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TheSuperintendnt

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Everything posted by TheSuperintendnt

  1. I've had a similar issue to Lajoswinkler though mine seems more sever as none of the antennas in the parts list or on my vessels seem to count(all vessels both in the VAB and Space say "no signal" and "antenna: none") I also get no signal lines of any type(understandable as nothing has an usable antenna) which also mean I have no control over probes. I have tried the above solution which only disables Kerbalism's signal/bandwidth UI and doesn't return the stock system(not even the stock CommNet UI returns). I am only using Kerbalism and Hyperedit(for testing) on 1.2.2 which I have had steam verify, any suggestions?
  2. "You must spread some Reputation around before giving it to lajoswinkler again." - DAMNIT! _Augustus_: Ablate isn't a guarantee, I believe he found the conditions to extreme and I'm not sure if he found a solution.
  3. Welp, now I know what THAT was for....curious, I wish I hadn't burned out on KSP, oh well Bifrost with fly at some point.
  4. Indeed, several of Bifröst's main componets are manufactured by WBI, your technology has saved our engineers countless hours of trial and error!(mostly error) Meanwhile other side of the 4th wall: OMG...DSEV's dev 'Angel-125' commented on my thread! Yeah...but they look cool:wink:, also I haven't quite got the balance yet, thank kod this isn't IRL!
  5. Thank you sir! But to answer your questions: Not sure if its gonna have a heatshield, for more then one reason, a) it would be massive, don't know how I would launch it, and c) it could be detrimental to ship structure. So yeah I may use the engine for orbital insertion. Hofmann is preferred for efficiency but hyperbolic may be required so the mission doesn't take 100+ years!
  6. Sorry for the lack of posts, I was a bit burned out of KSP. But I've returned and intend to get the Bifröst program out of Phase I - design and planning! To this end X3 Engine Module has been designed and several modules have been modified. The BHM-1 now includes a DeepFreeze module, we here at SuperTech thank the Ministry for the aid they provided in procuring the manufacture's phone number. The engineers are also happy to present the new 'Meili' series of Landers, built on the same "chassis" these landers are able to land and return from Duna as well as any bodies with less Dv/TWR requirements. The scientists are still arguing over which experiments and instruments they want to include in the science modules, luckily they can be launched after the ship is assembled in LKO. So for the most part all ship modules are ready for launch, next step is constructing the launchers and well launching! In the mean time here are some shots from our most resent sim: Celestial heavens here we come.
  7. Good news: The engineers finally got around to rebuilding the X1's Engine Module! Bad news: The X2 Engine Module was still terrible, issues included: heat dissipation, no RCS, and a large part count(close to 100). That said it provided the design department with needed data, namely the near complete lack of improvement, needless to say the bean counters aren't happy... However, we here at SuperTech LLC are proud to advance technology even if its not our own, to this end we provided the Ministry with confidential data on efficient operation of NTRs! We also like the idea of transparency in a company, in order to fulfill this wish SuperTech LLC has invested heavily in our "Clear As Mud (CAM)" transparency policy. Under this policy we are required to reveal nothing of our interactions and operations, but we will do so just to be nice. The 'confidential data' that we provided the Ministry was(this is top secret): NTRs only use LiquidFuel. This revolutionary concept has allowed both the KRON 4 and Bifröst tremendous advances in efficient propulsion systems! The X3 Engine Module has entered testing, more details to follow.
  8. Thanks! I tend to build pushers, but I could work on a alternative puller engine module. The shield is from Procedural Parts. Not exactly, though it is powered by IR it actually the centrifuge parts from DSEV, indeed you should check out some mods ! Ah yes, I've had the issue before , SuperTech LLC has been learning from the Ministry's exploits, its is only fair that they finally get to "smell whats cookin' ". Thanks and indeed I wish it was stock to. I should add some notes on each prototype, I will also added notes to the BIS-X1 and BIS-x2 albums. SAME, I have always loved them and thanks! Edit: I added some info to the OP on each prototype.
