CptRichardson
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Everything posted by CptRichardson
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
CptRichardson replied to Porkjet's topic in KSP1 Mod Development
Who's da man? You're da man. That is, if you ever fix the bug where Kerbals for some reason don't show up on the manifest in-flight. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
CptRichardson replied to Porkjet's topic in KSP1 Mod Development
I might be able to make that tricoupler work, but boy that's going to be interesting for getting up into orbit... -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
CptRichardson replied to Porkjet's topic in KSP1 Mod Development
Another idea, for a deep space variant. What about a bicoupler version that can mount two probe-sized engines (intended to be ion) between the main drive braces? The idea being that the aircraft can leave Kerbin orbit on ion drives and go elsewhere, placed up at the top of the aircraft line? Possibly also a xenon fuselage with 2/4 probe engine mounts installed as semi-shielded mounts on the top and bottom? It'd be a bit of an edge case, but with as powerful as kerbal ion drives are, I can see them getting used as an in-system deep space engine for a space plane. Addendum: Oooor, as I just now thought of it, instead of a whole fuselage, why not radial auxiliary engine mounts? Micro turbojets for supplemental thrust for landing, or they can mount probe engines instead! Less modeling, more usefulness! Addendum-Addendum: Oooh! Oooh! Darn it, why do I keep on having interesting ideas? What about a 2.5 meter adaptor tail section for mounting a small-sized aircraft on top of a rocket to put a rescue vessel in orbit? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
CptRichardson replied to Porkjet's topic in KSP1 Mod Development
Is that... A radial cockpit? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
CptRichardson replied to Porkjet's topic in KSP1 Mod Development
Yeah, even longer fuselage sections (6 meter long?) would be nice for lowering the part count, and a drone nose would be nice too. About the only things I can think of that don't get too specialized. (Science crew bay, tri-coupled tail, etc) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
CptRichardson replied to Porkjet's topic in KSP1 Mod Development
Say, could we get a nose based off of the current cockpit nose that's a dedicated intake instead, with something like an SAS system, monopropellant, or liquid fuel in it? I mean, it's nice having the in-line cockpit, but when you use it, you don't have a good nose-cone for the space-plane. -
It's a lifting body. Also, with DRE, it has a directional heat shield. Which means badness occurs if you tried something like that. But that would be... kind of interesting. I could see uses for something like that. (Suborbital flight, eject something out of the bottom that boosts into a higher orbit as you nose-vertical for the braking re-entry.)
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Say, I don't suppose we could get a pointed intake nose in the same general shape as the cockpit nose?
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I just get around it by using the B9 wings for great justice (and launch-stice)!
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Uh, where do I download at?
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I've got ideas for an additional Electrical Trunk (Logistics module dedicated to battery power with built in either hull conformal or extendable solar arrays), an Orbital Resource Logistics Module (Less insane battery power, much much more monopropellant for manuvers), maybe a refueling pod, and a command cupola or module. Some other stuff too.
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So, we can't directly add RCS onto the station parts? Okay. Fair enough, the reasons are reasonable enough. So, how about an optional part (not a part of the core download) instead? Karmony Modular Maneuvering System (Type 2) Based off of the Karmony Bulkhead. 1/4 meter thick by the diameter of a standard module plus a quarter meter on both sides due to the RCS blocks. No Onboard SAS. No onboard Power, or Monopropellant. Can be passed through. Omnidirectional, but with minimal thrust. For obvious reasons, it can't be used with the Karmony Ring adaptor ends, and may have clearance issues with fairings designed to just barely squeeze in a standard module. Lighting optional, set in the center line of each of the RCS blocks, optionally either international navigation standard or just standard white spotlights. As a way of balancing it, you could set it so that the nodes are set inside of it, so that the docking adaptors for the pack won't work with it properly and will instead bounce off if you try to attach a collar to this. Fluff text could include the facts that it was designed for super-massive stations and the unique design challenges inherent in their construction.
