Jump to content

Rushligh

Members
  • Posts

    217
  • Joined

  • Last visited

Everything posted by Rushligh

  1. alright: so along this end, could you you (in theory) so this same idea with non-circular parts ends of different types; like mk2-m2 or J-mk4? because if it's possible i need it.
  2. so, upon reading this thread, i came up with an idea. Is it possible to make a part that works like the fairing does: but has attachment points at both ends? im thinking a part that, (for simplicity sake lets say 1.25/1.25) you can set the length and size of each end? if so could one in theory make it asymmetric, move the non-fixed end arround the XYZ axis and have it generate a curved connection between the two anchor ends?
  3. ohh. okay, i misunderstood that. i agree that would be useful. sort of like an extended belly mk 2. i've seen a form factor that is basically like 2 mk1 hulls side by side, then covered. this would be extremely useful actually: especially with side opening cargo bays. (basically a miniature k factor) WE NEED MORE SIDE OPENING CARGO BAYS IN EVERYTHING.
  4. Well yes, but davon's mod works based on thrust calculation, not active sampling like TCA. Think of TCA like a really advanced SAS core in charge of using engines like RCs modules, where Davon is like MechJeb; it works based off calculations. If there are variables it doesn't know the whole thing goes out of wack.
  5. That description of Mk2 oversized is literally the opt J factor. It's redundant. I WOULD like to see a 3.75m based j/mk2 shaped hull though, one with a nice big rear opening door and good mk3/mk2/j compatibility. i find that K's bays are to shallow and the form factor can't hold very much. While it's usefull for transporting flat rovers it's not good for very much else. Mk4's flat bottom make for an aesthetically unpleasant situation when it comes to intakes. And the 1.25 meter adapters also make for awkward designes with lots of part overlaping. It's not bad, its hull shape is very functional for many applications, it's just not my taste. NF's Octotruss is relatively self contained; as a truss it doesn't need to fit any other form factors, it's meant to be purely structural. I'd like to see a pack like the mk2 expansion for the J form factor, as it is (in my opinion) the most versatile ssto form factor to date when combined with mk2 hull segments. Alternatively someone should make a mod to apply tweakscale to all mk2 parts from squad, suicidal insanity, quiztech, SXT, and Dr.Jed. This would allow a moc of the 'larger mk2' form factors. Using tweakscale also means it increases part connection strengh, making larger craft stronger and able to handle more force (so non KJR users won't have their ships rip appart) .
  6. So i've been building ships with multiple stages: drop pods, escape pods, missiles, base deployment, etc, and have run into an issue... i can't switch to the deployed/jetisoned section even though it has command modules, until both it and my current ship have landed. I need a mod that will allow me to switch between vessels in kerbin atmosphere and apply physics live to the previous section. Preferably with hot keys, but buttons can work too. secondly, i've noticed than mods like TCA will stop working on a craft once that craft is no longer under your direct control; even if it's enabled and your settings remain unchanged. Is there a way to apply TCA settings to ALL operational vessels with thrusting engines, or on a vessel per-vessel basis and have it REMAIN operational? not specific to TCA necessarily, but any autopilot mods that can handle VTOL craft.
  7. So i've been building ships with multiple stages: drop pods, escape pods, missiles, base deployment, etc, and have run into an issue... i can't switch to the deployed/jetisoned section even though it has command modules, until both it and my current ship have landed. I need a mod that will allow me to switch between vessels in kerbin atmosphere and apply physics live to the previous section. Preferably with hot keys, but buttons can work too. secondly, i've noticed than mods like TCA will stop working on a craft once that craft is no longer under your direct control; even if it's enabled and your settings remain unchanged. Is there a way to apply TCA settings to ALL operational vessels with thrusting engines, or on a vessel per-vessel basis and have it REMAIN operational? not specific to TCA necessarily, but any autopilot mods that can handle VTOL craft.
  8. PLEASE. I NEED IT. also haven't tried the new fusion engies yet, but im planning on making a ssto based off of one of 'em.
  9. Thanks, i'll take a look in a bit. I know the feels. I work at a coffee shop. when im at the espresso machine its always "one of the drink, one for me, one for the drink one for me..."
  10. itmight have to do with the base systems. few questions: 1. are you using windows 64 bit? 2. have you tried holding ATL + f12 and selecting debug, removing the lock and trying to exit? 3. open task manager: are you nearing 3.4+ gigs of ram? 4. do you have any parts NOT attached to your vessel floating in the hanger specifically attached to the ground and refusing to move. 5. after updating these mods, did you make sure to delete all your module manager config files and and the "parts list" file in the main folder? if not, please do so and let ksp fully load and compile the new mod information.
  11. Now im determined to find a way to make thermal rcs jets. O_O
