rhoark
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Everything posted by rhoark
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Find the lights in B9 and only copy them into your GameData directory.
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If you want to retexture planets, use a mod called Universe Replacer.
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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
rhoark replied to sumghai's topic in KSP1 Mod Releases
Is there a hollow node? Would go great with the cutout adapters and docking ports. -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
rhoark replied to sarbian's topic in KSP1 Mod Releases
Someone who understands something about graphics and Unity needs to look at what this guy did: http://stevencraeynest.wordpress.com/2013/03/29/easy-volumetric-explosion-in-unity3d/ -
I'm using a class for physical quantities that's basically a tuple of quantity and unit that checks units at runtime. Even if I'd rather have it at compile time, its essential to identify errors at the point they occur rather than wonder what causes some behavior downstream. What is/will be the shape of the interface between Principia and vessels/parts for determining on-rails thrust and resource consumption?
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It would reduce the transit time by 4.5 years. The option remains for it to go on an Atlas V.
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There is (funded) work happening on science instruments for Europa Clipper and a deep-throttling methane RL10 variant that would be applied to a moon or mars lander. As SLS passes peak expenditure, payloads will come into their own so long as congress doesn't slash and burn. The upgrade path for SLS is planned in two stages: after the initial Block 1 tests, the Block 1b will enlarge the second stage with 4 RL10s and fuel capacity to match. Later would come the Block 2 which would have a J2X upper stage and replace the 5-segment SRBs with new boosters that have yet to be designed. Dynetics and ATK are competing for this opportunity, with the F1B and new SRB chemistry respectively. It's reasonable to doubt whether the Block 2 will come to fruition, as it implies putting very heavy things near Earth, which is not a prominent idea in mission planning right now. The lower Isp of the J2X causes Block 2 to reach a breakeven point with Block 1B's cargo capacity somewhere between a direct Mars and direct Jupiter flight. The "flexible path" concept means maximizing overlap between moon and mars hardware, so we can dance to whatever tune congress directs. This is likely to include a single-stage methane lunar lander that becomes a Mars lander with the addition of drop tanks, and an electric propulsion L2<->Moon tug that becomes an L2->Mars departure stage with enlargement of its solar panels.
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That's simply false. SLS is the launcher around which NASA's plans for the moon, Mars, asteroids, Europa, outer planet probes, and exoplanet imaging are built. It is also the only thing that can launch the Bigelow 2100, and the National Reconnaissance Office is interested (though its classified exactly how interested).
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A subreddit is a good option. There's one for kOS http://www.reddit.com/r/kos
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
rhoark replied to Porkjet's topic in KSP1 Mod Development
Lockheed's winged CEV was going to have thermal tiles like the shuttle, with an ablative layer underneath just in case of tile damage, all over an inconel skin. If I were going to re-enter the atmosphere IRL, I'd want to do it in that. -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
rhoark replied to sarbian's topic in KSP1 Mod Releases
Spawn shape is more what I'm after than offsetting the effect as a whole, in which case what I'd need would be a hoop I guess. (Equivalent to offsetting each individual particle a fixed distance at a random angle in the plane.) -
Unless your fuel is really tight, doing a Mun escape burn anywhere on the nominally prograde side of the Mun will get you back to Kerbin.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
rhoark replied to Porkjet's topic in KSP1 Mod Development
Could use procedural wings as a cheat sheet for reasonable settings for wings of a given geometry. Or just retexture the pWings. -
[1.3.0] Ambient Light Adjustment 2.6.3.8 [09/06/2017] continued)
rhoark replied to timmers_uk's topic in KSP1 Mod Releases
Could be a backdoor route to a duct-tape sort of HDR if the slider is tied to the brightness of the pixel in the middle of the screen. -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
rhoark replied to sarbian's topic in KSP1 Mod Releases
Two questions: Can the color of a flame be altered via plugin, or would it have to be through texture/modeling? Ideally what I want to do is have a set of colors representing various substances and temperatures to interpolate between. Second, can particles be made to spawn at an offset from the origin in order to create a cylindrical (or rectangular) sheet? -
Community Mod Repository and The Majiir Challenge
rhoark replied to Majiir's topic in KSP1 Mods Discussions
I think a one line synopsis, license statement, and forum link need to be independent fields so they a) can be made mandatory are placed in a consistent easily-locatable place at the top of the page Across a variety of games/download services modders in aggregate have shown themselves to be very bad at giving these pieces of information their due prominence. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rhoark replied to ferram4's topic in KSP1 Mod Releases
Compression lift still isn't modeled, right? Maybe there's a good-enough treatment without doing full CFD: set an angle based on speed and nosecone diameter, then within that angle magnify the effect of any anhedral or ventral fence.- 14,073 replies
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Would a random* part accident mod be good?
rhoark replied to AletzN1's topic in KSP1 Mods Discussions
I'll definitely make the parts attachable with KAS. Anyone with reuseable SSTOs will want to do regular maintenance checks... I intend to model creep as a reduction in pressure tolerance when a part is exposed to high heat. -
Would a random* part accident mod be good?
rhoark replied to AletzN1's topic in KSP1 Mods Discussions
It will replace the stock resource system with one in which different substances can mix in the same container and flow is determined by pressure gradients. Engine nozzles, combustion chambers, and pumps will be separate parts. -
Any New Mod to replace AmpYear for Power managment and backup Power?
rhoark replied to Aknar's topic in KSP1 Mods Discussions
Reserve power can be accomplished by disabling some batteries until needed. kOS is your one-stop-shop for automated reactivity.