentation, the atmosphere.
    I have faith in the devs, and they're a good bunch of people. If you haven't tried the recent update yet, the performance is really improved in it, and the science update is just around the corner.

    Love this stuff, thanks for it.

    Indeed, the haters' conversations are about nothing. However, I am really afraid that KPS2 will simply be abandoned due to lack of resources for its development. To successfully develop a game like KPS 2 you need a lot of money, much more than was required for vanilla KPS1. However, the results of sales and popularity of KPS1 and KSP2 indicate a sad state of affairs.

  3. Waterfall for Tsyklon 
    Based on Proton (which makes sense) 

    Spoiler
    @PART[tantares_lv_engine_rd_250_s0_1]:AFTER[TantaresLV]:NEEDS[Waterfall]
    {
    	// Removes the stock effect block, and replace it with one that has no particles
    	!EFFECTS {}
    	EFFECTS
    	{
    		running_closed
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = TantaresLV/sounds/sound_rocket_normal
    				volume = 0.0 0.0
    				volume = 0.05 0.6
    				volume = 1.0 1.5
    				pitch = 0.0 1.2
    				pitch = 1.0 2.0
    				loop = true
    			}
    		}
    		engage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_vent_soft
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		flameout
    		{
    			PREFAB_PARTICLE
    			{
    				prefabName = fx_exhaustSparks_flameout_2
    				transformName = thrustTransform
    				oneShot = true
    			}
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		disengage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 0.8
    				loop = false
    			}
    		}
    	}
    	MODULE
    	{
    		name = ModuleWaterfallFX
    		// This is a custom name
    		moduleID = TsyklonS1
    		// This links the effects to a given ModuleEngines
    		engineID = basicEngine
    
    		// List out all controllers we want available
    		CONTROLLER
    		{
    			name = atmosphereDepth
    			linkedTo = atmosphere_density
    		}
    		CONTROLLER
    		{
    			name = throttle
    			linkedTo = throttle
    responseRateUp = 0.005
    responseRateDown = 0.1
    		}
    		CONTROLLER
    		{
    			name = random
    			linkedTo = random
    			range = 0,1
    		}
    		// -----------------------------------------------------
    		// Past here should be generated with the ingame editor!
    		// ------
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-hypergolic-UDMH-NTO-lower-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.35, 0.35, 0.35
    		}
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-nozzle-glow-orange-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.35, 0.35, 0.35
    		}
    	}
    }
    
    
    
    @PART[tantares_lv_engine_rd_252_s0_1]:AFTER[TantaresLV]:NEEDS[Waterfall]
    {
    	// Removes the stock effect block, and replace it with one that has no particles
    	!EFFECTS {}
    	EFFECTS
    	{
    		running_closed
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = TantaresLV/sounds/sound_rocket_normal
    				volume = 0.0 0.0
    				volume = 3.0 3.0
    				pitch = 0.0 0.2
    				pitch = 1.0 1.0
    				loop = true
    			}
    		}
    		engage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_vent_soft
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		flameout
    		{
    			PREFAB_PARTICLE
    			{
    				prefabName = fx_exhaustSparks_flameout_2
    				transformName = thrustTransform
    				oneShot = true
    			}
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		disengage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 0.8
    				loop = false
    			}
    		}
    	}
    	MODULE
    	{
    		name = ModuleWaterfallFX
    		// This is a custom name
    		moduleID = TsyklonS2
    		// This links the effects to a given ModuleEngines
    		engineID = Engine
    
    		// List out all controllers we want available
    		CONTROLLER
    		{
    			name = atmosphereDepth
    			linkedTo = atmosphere_density
    		}
    		CONTROLLER
    		{
    			name = throttle
    			linkedTo = throttle
    responseRateUp = 0.005
    responseRateDown = 0.1
    		}
    		CONTROLLER
    		{
    			name = random
    			linkedTo = random
    			range = 0,1
    		}
    		// -----------------------------------------------------
    		// Past here should be generated with the ingame editor!
    		// ------
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-hypergolic-UDMH-NTO-upper-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0.02
    			rotation = 0, 0, 0
    			scale = 0.45, 0.45, 0.45
    		}
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-nozzle-glow-orange-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.5, 0.5, 0.3
    		}
    	}
    }
    
    
    
