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Everything posted by Rushligh
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I'm looking for a nose-cone like part that can open up like a shielded docking port to reveal either an engine or internal cargo space. I haven't found anything matching this description yet. you any of you have any suggested mods that contain such a part for 1.1.2/1.1.3 ?
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I legit laughed. (not sarcasm, i mean it was funny) Unity tends to have a problem with joints in general sadly. I hope the next version of unity will have better wheel collides. I suppose an alternate option would be to use the Character pill colider as a translation colider and program the supposed friction as relative to the direction yourself, thereby bypassing unity wheel coliders as a whole. I don't know if that's an option based on how KSP is built; im only familiar with stock Unity.
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KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Most other nuclear reactor mods conflict with KSPI. They become redundant and should be removed anyway. USI and NF Electrical both cause crashes. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Alternate reactor and electrical mods can interfere with KSPI. The Near Future Electrical mod does for certain. the USI reactors should be superfluous if you have KSPI-E. another thing you're all forgetting is that solar panels exist. there's no need to go craycray on reactors. if you can get close to the sun, you can filter solar wind (offput gases) and absorb immense photon power. essentially, you could "mine" the sun, using the solar power to operate immense reactors fuse mater. Of course we're not that far along in solar panels, especially ones efficient/heat resistant enough, but it's an idea; one especially well suited to the future of KSPI-E i think. if or one would love to see some cylindrical parts with built in retractable solar arrays and compactors. this would be especially nice for SSTO's; you could have fuselage mounted on the tip of each wing, so that the solar arrays could deploy out like a fan on each side. im thinking like the umbrella radiator, but missing 1/4 on the radius for where the wing mounts. PS i love the umbrella radiator; but i wish there was one that would hide within an aerodynamic fuselage. EDIT: GUYZ I HAVE AN IDEA: 1/8th umbrella radiator that's surface attachable, and a sister part (same model, different color) as a solar wing. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Oh! @FreeThinker, I just had a thought. I know you said you were thinking about redeveloping the atmospheric scoops; what about a part that converts intake ATM into its propriety atmospheric composition ( uses megawatts to convert intake air into nitrogen, methane, amonia etc.) Basically a scoop that requires intake atm to function. if there's a way to do it with the current version, do you think you could post the module code so I could mess with it? -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Hey @FreeThinker, i still have that problem i completely removed all components of KSPI-E including interstellar fuels, and freshly installed your newest release (1.9.5). Im using as simple an example as i can: stock 2.5m shockcone intake, stock 2.5m drone core, direct electric converter, OMEGA, big bad KSPI radiators, and a thermal turbojet. electricity is supplied, atmosphere is available, cross-feed is enabled, engine is active, but the thermal jet is receiving 0 Watts of power, and reactor is creating 0 watts of power (even though it's running and using resources). I've checked my mods, and there shouldn't be anything that interferes with it. Every mod I have installed has never conflicted with KSPI before. almost all are parts packs like Suicidal Instantiates MK2 expansion, or the OPT pack. The new game mechanics mods I have are TCA, Tool Bar Extensions, Quick Search, Persistent names, Smart Parts, Connected living spaces, Infernal Robotics, Joint-reinforcement, Firespitter, Thrust indication (it only displays thrust levees of individual engines), and none of those should, or have in past, conflicted. Aside from the OMEGA reactor, i have no problems with KSPI... I made this nice warp-shuttle :3 those fuselages on the sides hold and shield massive solar panels. There's a cargo bay on the belly that opens to reveal a massive retractable radiator array too. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
this is all news to me, since before 1.1.3 the OMEGA functioned on its own as a full blown autonomous reactor. :/ again, this entirely defeats the point of the OMEGA reactor, rendering it entirely obsolete. in small scale application's i'd just use the Antimater reactor shrunk to 0.625, and for large scale use antimatter-initiated/magnetic confinement reactors. i've also notices that powering the thermal jet directly though these reactors creates a much greater delay time in throttling down; there seems to be up to 20 seconds of extra full-thrust burn time even after cutting engines. this seems a little bit... excessive. another possibility would be to replace the OMEGA with a miniature magnetic confinement reactor that can produce substantial thermal power, but hardly any charged particles, and requires a lot of electricity to maintain (powered by a secondary reactor that doesn't necessarily have to be directly connected). i understand the reasoning why from a physics standpoint; but from an engineering standpoint its just.... WHY?!?!?? the inefficiency... -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
I also would really appreciate some different applications for the atmosphere scoops; i find im always have to make my own modifications to be able to use them. The inline scoop would be far better suited if you changed the model to something like the MK4 pack's pre-cooler (a circular fuselage with intakes around it's surface), or in the form of an extended shock cone to be able to mount at the end of a nacelle. also, if you added oxygen-less ATM intake abilities~ so you need a reactor to power a reactor. that seems kinda.... silly to me. it defeats the purpose of the OMEGA being a "portable application"; that is unless you were to make it so that it requires insane electricity to operate; allowing the vessel to be powered by a central reactor while the OMEGA's are essentially part of the engines. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
