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rhoark
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Everything posted by rhoark
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I can't find the documentation on the more recent part cfg features, particularly externally referencing a model not in the same part folder.
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
rhoark replied to yongedevil's topic in KSP1 Mod Releases
Did these graphics from way back in the thread ever make it in? http://forum.kerbalspaceprogram.com/threads/26935-0-20-Ioncross-Crew-Support-Plugin?p=350489&viewfull=1#post350489 -
Nice work macegee, always neat to have some real scientific investigation in the game. Can you link to the magnetic field mod, Scotius?
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Is discussion of hypergolics still ongoing? I had an epiphany that would simplify it quite a bit. Following on my previous comment of keeping fuels non-specific, some of the many things that monopropellant and oxidizer could be are hydrazine and N2O4. There are your hypergolics right there. We don't need a new fuel type, just monopropellant/oxidizer engine configurations. It ought to be appropriate for any stock or KW liquid engines, except aerospikes. It would even be suitable for the T30, since the point is simplicity.
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The portion behind the cockpit would make more sense as a second fuel tank than SAS (which is now a standard function of command pods). The real shuttle didn't have a control moment gyroscope, but did have fore and aft fuel tanks to achieve tight CoM tolerances.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rhoark replied to ferram4's topic in KSP1 Mod Releases
Someone who understands the wing parameters could help this be FAR-enabled for its release: http://forum.kerbalspaceprogram.com/threads/40761-Kerbin-Mini-Shuttle- 14,073 replies
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- aerodynamics
- ferram aerospace research
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kOS already lets you get the direction, magnitude, and eta of a maneuver node. If we can create nodes in kOS, then it allows planning and execution to be decoupled. Edit: Sorry to be a wet blanket, but there's a different forum for mods in development without a release yet.
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Has any thought been given to Ferram configs?
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Universal Resources: Because Kethane is too Easy!
rhoark replied to mushroomman's topic in KSP1 Mod Development
To be honest, despite the existence of the API, the Kethane license seems to be written with a subtext of "go away, we don't want your grubby hands touching our stuff." One of the main reasons I didn't pick up the Kethane API to work on the plan I posted earlier is the first step would be modifying the base install to remove the kethane resource, which doesn't seem to be permitted. -
Excellent, thanks
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Universal Resources: Because Kethane is too Easy!
rhoark replied to mushroomman's topic in KSP1 Mod Development
Or it could make it ready to work with the stock system out-of-the-box. -
I generally don't like part kits that are too prefab - one right way to assemble - but for this I'll make an exception. Looks beautiful.
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Universal Resources: Because Kethane is too Easy!
rhoark replied to mushroomman's topic in KSP1 Mod Development
The greater simplicity can be had with invented names, because they give license for abstraction. It allows you to have just one kind of noble gas, one kind of hydrocarbon, one structural metal, one heavy (nuclear) element, etc. The names aren't the important thing to me, though. It's having two or three intermediate products between what you dig up and what you put in your engines, and the different ways you can remix them. -
Universal Resources: Because Kethane is too Easy!
rhoark replied to mushroomman's topic in KSP1 Mod Development
I looked at resource placement as a combination of real-world analogues and creating balanced challenges. Fortunately, it works out pretty well to create situations where a single body won't meet all your needs, but you can get a good economy going within several of the planet-moon systems. Mun -> (trace) water ice Minmus -> kerboxide dry ice Between the two you can fuel hexagen/oxium or propellium/oxium engines, though liquid oxidizer will require nitronite imports. Eve -> propellium ocean, kerboxide atmosphere, nitronite and blutonium soil Gilly -> lithite, (trace) water ice Eve will provide every kind of propellant, but Gilly can top off your life support (Life support has reciprocal reactions to last a long time, but there should be a slight efficiency cost so as not to be perpetual-motion in a closed system.) Laythe -> oxidizer ocean, oxium atmosphere, nitronite soil Jool -> hexagen atmosphere (trace zeonium) Bop -> lithite soil Tylo -> blutonium soil I really like the idea that there's no hexagen of any kind on Laythe, so the ocean is actually oxidizer. Among Jool and its moons you can get everything you need. Probably the area best suited to export to the rest of the kerbol system. Duna -> kerboxide ice at the poles, lithite soil elsewhere, kerboxide and nitronite atmosphere Ike -> (trace) water ice Not a great place for resources overall, but has just enough to refuel for a return trip if you're willing to work at it. -
Universal Resources: Because Kethane is too Easy!
