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Everything posted by Rushligh
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New MPD Engine Design for Kerbodyne Plus 1.1
Rushligh replied to Bonus Eventus's topic in KSP1 Mod Development
all this is very arousing in an intellectual way. I love where this is going and can't wait for a full release. Although i do love what KSPI has done, and i greatly appreciate it, i can't help but desire an Antimatter/Impulse engine system with albercurrie rails as apposed to the ring.. using bustard collectors for the exotic matter... If you're not familiar that means a StarTrek style drive system. A central core using Antimatter and Dilithium crystals held in a magnetic field (which coincidentally also acts as containment and cooling) to generate exotic mater and Beta radiation that is magnetically converted into electric charge (Gigawatts). The reactors output is based on its draw (like the KSPI antimaters). Both the Impulse drive (up to 1.0c ), and the warp drive (up to 11.3c ) require GW and exotic matter to run (warp engines constantly require a minimal electric power to maintain their magnetic cooling/shielding). should the warp drive require too much power, the reactor will begin to overheat (significantly gain waste-heat) and eventually catastrophically fail. warp engines, while they only prove faster-than-light thrust (and must be placed a certain distance from all other non-shielded parts, ie, everything but themselves and engine pylons) also act as mass radiators dispersing waste heat. having more/larger engines means you can go faster before having your reactor melt down. In order to support the mass amount of exotic mater used by warp engines, most are fitted with bustard collectors (the red things in front of the engine rail). they collect exotic matter when traveling faster than light speed (they operate at a curve, collecting optimal amounts at between 5c and 8c depending on how advanced the system.) Different levels of reactors can provide different levels of ExM and GW before going critical. Impulse engines, while unable to provide drive thrust when at warp speeds, (they cannot translate an object over XYZ axis) when used in tandem can rotate a vessel at warp speed. Warp engines cannot gimbal. a more advanced ship would have impulse thrusters for maneuver at warp speed and docking maneuvers. Impulse engines CAN be used in atmosphere, but doing so generates a ton of waste heat. Impulse engines function like KSPI's warp drive by translation, not my mass/thrust ratios, however, larger masses will require more GW to translate. I doubt ill ever see this anytime soon (I'd make it myself but lack the skill.) but i had to throw in my two cents.- 29 replies
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I've thought of having something where the MK2 cockpit (or the egg shaped part of it) could eject from the hull and have deployable chutes. i can imagine that would be more universally useful.
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got around to building a plasma engine ship on kspi
Rushligh replied to noobsrtoast's topic in KSP1 Mods Discussions
In KSPI Ammonium seems to be the most potent propellant (at lease if you have your engines scaled up) You'll notice however that these engines require a lot of electric charge... as in the charge of a small plant. until we master making micro-fusion power plants, that technology won't be applicable IRL any time soon. also, heat. all the thermals... to much heat... -
Lack Luster Labs has some nice airlocks if you're looking for anything more scifi/base related. I'd love to see a docking port that is also an airlock...
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So, i recently constructed a massive SSTO (basically a space ferry). it is in fact so large that i can't fill its crew capacity in the hanger (i max out my staff). That's beside the point; i've installed an airlock inside the vessels hangar bay, but every time i want to use it i have to switch crew modules is there any way to automatically board to ANOTHER module, or set an automatic transfer? being that ideally i would be loading many kerbals in and out of this lock to man other vehicles docking in the hanger...
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New MPD Engine Design for Kerbodyne Plus 1.1
Rushligh replied to Bonus Eventus's topic in KSP1 Mod Development
I can smell the KSPI-E from here. what kind of things could possibly provide megawatts and kilowatts of power... how about Antimater reactors! or just big nuclear ones. Particularly KSP Interstellar extended reactors. I have a feeling that your engines are gunna be used with this. (i already use the Kerbodyne hulls for getting massive antimatter reactors into orbit.) on a side note; is there any chance of you adding Waste heat radiation to your solar panels? (for kspi)- 29 replies
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Kluster: Suggestion and Discussion Thread
Rushligh replied to ProtoJeb21's topic in KSP1 Mods Discussions
tears of sadness.- 14 replies
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the last two images... dude, like, dude. if you don't end up using them for your mod could i pretty pretty please have the model files to mess with making some engines? (credit to you obviously because i can't model for my life)
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Kluster: Suggestion and Discussion Thread
Rushligh replied to ProtoJeb21's topic in KSP1 Mods Discussions
>64 bit "Use at your own risk" type mod i suppose.- 14 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rushligh replied to sirkut's topic in KSP1 Mod Releases
oh. so if i locked a hinge it could hold a thrusting jet engine without bending? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rushligh replied to K.Yeon's topic in KSP1 Mod Releases
i mean supporting it at a high level. i have issues with 32bit applications and demanding open GL grapgics some times, but not directX (FreeSpaceOpen if you're familiar) using a Gx 750 laptop card. forcing open gl with demanding graphics in 32 bit can cause some weird shading glitches. (if you have a 64bit system) -
it already exists, and has been remade a lot. and a billion other related mods if look for them. the MK2 KSPI integration being one of the more popular
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I'd love to see something like your first rover/vehicle meant to dock/deploy out of another part. imagine a mk2/MK3 hull where the lower half dropped out to become that vehicle. if it had built in KAS winch and doc to pull the vehicle back in and dock it with the craft again. this would work wonders for orbiters. On a separate note that gives me an idea. if the MK2 inline cockpit could eject the cockpit portion as an escape pod and deploy a parachute...
