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Kommitz

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Everything posted by Kommitz

  1. I got to thinking that most of the required functions could be fulfilled by a single cubic strut core. So here it is: All I've got to do now is make it attach without needing to mess around with the rotation, but I may just upload it as is. Trying to figure out the individual rotation of each attach node is...difficult. Might go on to make some other bits for aesthetic reasons if you still want them.
  2. It's a stock feature in the stock engine module that I activated! I did it on purpose; reactors are supposed to take some time to heat up and cool down but I'll probably remove it from the standard config files when I update next time. (Although if you check the thrust when it's decelerating, the majority of the lag is at very tiny thrust so it shouldn't do much to mess with your burns). You can easily delete this out of the engine module: engineAccelerationSpeed = 2.5 engineDecelerationSpeed = 2.0 useEngineResponseTime = true If it's really getting on your nerves. I will put the feature back in my alternative fuel config when I've done the parts for that, as for it I'm working towards making the engines function a bit more like real nuclear rockets. Eventual goal of having a plugin to handle heating up, cooling down, multiple fuels and power generation loops all in a single part.
  3. I was throwing together a few girder shapes that I wanted personally the other night: Look for it in a day or two on spaceport, should only take a few minutes to finish if I actually put my mind to it. Any more particular parts you'd be looking to get? I had in mind a T-joint, 4-way joint, nice looking 0.625m adapter and perhaps a few 2.5m parts. Maybe some cubic-octagonal width pieces too.
  4. Fixing up the emissives on current parts, testing things out for new parts in the process. I've also considered adding in some lights (in unity) so your rocket exhaust can illuminate things but decided that might detract from the already limited light allowance. Slowly unwrapping the FTmN 160. Will probably be another week or two. I've also been working on my large hydrogen tanks and things, and CFG conversions for my nuclear engines to use them, along with another unrelated set of parts for a particular historical project that'll see the light of day eventually. Someone can try to guess it if they want, here's the first stage engine shroud:
  5. These look really nice considering they fit in so well with the stock parts. Lovely job on the textures.
  6. I was just thinking about something like this the other day, might be useful. Thinking that refueling it by shipping fuel from Minmus could work well plus you can aerobrake it back down to a low orbit once it's done pushing pushing things.
  7. T-th-thanks. BTW you might want to give some rep to Nertea for making these parts and this thread ;)
  8. Jesus Mohammed Yahweh Jehova I don't know why ancient pantheistic gods get all the usage
  9. I think you're making many assumptions that aren't necessarily true, and ironically many of them would suggest that you're a fan of pewdiepie. It's best not to judge people before you know them I think it would be lovely to welcome some new members to the community, there are bound to be at least a couple that can type coherently which is more than can be said for an unfortunate number of current members
  10. There's two animation modules that are useful for the engines: FXModuleAnimateThrottle ...and: ModuleAnimateHeat They're both pretty self explanatory. As the heat animations are based purely on the animation they don't even require the engine to overheat to work so long as you ramp up the effect quickly. The glowing engine ports should be easily done. There's no way to do a pretty engine effect like that using particles but I think playing around with a transparent mesh and the animation modules might work out. I've tried it myself, but it doesn't work so well for conventional exhausts as they need some actual volume. Also nice models, would download
  11. You know your stuff so I'd assume you know this already but: (As far as I know...) The only thing you can really do to get a smaller memory footprint is to reduce the number/size of textures, either through reducing the resolution or sharing assets among multiple parts. Every texture is converted to DDS during the initial loading I think that most of the size increase comes from (basically) the doubling of the number of textures due to the added normalmaps. ______________ Aside from that, loads of appreciation for the work that's gone into the pack; it looks great and I especially love those new Soyuz styled tanks.
  12. I've got designs a H2/O resource system that I'm planning on doing for my engines eventually, using Kethane. Have a couple of ice drilling bits mocked up, I'd be glad to share them once (or if) I have to time to finish them off. What level of detail are you looking to go in to with the resources though? In my plans I'm just treating the preexisting Oxidiser as LOX, and I had thought about making a Hydrogen analogue at around 1/10th the density of the standard liquid resources to keep the numbers nice and rounded.