  9. Hello and welcome to my reports on The Bifröst Program! This thread is just going to be a running log of my largest, most complicated and quite possible insane venture in KSP yet. I have some doubt in its completion as conceived, that however has stopped me before IRL, but this a game, and kerbals like explosions! The Bifröst Program is SuperTech LLC's response to the KRON Series of IPVs, these are produced and operated by The Ministry Of No Better Things To Do. The basic idea for the mission has been "bouncing around in the CEO's head like a hyperactive kid in a bouncy castle" for some time now, thanks to the KRON Series, the bean counters are finally listening. The Bifröst Program Mission: Tour the Kerbol System, learn all that is learnable (well most not all, one of our engineers kept spouting about a "V'ger") The Ship: The Bifröst, the program's namesake she is the pinnacle of kerbal technology as well as the largest vessel ever built. Mission Status: Planning I've been working on the Bifröst, I'm on the third prototype, below are albums of each one The BIS-X1 STLLC's first design, though capable it was "to complex with to many parts to work" it also highlighted a number of issues with the design. These include but weren't limited to: abysmal maneuverability "makes a ore tanker seem fast"-Bill, heat issues, over complex, and lack of a modular design meant a orbital construction facility would be needed. The BIS-X2 didn't resolve all of the X1's issues, it provided several advances to the project as a whole. These advances are: sufficient greenhouse space for 8 kerbals, greater hab space, decreased length, decreased complexity, overhauled supplier(mod) list, new centrifuge design, better reactor and reactor cooling. Unfortunately it: lacks a drive section (the X1 is far to complex), relience on Gyros to maneuver, ore processing blocks internal passage to centrifuge B and again lack a modular design. The BIS-X3 already has two sub variants 'a' and 'b'. Orbital testing of 'a' has shown major improvement in: complexity, docking space, internal passages and for the first time a Science Lab(seriously someones' gonna get fired for that). Taking what was learned from these test X3a was overhauled and designated X3b, 'b' finally resolves the issue of modular design, and improved centrifuge stability from 'a'. As of this moment I need to work on the drive section, seriously all 3 current X3b modules total ~100parts and the old X1 drive module is 170+ parts! Also if anyone has any info on how DSEV radiators work that would be great, X1's would overhead and detonate moments after deployment. Updates will come as I have them.
  10. Ok so I tried adding more radiators, started with 2 then 10 then 20, every time the reactor reaches 100% charge, all of the radiators glow red for a millisecond and explode, any ideas? Oh so that's the story with the Hexport , ok confirms my assumption, also yay new parts! On a side note as mentioned before I really like your truss pieces, they are actually proper even-sided hexagonal prisms!
  11. I've discovered that the entire centrifuge system is 'Tweakscale-able', though it does have its limits, if 'tweaked' above 3.75 it seems to jam. I don't know the reason for that limit, I was just testing, figured if Tweakscale works on IR parts maybe it would on this. Also (thanks to my tweakscale testing) I can tell you a 2.5m part will not fit inside the current Spindle, however if you make the new hub a larger diameter and full Spindle length it might work. However even after scaling the system to 3.75m it still barely fits a 2.5m part, I suspect this is due to the scale (1.25 to 2.5 is 2x, but 2.5 to 3.75 is only 1.5x), a full length hub and Tweakscale would make it work. The remaining flaw is there is no room for a torque ring, I assume you did have an idea for this, possibly having 2 counter-rotating centrifuges or let the SAS/RCS deal with it? I think it would be possible to add the the rescaling to the parts natively, and the hub could probably use the 'change texture' trick so then there wouldn't technically be any new parts. The second thing I've run into is the radiators explode as soon as the Supernova's reactor starts, I have also noticed that the SystemHeat resource never changes, but I do get the standard "Overheat" bar on the engine. I should note I do have NearFuture installed and its radiators seem to prevent the "Overheat" bar from showing but I still don't see any heat. The last think I wanted to mention was that I can't find the Hexport, I enabled your HexTruss parts (love these things, more then the NF ones) but I cant find the file for the Hexport, nor can I find the 3.75m docking ring. My assumption on these parts is they are still in-dev and thus you haven't released them yet.