how would i fix this? The reactos say they are active; and they have fuel fuel. i've tired switching all modes, even shutting it of and jump starting it again. even with the change in name which allows me to load my older vessels, the engines on those no longer work. something with the engine's mechanics has changed. is there a fuel source i need to add now? or a secondary reactor to jump start them in some way I don't know? My primary use for the OMEGA's was as VTOL lift engines /primary jet engines because of their efficiency, small size, and fast response time (Antimater reactor causes the engine to delay up to 30 seconds of extra burn, making it useless for anything that has to maneuver in atmosphere, and neither the antimatter initiated or magnetic reactors can go smaller than 2.5M, also they're to long for my applications) Does anybody else have problems getting the OMEGA reactors to work with the thermal turbo jet? -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Upon doing so i found a new bug with thew computer core. it won't let me do any functions (as though the ship had a drone core but no electricity left). i can't change throttle or enable rcs/sas. note that in the following picture the reactor control window isn't available, but once i replace the computer core with a stock drone core it's available. now with the stock core: onto the main problem, the OMEGA reactor. in this example, the thermal turbo jet is connected directly to the reactor. all the other parts are actually connected to the electric generator, because for some reason surface attachment is disabled on the reactor (i'd appreciate if you'd change that). those radiatoes are KSPI wraparound, and the legs are stock. in the following picture, you'll notice that the engine is activated and throttled all the way up, and that the OMEGA reactor is fully functional, but that the engine is producing 0kN of thrust, and is receiving 0watts of thermal power. the engine works perfectly fine attached to any other 'hot' reactor. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Hey so, i still have a problem with the OMEGA reactors. i typically have them connected to the inline RadRctnwheen then the thermal turbojet, but my jet won't get any thrust. i removed the inline RadRctnwheel and i still have the same problem. my omega reactor seems to be running at 0%. the window says it's functioning but it won't produce any thermal power. as i've said earlier; i have no problems with the antimater reactor as a thermal supply, just the OMEGA (which i use in literally everything). my engines produce a maximum thrust of 4 on the runway... which doesn't do much when you're trying to life a 200 tonne airship. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
always. also, using the antimater reactor (or whatever it's precise name is) achieves an UNUSUALLY high thrust, so high in fact, the TCA can't deal with it, even at 1.25m size. it's strange because the previous 1.1.3 installment worked fine, and i haven't added any new mods since. i did notice you changed the name of the reactor though (it broke all of my ships) i guess ill just have to revert for now -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
There seems to be a problem with the OMEGA reactor. It's running but it won't produce any power. the control windows says it should be outputting 3.0GW of thermal power, but everything else stays at zero. i've tried changing fusion modes, having other stages, radiators, jump starting the reactor after shutting it off.... nothing. I kinda really need the OMEGA reactor to work because frankly... i use it in just about everything. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Rushligh replied to PolecatEZ's topic in KSP1 Mod Development
i looked into it.... it's not happening. turns out all those B9 engines have equivalents in Quiztech, KAX, or other mods. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
UPDATE*** it seems to be a problem with the termal jet, that once it runs out of a say fuel source while activated, it will no longer recognize any fuel input regardless. HOWEVER. if you have an engineer in your crew, and the craft lands (on some from of squad gear) that status will reset and the engine will work again. i've tried this with only a pilot on crew and it WONT revert. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rushligh replied to K.Yeon's topic in KSP1 Mod Releases
you CANNOT use any non-1.1.2 wheels in 1.1.2. you must only use the stock squad parts. any other wheels will cause severe collision problems, and possibly catastrophic failure. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
so, i've run into this strange problem where the thermal turbojet can't recognize any fuel source after it re-enters the atmosphere. anyway, it seems that the thermal turbo jet won't recognize any intake resource if it's activated when the resource it's useing is depleated. I trued running it off liquid fuel as a test, and when it ran out, i switched to ATM and it said "deprived" it will do the same if you exit the atmosphere (run out of ATM). or with any other resource (im testing liquid nitrogen) this is the sip im using; the mk2 shells on the side are hollow and full of reaction wheel/radiators. the thermal nozzles on the sides are for dissipating heat at the expense of ATM. also, it has a TONNE of air intakes. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Rushligh replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
im trying to make an interstellar SSTO... the Void Treader. -
How do YOU use Near Future Propulsion and Electrical parts?
Rushligh replied to Cairol's topic in KSP1 Mods Discussions
i use KSPI... i just have NF for structural and solar uses; the octo-grid is so freaking useful. -
many tracks use large cogs instead of wheels on their drive wheels; the grooves in the cogs correspond to the structure of the track links so there is 0% slippage, however, it required a massive amount of torque. Excavators have this system. im not to sure about military tanks though. as for flexing; no. they don't. the tracks can flex slightly, but if you've watched an excavator turn you can see the the pivot point is the center of the vehicle; the front and back of the tracks are actually dragging on the ground at 90 degrees. that's why tank tracks are trapezoid shaped (in cross section); to minimize the effect of that when pivoting. if they gripped the ground too well at the edges, the vehicle would shudder as it rotates, potentially causing damage.
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KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
Been working on that SSTO. It barely fits in the hangar. It's taken me a while just to get an aerodynamic hullform, but i got it, and the engines installed nicely. still have to install reactors, secondary engines, ATM processors, and correct fuels... AND RADIATORS. still undecided about FTL tech.