  13. Bac9 is an artist, the plugins were done by others so if you're interested in using the HydraEngineController plugin I believe the creator is on the KSP modders IRC fairly frequently: #kspmodders on irc.esper.net. If you really need to speak with Bac9 (or anyone, really) it'd make more sense to send a PM than just hoping he sees the thread.
  14. I post in my Work in progress thread more often. The short of it is that I'm just diversifying the FTmN pack a bit by including a couple of similar-but-different styles to the engines. Here's what the 'FTmN' 160 should be looking like:
  15. I haven't used Mission Controller so I can't say how well the costs are balanced compared with other parts. It is supposed to be expensive though, nuclear reactors are not cheap to build If I were you I'd just edit the .cfg with that in mind.
  16. Maybe... Working on the FTmN 100 now. Or maybe 160, or some other number inbetween. Going with a slightly different style for variety and to suggest a wee bit of technological progression. FTmN pack should soon contain this, the tiny radioisotope engine and the two that are currently in it.
  17. Did you miss this entire blogpost? http://forum.kerbalspaceprogram.com/entry.php/747-The-Making-Of-New-KSC You might want to take a look at it.
  18. I believe they're around 80cm with their helmet on.
  19. I had a simple explanatory diagram on spaceport for my old release: They have a nuclear reactor in place of the oxidiser. Chemical rockets extract energy from their propellant by oxidising(burning) it quite vigorously. Basically this makes everything really hot/energetic and causes everything to expand out the back at great velocities. Nuclear rockets, instead of oxidising the propellant to generate the heat, run it straight through a high power nuclear reactor. Basically this makes the propellant really hot and expand vigorously out the back. So they don't need the oxidiser. (Nuclear reactors are usually not spherical, and technically the ones in my engines aren't but I think spheres look spacey so eh.) That's a bit different though, it's supposed to be a tradeoff between efficiency and thrust whereas the LV-N just runs at an improbably high Isp (for the propellants used) in one mode. Eh, no. I might make it do that if I can find a plugin to switch between engine/power generation mode.
  20. Nice work on the aerospike, lovely choice of emissives too.
  21. I actually figured that out by looking at other configs (and the current release uses it). Also here's that tiny nuclear engine, I think it's kawaii as à ² _à ² uck. It's pressure fed now. I'm working on some parts for resource mining too, but I'll wait until they're textured a bit before I show anything. Mostly meant as aesthetic alternatives to others because I wanted to make some cool looking mining and industrial stuff. Also considering making a config for Kethane that'll add water (or more often, specifically, ice) to it so you can make your own nuclear propellant, which would reside in tanks like this: Going with a density 1/10th that of the standard liquidfuel, which means that while the tanks may be huge, they'll not weigh very much. This one full weighs half of the orange tank, which means the mass fraction of the fuel is really awful with the standard fueltank ratios. Will change that for the purposes of balancing. EDIT: Here's a 1.25m reactor to match my engines, too.
  22. There's plenty of mass-to-energy systems (nuclear reactors) but you're not gong to find any of the opposite because it's cheaty and a slight engineering problem. The Jool-V was probably emulating a very undetailed fuel cell.
  23. A small wind turbine! I'll wait to see what plots are free before I decide what to do with it. And animooted: I've designed a larger one too, figure a windfarm full of giant three bladed windmills would make an interesting thing to fly through.
  24. In case you haven't already, check my release thread! Also here's a little blockout of a 0.625m engine. It seems a bit impractical to do a full on nuclear reactor at that scale so I'm basing this off the idea of a radioisotope rocket; like an RTG with propellant run over it. It'll be less efficient than a full on reactor based NTR but should be an interesting alternative to Ions for some probes, albeit still with very small thrust. Not entirely sold on the pump to be honest, I might just decide to go with it as a pressure fed engine. As for the realistic fuels and things I've been pondering about for ages, I'm thinking of tying them in with some other parts I'm making. More on that when I've got some concept art down.
  25. Procedural tanks? Also love the work that's gone into the pack recently. I don't usually like parts that are balanced 'realistically' but I use these fairly often just to do missions that look really good, your modeling and texturing are really great. Also also you do you have any recommended sites when it comes to getting reference images for Russian space program things? I've been looking for decent images of the RD-0410 for a while, but they're difficult to come across
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