  12. 1) Indeed, you have created some high quality and stock-a-like parts and packs! (heh, I really need to learn how to use Blender! ) 2)Ah ok that's what I figured, I knew it was better then the other engines but that was a major rebalanced you did . As you suggest, I'm going to tinker with the config, something that feels 'right'. (It seems more balanced then a lot of engines I've seen, (i.e Kplus's Fusion Torch for example) ) 3)Darn so it isn't simple, though I don't quite understand what your thinking is on a larger Hub, could you elaborate? 4)I wouldn't shelve your version yet, I don't at the moment have many suggestions, but perhaps it could be multifunction (i.e change texture), so it has the 'saddle' look, a 'cage' look(fully encompassing), and a 'bay' look(with doors that open, slide/clam) all looks can have toggle-able solid sides. It could then fill many roles and not just be a Copernicus look-alike! Not sure if you were planing on doing the engine, as I'm not completely 'in the know' as they say on the 'real' one as well as what your plans for such were.
  13. Indeed, I guess they were, though I'm not sure about the current stats. What was the reasoning for such a major change? It just seems...underpowered compared to other engines (heat concerns, shear size and special fuel and such). I'm sure you have a good reason (possibly realism). On a side note, is it possible to scale the Centrifuge Hub up? It would be nice/convenient to have one for 3m at least (basically big enough that 2m parts can be used for arms) and it fits larger tanks/modules. If there is a way of doing it with config edits, I'm willing/enjoy messing with configs I just need a point in the right direction.
  14. Beautiful mod you have going here! But I do have one question on the SuperNova, I'm a tad confused on its stats as your graphic(which I am aware is outdated) indicates a very different set of stats to what I see in game. So whats the correct ones? (I do have NearFuture installed) EDIT: Just to be clear, the thrust numbers in-game are Plasma: 150 and Hydrogen: 600 vs your graphic Plasma: 600 and Hydrogen: 1800.
  15. Nice , kinda wish I could draw like that but all I seem to be able to draw is ships/vehicles/machines, i.e non-organic:huh: Also when I saw 'waiting for the transfer window' I though it was going to be called 'waiting for a response'.
  16. If only we had the ability to program the joints to cycle or something. Still cool and well executed!
  17. Its seems to be this mod that causes the "ship name" field at the top of the VAB/SPH to not appear in KSP v.23.5 is there a fix for this? EDIT: it seem there was a fix released, somehow I missed that before.
  18. CTS Cargo Transport Solutions might work for you.
  19. Lets see I've been dealing with OCD for...7 years....so 2007, I'm glad that I haven't been as extreme, but I feel your pain...every damn day. (note: "Captain OCD" was a college nickname) Same, but I think it effects how I play at times.
  20. The Darwin Award then....ok Karwin Award.....
  21. Though I wrote it around the time of the .22 release this bit from my The future of KSP: My thoughts blog post seems relevent: TechTree progression- TL - Tech Level Orbit: TL0-3 - allow you to: get to orbit, build a station, new science tools(1, 2 and if added 3m tanks, engines) Moon: TL4-6 - new techs to get to the Mun/Minmus, more station tech, resource mining tech Interplanetary: TL7-10 - technologies for interplanetary travel and research Planetary Operations: TL11-12 - tech for enhanced planetary research, exploration, exploitation and construction After this point is for Mods and future DLC.
  22. You have said it better than I could, and this logic is very accurate, the real SLS system is about the same size as the Saturn V but twice as powerful last time I checked. That being said it probably costs more money to build than the Saturn V and has most defiantly cost time a lot of time AND money to develop it and the proceeding technologies. Money is going to be the balance that so many want.
  23. Everyone's got these nice machines with part limits between 500-1000, and im just using a laptop and topping out at around 200, ah well makes it a challenge:cool:.
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