    @PART[tantares_lv_engine_rd_855_s0_1]:AFTER[TantaresLV]:NEEDS[Waterfall]
    {
    	// Removes the stock effect block, and replace it with one that has no particles
    	!EFFECTS {}
    	EFFECTS
    	{
    		running_closed
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = TantaresLV/sounds/sound_rocket_normal
    				volume = 0.0 0.0
    				volume = 0.05 0.6
    				volume = 1.0 1.5
    				pitch = 0.0 1.2
    				pitch = 1.0 2.0
    				loop = true
    			}
    		}
    		engage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_vent_soft
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		flameout
    		{
    			PREFAB_PARTICLE
    			{
    				prefabName = fx_exhaustSparks_flameout_2
    				transformName = thrustTransform
    				oneShot = true
    			}
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		disengage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 0.8
    				loop = false
    			}
    		}
    	}
    	MODULE
    	{
    		name = ModuleWaterfallFX
    		// This is a custom name
    		moduleID = TsyklonS1V
    		// This links the effects to a given ModuleEngines
    		engineID = basicEngine
    
    		// List out all controllers we want available
    		CONTROLLER
    		{
    			name = atmosphereDepth
    			linkedTo = atmosphere_density
    		}
    		CONTROLLER
    		{
    			name = throttle
    			linkedTo = throttle
    responseRateUp = 0.005
    responseRateDown = 0.1
    		}
    		CONTROLLER
    		{
    			name = random
    			linkedTo = random
    			range = 0,1
    		}
    		// -----------------------------------------------------
    		// Past here should be generated with the ingame editor!
    		// ------
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-hypergolic-UDMH-NTO-lower-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.15, 0.15, 0.15
    		}
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-nozzle-glow-orange-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.15, 0.15, 0.15
    		}
    	}
    }
    
    
    
    @PART[tantares_lv_engine_rd_856_s0_1]:AFTER[TantaresLV]:NEEDS[Waterfall]
    {
    	// Removes the stock effect block, and replace it with one that has no particles
    	!EFFECTS {}
    	EFFECTS
    	{
    		running_closed
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = TantaresLV/sounds/sound_rocket_normal
    				volume = 0.0 0.0
    				volume = 3.0 3.0
    				pitch = 0.0 0.2
    				pitch = 1.0 1.0
    				loop = true
    			}
    		}
    		engage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_vent_soft
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		flameout
    		{
    			PREFAB_PARTICLE
    			{
    				prefabName = fx_exhaustSparks_flameout_2
    				transformName = thrustTransform
    				oneShot = true
    			}
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 2.0
    				loop = false
    			}
    		}
    		disengage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 0.8
    				loop = false
    			}
    		}
    	}
    	MODULE
    	{
    		name = ModuleWaterfallFX
    		// This is a custom name
    		moduleID = TsyklonS2V
    		// This links the effects to a given ModuleEngines
    		engineID = Engine
    
    		// List out all controllers we want available
    		CONTROLLER
    		{
    			name = atmosphereDepth
    			linkedTo = atmosphere_density
    		}
    		CONTROLLER
    		{
    			name = throttle
    			linkedTo = throttle
    responseRateUp = 0.005
    responseRateDown = 0.1
    		}
    		CONTROLLER
    		{
    			name = random
    			linkedTo = random
    			range = 0,1
    		}
    		// -----------------------------------------------------
    		// Past here should be generated with the ingame editor!
    		// ------
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-hypergolic-UDMH-NTO-upper-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.12, 0.12, 0.12
    		}
    		TEMPLATE
    		{
    			// This is the name of the template to use
    			templateName = waterfall-nozzle-glow-orange-1
    			// This field allows you to override the parentTransform name in the EFFECTS contained in the template
    			overrideParentTransform = thrustTransform
    			// scale the templated effect
    			position = 0,0,0
    			rotation = 0, 0, 0
    			scale = 0.15, 0.15, 0.15
    		}
    	}
    }

     

    Spoiler

    TS1.png
    TS2.png

     

  4. By the way, in addition to the N-1 Korolev and UR-700 from Chelomey, there was also the R-56 project from Yangel. There were 3 versions R-56: Monoblock, Polyblock and polyblock alletrant configuration. This rocket was to be created at the Yuzhnoye Design Bureau in Dnepropetrovsk (Ukraine).

    There is very little information on it - but I found a very high quality image.

    Spoiler

    6e7914e4-b98c-41b8-8cc1-a158d340041e-140

    The most important thing to know is that the R-56 is a rocket for flights to the Moon, with the caveat that 2 launches of the R-56 will be required (because the payload was about 40 tons).

  5. A hastily made ordinary UR-700, using a template LK-700. One thing is clear here - the central module of the LK-700 needs to be hidden under the fairing, but the 3 accelerator blocks most likely do not.

    Spoiler

    front-LK-700-Lunar-Lander-1.png

    It’s probably worth reducing this design, by optimizing the LK-700 yourself, for a better look.
    Just replacing the junk 11D49 with a stock LV-909 will do a lot - it will both increase productivity and reduce the height of the LK-700 complex.