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If I may make a suggestion, there are two urgent Quality of Life/Build fixes/upgrades that need to be made/need an alternate D/L pack for their implementation on all parts. 1: Running Lights for all modules. I don't mean the internal lights, but external ones to include Red to Port, Green to Starboard directional locator lights located by any docking port for ease of docking alignment, and several standard white lights along strategic points of the modules to make them easier to see in the dark. Why? For one, adding these myself to make docking and navigating around my station when eclipsed by the local primary body takes up an additional 4-20 parts per module. And given the rather... non-reflective state of the modules (read: unless you have a couple of spotlights, you won't see them until the CLANG), even the paltry lights on the pack's docking collars don't really help out in locating and docking with the station. Additionally, marking the docking ports/module ends with the proper running light scheme makes it really easy to figure out which way is which compared to the station and eases the navigational burden of trying to figure out which way to rotate your current docking module in order to be properly lined up. Implementation strategies: I can see two ways for adding lights to the parts. The first is dedicated geometry with adding in little nodes to show where they are located. This would be the long-term method of adding these to the currently existing modules, seeing as they would take dedicated modeling time. The second would be to slightly alter the textures so that they appear to have little light fixtures installed or recessed into the surface, so as to save geometry and time, with the light source being directly emitted from the module itself instead of a geometry feature. I know that not everyone might want this, which is why I've suggested making an alternate part pack without this and the other suggestion I have. 2: A reletively harder, but no less necessary addition/change: Modules with at least one set of four RCS blocks directly installed onto them. Why? This is my other major part count killer on major stations. Lacking RCS when trying to build the station, or when attempting to alter it's orientation is just plain frustrating. Plus, having RCS helps keep the place stable when things inevitably go 'Clang'. You need at least one set, set equidistantly around a module in order to properly maneuver a block in orbit or use it as a control point when shifting. But that is still at least 4 parts wasted on keeping control, when you could reduce the part count on most stations by making them an intergal part of the superstructure. This, unfortunately, will take more work. One way would be to install a set using mostly textures onto/into the Karmony End Ring system (both directly integrated into the part and the free-standing version. They're thick enough to pass things off as having buried the system inside of the end ring, and you get a fair number of control thrust directions from the design. Additionally, it gives further reasons to use them besides hooking into a hub on the station. Alternatively, as with the lights suggestion, you could model an alternative set with a set of four RCS blocks added in via modeling.
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Singularity Research Initiative - dev thread
CptRichardson replied to Daemoria's topic in KSP1 Mod Development
They will be serving as command and control points, as well as major refueling hubs and resource processing centers, and SCIENCE! -
Singularity Research Initiative - dev thread
CptRichardson replied to Daemoria's topic in KSP1 Mod Development
Off the top of my head on what you can remove: All the stuff on top, turn it to decal. 99% of the time, you won't see it anyway. The little rivet-like things on the bottom between the engines, get rid of them, turn to decal. Turn most of the engine pump details into texture decal. See if you can reduce the poly count on those big spheres. Turn some of the exterior details of the engine nozzles to decals. -
Singularity Research Initiative - dev thread
CptRichardson replied to Daemoria's topic in KSP1 Mod Development
Yeah, I've been trying to say that for a while, but it's been forever since I was on the forums. And not so much 'engines' strictly as 'modular radial system'. Because you could have the maneuvering engines they are now (ish), or liquid fueled RCS blocks, or aerospike winglets/normal winglets, or the bases for hybrid rocket motors that pull oxidizer from the main tank into their combustion chambers, or solar panel array deployers for final stages, or *gaaaaaaasp- and is shut up by rocket awesome* In short, your big draw is the way you've accidentally set everything up to be customized, from the potential for advanced 1 meter pods based around the general silhouette with new 'chutes and other components installable, to engine systems like yours where everything from the main driver to the radial boost assisters could be potentially upgraded, to your planned titan rockets, and everything else. Moreso than your actual designs (which are cool as hell). In short, you're the KSP's Russian counterpart. ..... I like that idea. -
Singularity Research Initiative - dev thread
CptRichardson replied to Daemoria's topic in KSP1 Mod Development
Daemoria, you really ought to turn those three outboard secondary motors into one of the signature parts of your mod, and perhaps give them more variety. They'd be perfect for higher tech levels giving you fun stuff like a modified version that turbo-boosts their thrust by adding in a small tank of CFl3 (http://en.wikipedia.org/wiki/Chlorine_trifluoride) to give them a thrust number comparable to main engines, or things like a multidirectional winglet/control surface, or turn them into an interstage connector point that extends out radially to attack multiple stacks underneath a stage. And, I'd love to see them get repeated on larger stages and in different numbers as well. Like a 1 meter with 2 or 4 of mounting points for the system, or a 2 meter with 2, 4, or 6, and so on and so forth. And a five meter version that does the same with these secondary engines in the 1 meter size (crazy thrust?). You might even design a interstage from 2 to 1 meters with spots for them that would let you use these things as braking thrusters or seperatrons mounted directly into the interstage. Basically, crazy customization of your parts. -
Mine is the drill that will PIECE THE HEAVENS! *Watches Jebediah go TTGL on Kerbal.* 8) Either that, or else the thing is drunk, not sure which.
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Need a way to secure the Warp nacelles better without them literally ripping apart the strut structure. All my attempts to escape Kerbal at warp speed have failed because of this.
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Forget about the nacelles, hell, the fuel tanks and impulse engines on that puppy are enough to put you into deep space!
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So once again, what's the point of this? Just a different engine? Efficient at low altitude, high altitude, what?
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Oh Squee.
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Yeah, that's what we need. Actually beefy pylons. Radial decouplers are not Best Decouplers.