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Everything posted by Rushligh
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KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
>no effective SSTO CHALLENGE ACCEPTED! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Rushligh replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
yes i do, i just far to lazy to make ANOTHER account somewhere. also, im going to be making a few custom MM configs soon for tweakscale and kspi integration. im going to try and find a way to turn select RCS thrusters into engines so thay can be used as spot thrusters or manuver engines with TCA. -
how the HELL did you get the wheels to work!!!! what out packs do you have wheels for in 1.1.2 ?!?!? also, pleeeaase help the people with Kerbal Foundaries~
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*drools* I can't wait. one thing you might want to do is issue your wheels in preset sizes. there's some severe problems with tweakscale and wheel collides; tweakscale alters the mesh size, but because the collider isn't necessarily attached to the mesh, it doesn't move/change appropriately. the result is wheels sitting half way into the ground, and having their part collides (not wheel ones) get stuck. this WILL be a severe bug problem for you in the future i can feel it.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Rushligh replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
all my ships have got like, at least 200 part count XD these are like, just a select few. i haven't gotten to upload most of them. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rushligh replied to sirkut's topic in KSP1 Mod Releases
by the way, i found a partial solution to some of the IR wobblieness~ it seems that attaching a powerful reaction wheel on the end of whatever rotation part you have and disabling all but the movement that correlates with the joints function, helps. using this technique i've been able to use IR rotatrons to make wheels out of KSPI radiator/reaction wheels and mk2 tilted connectors from SXT it's just a prototype but i've been able to get it up to 30m/s stably. (1.1.2) no gimmicks, no engines, just a reactor, hulls, and rotatrons. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Rushligh replied to Claw's topic in KSP1 Mod Releases
just though i'd let you know; your lifting surface patch seem to interfere with a ton of other mods -
totm june 2018 Work-in-Progress [WIP] Design Thread
Rushligh replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
This is just an experiment so far: the Giga Buggy. i got really annoyed with the wheel mechanic in 1.0.2... its horrible, and the stock wheels are even worse. so i though... why not make my OWN wheels? this horrible abomination was the result... max of 28 m/s currently (i can force it up to 40 but it's highly unstable) required mods: -kerbal joint re-encorcement -SXT -KSPI-E -OPT 1.8 (v4 moded and updated) -Kerbodyne plus -mk2 Expansion -Infernal Robotics (for 1.1.2) https://www.dropbox.com/s/nm7rsgtwqjxk623/Giga%20Buggy.craft?dl=0 -
This is just an experiment so far: the Giga Buggy. i got really annoyed with the wheel mechanic in 1.0.2... its horrible, and the stock wheels are even worse. so i though... why not make my OWN wheels? this horrible abomination was the result... max of 28 m/s currently (i can force it up to 40 but it's highly unstable) required mods: -kerbal joint re-encorcement -SXT -KSPI-E -OPT 1.8 (v4 moded and updated) -Kerbodyne plus -mk2 Expansion -Infernal Robotics (for 1.1.2) https://www.dropbox.com/s/nm7rsgtwqjxk623/Giga%20Buggy.craft?dl=0
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So, I've been trying to create some of my own modded parts, and have run into the problem of "what does this even mean?!?!" I know a little bit, but by no means am i a skilled enough of a programmer to go about writing my own c# scrips for a DLL. so, that leaves the built in Module function that come in core KSP and other big mods like KSPI-E or USI. the wikipedia page is... sparse and outdated to say the least. I'm wondering if anybody has access to, or could make a manual that lists all the functions of given modules and their potential values? It would be especially nice if someone from SQUAD were to do this with releases so moders could update their packs... *cough wheels cough*
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
second to last line of last post: ASP paint. i don't think it works in 1.1.2. it barely worked in 1.0.5 (kinda buggy. no symmetry)- 863 replies
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totm june 2018 Work-in-Progress [WIP] Design Thread
Rushligh replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
im to lazy to post pics of my latest project again. link has them all in the topic. the community has really picked up OPT where it was left off. it's quite impressive really. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rushligh replied to K.Yeon's topic in KSP1 Mod Releases
yes on DRE because of KSPI-E. i've had to design my SSTO's with enough fuel to retroburn from 720,000m - 560,000m. my problem is when i come in with warm engines at 2100m/s or more at 650,000m. the i get a firey death. the hulls do okay, but KSPI automatically makes all wings radiators; as such they conduct more heat and explode faster.} i've found that placing powerful active radiators on problem spots can help. also, with nose cones, try making composite ones(left/right/top are differen segments). having more parts to share the thermal loads helps a lot too. anyway, my point being that one would assume that OPT's near futuristic design would have better thermal tiling for hot entry. (As opposed to a controlled retro-burn). -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