  6. Zelenaya-zelenaya trava...
    The peak of Soviet rocketry in an alternative story (Atomic Heart)

    Spoiler

    front-700-T-1.png

    UR-700A.png

    UR-700A2.png

    UR-700A3.png

    UR-700A4.png

    RD-270M (based on RD-0120 "Erebus" from CryoEngines)
    Weight: 4.5 tons (since the RD-270 itself was lighter than the F-1)
    Maximum thrust: 1800 kN (for UDMH/N2O4 I set the value to 1650 kN)
    Specific impulse: 365s (322s - UDMH/N2O4 )
    Specific impulse SL: 340s (301s - UDMH/N2O4)

  7. My prototype is UR-700 using non-toxic Kerosene and LH2/LOX. Originally inspired by Zarbon44's UR-700 variants (kudos to that guy for the repaint and a bunch of cool ideas)
    However, I didn't find his original crafting file or full details (because there weren't any)
    Therefore, I decided to make my own design based on the available data, well, here it is (and it works).

    Spoiler

    UR-700-5.png

    UR-700-6.png

    UR-700-7.png

    2.png

    Core.png

    3.png

    Also sorry for the poor quality, my RTX 3070 Ti was a RIP and while I'm waiting for warranty service, I built this UR-700 on an integrated 7600X GPU (double pain).
    Well, I know that the UR-700 should be in KSP2, but in its current state (low FPS and krakens) and without the Tantares 2.0 mod this is impossible.
    So let's develop and improve the UR-700 in the current game now)

    By the way, I’m thinking of making a custom absolute TOXIC RD-270M (RIP green ecology) ((based on the RD-0122 model)), which uses Pentaborane (the pentaborane waterfall config is in the folder of the latest version of RO) . And yes, in this case, there will be nuclear engines on the upper stages (as in the Zarbon screenshots), but in LH2/LOX or Methane mode for more thrust.

  8. On 3/20/2022 at 1:13 PM, Friznit said:

    I completely disagree.  KSP2 is still in development.  Once released it will take a few months of patches to iron out the inevitable bugs.  We don't yet know what the workflow will be like for modding and even so it will take many months (even years) for big mods like Tantares to get ported over or remade.  KSP still has a lot of life in it yet.

    KSP2 after release will probably take not months, but years to fix, maybe even 2-3 before it is a stable product. But... even on release, it will be 100 times better than this indie game from 2011, where at the beginning there were graphics of the 20th century level and parachutes opened in space.
    The entire life path of KSP1 was like eternal suffering, the end of which is KSP2.

  9. 6 hours ago, king of nowhere said:

    first of all, shielding only works for the crew. for uncrewed vehicles, there shouldn't even be shielding available.

    as for radiations, they do age machinery fast, but it shouldn't be immediate. i've been doing short passes in the radiation belts for a while without problem. worst exposure was an uncrewed ship for one year at 5 rad/h, and it had several part failures in that year, but i had multiple redundancies for everything and i was fine.

    so, if by "immediately" you mean, as soon as your stuff get into the radiation belt everything breaks, then it's a bug. but if instead you mean your parts don't last long, that's normal. i suggest you use redundancies, multiple antennas, multiple reaction wheels. it helps survival.

    No, my parts broke immediately after entering Jupiter's radiation belt. By "shielding" I meant the high quality of the parts, which makes them more resistant to radiation. So far, I've only decided to play with TAC Life Support and Kerbal Heath. There's even a plus to this, as the game has become less littered with a huge number of features.

  10. On 11/12/2021 at 6:02 AM, GoldForest said:

    C-8 can easily made without SSTU.  Third stage from BDB, the S-IVB, second stage from BDB, use the S-IC in place of the S-II-8, and the first stage is kitbashed from the 7.5m parts from Near Future Launch Vehicles.

    After my testing of the lunar direct ascent lander, the main (and unsolvable) problem was the redundancy of the launch vehicle. In the realities of the KSP (x2.5), the alternative lander lunar direct ascent turns out to be approximately the same in mass as the legendary "Eagle + Apollo", which is why the meaning in Saturn C-8 simply falls off for the lunar missions of the KSP. The only place where Saturn C-8 can come in handy is either martian missions or delivering heavier payloads to LEO.

    The lander can, of course, be increased, thereby solving the Saturn C-8 redundancy problem, but this is beyond the scope of historical accuracy, since the "canon" uses the usual Apollo capsule. At the very least, I would rather not mess with it, but use the power of Saturn C-8 where it is really needed.
    Nova: The Apollo rocket that never was | Astronomy.com

  11. At the expense of the Nova C-8, this wonderful (yes, yes, I am very angry when this missile is considered unworthy of the BDB, while a bunch of garbage parts like the Nimbus or would-be spy laboratories are considered "useful")

    As a last resort, Nova can be built using SSTU or procedural parts (or both)
    Tonight I was able to sketch Nova proving that the idea is quite viable.