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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
if your graphics card/driver supports it. -
Kluster: Suggestion and Discussion Thread
Rushligh replied to ProtoJeb21's topic in KSP1 Mods Discussions
I've noticed alot of mods for adding asteroids and such, but i want to see mass asteroid belts, like star-wars style asteroid belts. Think of the 'fun' navigational challenges.- 14 replies
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- kluster
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@Somtaaw I sense a hiigaran, For fuel switching KSPI will do some, the MK2 KSPI integration will attempt to add interstellar fuel switch to any LF/LFOX tanks that don't conflict with another mod. Worst case scenario; if you really need the part with a specific fuel you can copy the part .cfg, change the name inside the file, and change the fuel type to whatever you need (or paste an interstellar fuel switch module if you have IF installed) Real fuels will do if you plan on using stock parts, but if you have any parts that run off anything NOT LF/OX i do suggest Interstellar Fuels. also, TAC fuel balance will only work with LF/OX/MP fuels. if you have 2 tanks full of liquid nitrogen not only will it not balance them, it won't calculate them for weight and hence will NOT balance your craft.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rushligh replied to sirkut's topic in KSP1 Mod Releases
So, i was thinking about the wobble issue... I know the problem is inherent to the way movable parts work in KSP. but i was wondering if there would be a way to "lock" a joint;. as in change it from a moving object to a non-moving one in order to stiffen the joint. if the part is no-longer considered a "moving" joint, then perhaps it would be rigid. if you could toggle that property though a drop down menu or menu bar, then one could make movable joints that retain structure when they're not being used. (you could make a VTOL craft that shuts down its engines before rotating...) -
naw, i like the first one allot better! i feel like it could be a skin a KSPI VISTA modification. (which i would very much like to see)
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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
you're running out of memory. run KSP in a window and open task manager, and look at how much RAM KSP is using at one time. 99% chance you went over 4GB and it crashed. This used to happen to me all the time when i reverted to launch or assembly buildings. when you revert to launch is has to re-load not only the building scene, the parts graphics, but also your vessel, while loading the previous point in time for the game world (it's reverting the entire game universe to the time before your launch). solutions: uninstall most of your mods, or go 64 bit. sometimes changing settings on your graphics card/ in-game graphics can help; the less ram your textures use the better. -
I like them all. the last two look like they belong with LackLusterLabs parts. (you might want to see if they can use them, or work out compatibility?) the first engines demo should be a 3.75-5.0 Meter part that make far better use of thrust-electricity/fuel ratios; where the second engine would be a 2.5 -1.25 m part that requires far more electricity and fuel. I would love to see these parts function with NFT or KSPI. If i had to pick i'd go with the first one. it looks so much more realistic for an ion cluster.
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i suppose you could. ideally jettisoning SRB's is preferable due to weight, but if you wanted to you could make an engine with two engine modules; two points of thrust. one SRB, one jet. you could take the R.A.P.I.E.R and change the Liquid Fuel to Solid Fuel and inclue it in the the part. disable auto-switching, disable engine shutdown, etc,etc. might be useful to do this to allow going from jet to SRB then back to jet for Orbiters... in-fact i'll look into it.
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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
... why not just use OPT 1.7, then replace the old wings and engines with the 1.8 ones. that's what i've done. If there are any other updates you can slowly sift the new parts into it (excluding main hull portions) until the release is complete. I may very well stick to 1.7 hulls simply because they're KSPI compatible, i like the old K cockpit, and i have a billion ships using their parts that i don't wanna loose. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Rushligh replied to Lack's topic in KSP1 Mod Releases
I've run into similar issues with other parts packs. you have to telete the "parts.cfg" file firstly. if you have any toolbar plugings they may not be displaying it. if you have the search plugin try that. Also i've head a lot about Near future propulsion screwing up engines that SHOULD be there. -
Is there a way, without using struts or docking ports, to connect a part to more than 1 root part? example; making a circle out of MK2 components, using bent angle parts. is there a way to join those parts at the end; complete the circle? or do i have to make two halves of a circle and dock them to make a structurally complete and symmetrical one? is there a mod that would allow this in construction? set a connection between parts that may or may not be physical?
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rushligh replied to sirkut's topic in KSP1 Mod Releases
I've tried reversing them to no avail. when i do the opposite side of my craft moves shakily and the other side doesn't respond. I'm using NeatFuture Construction for the chassis. I figured out the problem. it has to do with weight, tweak scale, and symmetry. NTF construction hubs wont use symmetry (IE you have to place left and right separately). this seems to do something to the unity physics making the two sides not treated the same. the reason why my piston problem changed sides it because i changed which side i made first when i reversed the pistons. as for the jittering/not responding it seems to be because i overloaded them with weight. (6 pistons holding 32 tonnes of submarine). Tweak scale doesn't seem to proportionately chance how much weight they can handle, just the size and electric draw. I rebuilt the chassis with stock beams using symmetry and with 12 pistons on each side and it worked for lighter craft. perhaps there's a mod or a way to make IR joints handle greater weight/torque?