rhoark replied to mushroomman's topic in KSP1 Mod Development
I would love to have a more intricate resource system in the game. Kethane, RealFuels, and IonCross will never reach their full potential without a top-down unification. I don't have the time to implement it, but here is the set of resources and reactions I had planned, based on a simplified overview of feasible chemistry: Raw elements (names based on the old Squad flowchart): hexagen (hydrogen) kerbon (carbon) nitronite (nitrogen) oxium (oxygen) lithite (double duty as lithium and silicon) zeonium (xenon) obtainium (iron, aluminum, titanium, etc.) blutonium (radioactive elements) depleted blutonium (radioactive byproducts) Compounds: water, kerboxide, propellium (liquidfuel), oxidizer, monopropellant, snacks, kerblithite Fuel processors: propelliium converter: kerbon + hexagen + electricity -> propellium hexagen reformer: propellium -> kerbon + hexagen monopropellant processor: hexagen + nitronite + electricity -> monopropellant monopropellant cracker: monopropellant -> hexagen + nitronite monopropellant decomposer: monopropellant + oxium -> oxidizer + water water electrolyzer: water + electricity -> hexagen + oxium Electrical generators: alternator: propellium + oxidizer -> kerboxide + water + nitronite + electricity fuel cell: hexagen + oxium -> water + electricty fission reactor: blutonium -> depleted blutonium + electricty fusion reactor: hexagen + electricity -> lithite + more electricity Life support: kerbals: snacks + oxium -> kerboxide + nitronite + water greenhouse: kerboxide + nitronite + water + light -> snacks + oxium growlamp: electricity -> light (light resource of course should also be generated from exposure to sunlight, attenuated by barometric pressure) kerbon scrubber: kerboxide + lithite + hexagen -> kerblithite + water kerbon regenerator: kerblithite + electricity -> kerbon + lithite -
I do this with my launch script, watching for a sudden change in acceleration.
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Fully re-usable lifters in career mode?
rhoark replied to glen.mack's topic in KSP1 Gameplay Questions and Tutorials
There's a mod, TT NeverUnload that does what it says. Squad has said that recovering a vessel will reimburse cost proportional to how far it is from KSC. -
I think there are just unpredictable hiccups when crossing SOI boundaries.
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I spend too much time building new vessels and trying to make kOS or progCom programs for them to make it anywhere. (Not really trying to either at this point, waiting for career mode.) I am quite proud of the ribbon in my sig, though not quite kerbal (all levels and achievements in SpaceChem - they do have a very kerbal attitude to human resources.)
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Naming scheme for your ships! (0.24 edition)
rhoark replied to mangekyou-sama's topic in KSP1 Discussion
rocket special lifter Din Eldin (winged) cockpit Farore Faron (winged) probe Nayru Lanayru (rover) tug Tetra Ordona (ion) Stations are named after dead kerbals. -
kOS can't fire RCS yet, so this is currently impossible. I do have a few pages of scribbles trying to work out rendezvous.
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They just previewed 2 new antennae for .22, so I'd suggest this plan of action w.r.t comms: Drop distance limits for now, focus development time on the language Sometime after antenna selection expands, assign them a gradated series of ranges, with the best having full-system coverage. Drop the unrealistic multiplication with multiple antennae At some further point when the language is quite mature, take into account LOS and relays