  12. So, for the Devs, and any moders out there... can we please, PLEASE talk about why the part offset direction isn't relative to the orientation of the part? If I rotate a part, the new orientation affects the position of the rotation axis(s) in the editor gui, but the offset directions are not changed. They remain a fixed xyz relative to the world. I understand why that might be useful but could we have a setting to change the offset from root of the hanger, to root of the part's orientation? (like with radial attachment). this is a SERIOUS pet peve for me.
  13. Good point. I've been out of my thermodynamics classes too long. What you need is some kind of abalator system... something that injects a VERY heat conductive gass or liquid onto a radiator core and expels it into space; thereby cooling the ship as a whole. sorta like the the thermal engines, but far more efficient and used with a specific given resource to vent heated mater. Combined with the atmosphere processors it could be a viable system. I would also be nice if there was a part that acted as a heat magnet (for heat/waste heat) a sort of thermal super conductor that could be jetisoned with each progressive stage as a sacrificial anode, thereby removing significant heat. im just grasping at straws as I come up with ideas on my commute home from work. Not reealllyy thinking things through lol. Actually along that line of thought... what about a thermal rcs jet? An inline module placed adjacent to a reactor with an array of thermal nozels? . It could also be a thermal bridge between a thermal engine and a reactor. The output power of the engine would lessen as the rcs uses more resources. Sort of like a 'gimbal addon'
  14. y'all are totally going tot own on this and i love it. As for nuclear sub reactors that is all ture: however the near 0 kelvin of space is a lot colder than the ocean. I think that you should implement passive radiators (kspi and stock) into your hollow hull segments (that's exposed to space) act as a radiator. i mean they do have a bloody massive surface area so why not?
  15. It would be nice to see more experimental physics engines (Antimater, virtual particles, infinite improbability...) but im F.A.R. (haha) more concerned with radiators, especially anything inline with powered heat reduction. I'd love to see something of the like for 2.5 factor plus: a part that is the space-fairing equivalent of the 1.25m inline radiator. instead of having a reaction wheel, having a powered heat pump that uses MW to reduce waste heat. this way you could in theory use large solar panels to supplement power for your vessel and act as radiators, and have the inline radiator cool powerful engines. (more specifically the quantum thrustsers and VISTA that desperately need it). allowing for a smaller more compact ship capable of ACTUALLY FITTING in a fairing for launch.
  16. oh, if it's in the shared assets i may be able to edit it in unity. ill take a look. (i have the actual Dev program)
  17. also remember, in unity the X axis is up and the Y axis is depth. it's weird, i know.
  18. Is there a way to change the KSP load screen picture? just for fun #yolo
  19. Hey, so this is just a suggestion, but i"ve done this myself and found it IMENSLEY useful. I copied the inline processor and removed the atm processor module, replacing it with the values of the KSPI inline radiator and thermal bridge (it can sit between thermal engines and reactors, providing significant cooling in atmosphere. ) i also added an ablative heat pump for use in space.
  20. If you make it and post a link, or show me how to make it, i can test it. i literally have multiple installs for testing KSP mods and parts.
  21. Ahh. Davon's mod can't automate VTOL craft balancing (something my Cyclops ship really needs due to its speed and weight)> i think it's not TCA so much as an incompatibility with KSPI's thermal engine mechanic. KSPI's engines have either a nucler rocket or jet module in them so that other mods can recognize and categorize them in VAB, but part of their actual thrust and effects are run by KSPI specific modules. basically all kspi engines have 2 engine modules in them that work together: i believe that's the problem. TCA and Damon are trying to manipulate the legacy module in the engines, but not the KSPI element. so they're only transforming half the thrust value. TCA still balances the craft because it compensates not for "supposed" values but by sampling and correcting orientation with the sas every frame. anyway, i figured out the problem. just gunna leave this here in case anybody else has this issue in the future.
  22. The Terra Crawler Frame: not quite an incomplete project so much as a base for a number of spinoff designs (which im missing dependencies parts for) ideal for use with BDArmory as a tank body. Craft file: https://www.dropbox.com/s/xf4xjjvxnwlexkr/Terra%20crawler%201.craft?dl=0 requires: OPT 1.8 V4 Suicidal Inanity's mk2 expansion Kerbal Foundries SXT Stock Extension Expansion
  23. thanks. My hope in the future is to find a fuel balancer mod that works with interstellar fuels so i can replace two of the rear engines with thermal nozzles and use them as rockets in orbit. It doesn't need RCS to mauve in vacuum do to the high amount of powerful reaction wheels (KSPI inline radiators have them built in) Also a warning, the radiators are designed for atmosphere, taking this thing into space will make it overheat VERY fast.
×
×
  • Create New...