it's listed here somewhere. i need to re-install it actually. i hope that was the correct dropbox file XD- 863 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rushligh replied to K.Yeon's topic in KSP1 Mod Releases
fair enough. for now some creative of setting has worked. btw, partially solves the cone overheating; use the nose cone put inset another cockpit inside it; distributes heat. i also put 3 small powered radiators on each side of the nose to draw critical heat away durring escape and re-entry. what i've mad with the new pack (loving the L pieces) the cabin in mk3. so far unnamed craft, passenger complement of 72, crew of 8. cargo space enough to deploy a small station. enough fuel for two atmospheric hops, achieving high orbit then de-orbiting, or escaping to another local body. -
in case you all haven't noticed, this mods development has been PAUSED! don't pester the poor guy about updating this or that because it won't happen until they decide to return to update the mod. if you like these parts, i suggest you check out some of @SuicidalInsanity's works as they're more up-to-date. but seriously, if the developer was still working on the mod don't you think they would have fixed the far patches/other things by now?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rushligh replied to K.Yeon's topic in KSP1 Mod Releases
any chance you'll offer any nose cones with better thermal shielding? I find my ships often burn up from going to fast also, any chance of some mk3 adapters? -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
on a similar note, i made a little tweakscale patch for most of your mk2 parts: https://www.dropbox.com/sh/1rom8ghl3x1yshm/AAD-dssmYhyrlx2wLXCbPyKia?dl=0 use it if you want. i took me like, 3 minuets to type XD tweakscale gives scalability to all stock parts: including mk2. i made this so i can rescale all my mk2 parts and make some nice custom hull shapes. i have yet to do the mk3 parts, OPT and quiztechs parts. anyway, stick that cfg in the mk2 expansion/patches folder.- 863 replies
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if you're using campaign it WON'T work. TCA only takes the fully upgraded values of the engines (ie sandbox values). also, you'll have to stick to engines with a relatively good response time. i use thermal turbo jets for the most part. nozzles seem to work to. also, since KSPI engines are so powerful, you'll have to consider craft design even more. if you have a VTOL airship you cannot have to many wings, or only wings on the front/back, it will NOT work. also, if you have the stock bug fixes, you MUST delete the lifting surface fix. RCS doesn't work with kspi engines; however, you can use small engines in thruster mode AS rcs engines with TCA; that's what i do. Umbra's explorer pack: it has an electric rcs/fan engine that uses electricity. use it like a linear rcs jet and set the engine to thruster mode. also, if you have KSPI, then you have access to the inline radiator/reaction wheel which works WONDERS in larger craft if you put multiple in strategic places. make sure you have klougheed gimbal. i've found there's a bug in ksp 1.1.2 with air intake symmetry. it gives priority to one side of the ship in a shortage: i suggest adding different intakes at different angles; it may help.
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KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
i mean retro-thrust before you hit air. between 75,000 and 65,000. i don't bother installing forward facing thrusters, i just reverse my vessel, show down, then turn arround in time; from there kerbaloons and any kind of drogue deployment is best. in my case i can have my whole vessel on a 90 degree angle to the decent trajectory. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
that's what i mean. speed = thermal heat. radiators disperse ehat but in order to do that they have to attract heat, therefor becoming very hot. as such, adjacent parts become hotter FASTER. in the case of atmospheric exit you want to NOT user thermal engines to exceed 1800 m/s, do NOT try an escape angle of less than 30 degrees. on re-entry you want LESS than 2500 mps and between 40-70 degrees angle. less than 40 and you'll be esposed to to much atmosphere burn but no air resistance, therefor making you hotter but not slowing you down. you also run the risk of skipping off the atmosphere back into space. to harsh an angle and you'll hit the air to hard and not have enough time to snow. you're best bet is to hit it at 45degrees and retro thrust from 72,000m as hard as possible untill you either get under 1000 m/s or start to see flames (then turn your ship the right way!). again, kerbaloons can help with re-entry because they act as retro-thrust AND drogue shoots. >7500 m/s RETRO-THRUST DAMNIT, RETRO-THRUST! that's WAY to fast for an ssto with the kind of fancy equipment kspi's got. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
what speed are you descending at? if its anymore than 2500 m/s you might wanna consider retro-thrust before/during reentry. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
shhh what FAR? i don't know about any FAR <.< >.> i made this in windows 64bit in 1.0.5. FAR didn't work even with ***REDACTED*** . -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
always sandbox yo. i can't afford to come in to hot because i use OPT parts. i strive for aesthetics as much as function. this passenger shuttle holds over 80 and used light bulb engines with LF for orbital positioning. uses thermal turbojet with OMEGA for take off and atmospheric flight, and uses OPT mk2 j-61 jets as scram jets for the last 10,000 ft where thermal jets just get to hot.