    Kerbal-Space-Program-Screenshot-2021-11-

    Spoiler

    Kerbal-Space-Program-Screenshot-2021-11-
    Kerbal-Space-Program-Screenshot-2021-11-

    I have 32GB RAM and I can install a lot of mods, but for people with less capacity, there is a theoretical way out - just remove the unnecessary parts of the SSTU, leaving only what is needed, thereby reducing the file size.
    Or use procedural parts. This is a very useful and convenient thing, it does not take up much space and, in my opinion, should be installed by EVERYONE for all occasions.

  12. Hello. A month ago, I wrote in the support thread about the inoperative function of changing the nuclear fusion mode (swap fuel)
    After downloading KSP-I 1.29.5 (I am using KSP 1.12), the problem still remains. I don’t know how long ago it appeared, but when you try to switch the fuel mode (whether it be a reactor or a NERVA-type engine), some kind of error occurs.
    Using the LMCR example, I want to change the Uranium-238 TVR to Plutonium TVR. As soon as I press "Swap Fules" - the part is completely unusable.

    Spoiler

    Kerbal-Space-Program-Screenshot-2021-11-

    After applying swap fuel

    Spoiler

    Kerbal-Space-Program-Screenshot-2021-11-

    Same with other parts
    My GameData (Clean install)

    Spoiler

    image.png

     

  13. On 9/23/2021 at 4:11 PM, enewmen said:

    Some things can not get more simplified. I'm no physics expert, so someone else can explain better.  In the stock tech-tree, it basically stops with LF/O,  NERV, and Ion engines.  These engines are fine for getting to the moon or sending small probes farther, but large payloads require huge amounts of fuel to get to other planets. Any LF/O can only burn so fast, so a completely different type of engine is needed to improve efficiency.  Expanding the tech tree allows completely different kinds of engines that require different types of fuel. These new engine types make the other planets a lot more accessible.   About one or two generations beyond the stock tech-tree are nuclear-thermal rocket engines and electric/plasma engines.  Some techs go way beyond this, but I'll try to simplify.  The real-life thermal engines use fission to create lots of heat that pushes a propellant out fast, with a much higher ISP (efficiency).  Liquid fuel used in the stock LV-N NERV works but is not efficient.  One fuel is not ideal for all future rockets.

    Without getting into many details, a nuclear-thermal rocket has the highest exhaust velocity when a propellant gas with the lowest possible molecular weight.  Hydrogen gas has a low mass and is ideal for thermal rockets. Electric engines require heavy gas, and xenon is ideal for high efficiency.  Lithium vapor is less efficient but gives a higher thrust. There is still no free lunch, and nothing is magical. To get super high efficiency or high thrust, many other kinds of energy are needed like heat or electricity.  Creating lots of energy also creates lots of heat that do not go away magically. 

    Why is this important? Why should anyone care about these ibbly things? For example, the hard part of getting to Duna is reaching Kerbin orbit first, which can be done using regular dumb rockets. Once in orbit, there is no fear of crashing; a super high-efficiency electric engine can take the ship all the way to Duna easily - but with very low thrust.  The ship will then do a fly-by of Duna. However, the ship will likely enter Duna gravity and then leave Duna gravity before an orbit is possible. A thermal engine with high trust is needed to put on the brakes, prevent the ship from escaping Duna gravity, and reach an orbit. This is one example of why one engine type isn't best for all scenarios, and two or more very different engine types that use different fuels are sometimes needed - if you don't want to use tons of fuel.

    Suppose the goal is to make KSP more simple. In that case, some engines should be avoided, like the Variable Specific Impulse Magnetoplasma Rocket (VASIMR) can use lots of different propellants like argon, xenon, or other natural gasses with different characteristics. This engine may add confusion. It would be magically good if someone made a high-tech 1.25 meter LF/O engine with 1000 kN power and 3000 ISP, it would be magical.  Like pushing the hyper-drive button in Star Wars to reach the speed of light that is not based on any real physics. High tech and expensive can not break physics laws. Like a huge high-tech canon can not blast people to the moon and have them land safely (like in the movie 'Trip to the Moon').  Someone that knows physics better should correct me. These issues are coming up in KSP2 as developers also try to keep KSP simple while getting more high-tech that still use real science.

    You are absolutely right. For the same reason, I do not like Far Future Propulsion, despite the fact that the quality of the textures there is at the highest level - the balancing was created for casuals. An ion engine producing kilonewtons of thrust is an unacceptable phenomenon for me. Fortunately, the KSP-I is realistic in this regard.
    However, the annoying mistake of the KSP-I does not even give me the opportunity to switch the fuel mode! I hope this will be corrected in the future, since from now on the thorium cycle in a nuclear reactor on molten salts (for example) is simply NOT AVAILABLE.

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