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Everything posted by Temeter
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[1.7.2] KK Launchers - Delta, Atlas Pack
Temeter replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Btw, what's your sig from? Looks neat. -
That's the one I noticed at first, but I was more talking about the normal warning right of the task bar. Didn't know this site just didn't ever use SSL. You can just hope Sqad is making regular backups...
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So it's firefox showing a warning now? I see.
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Noice, just when I wanted to bring my RO install up to date again Would you consider putting those kinds of parts into different folders? Meaning, for example non-engine rocket parts and capsules in their own folder. Makes it a lot easier to sort out your install and avoid having duplicates (I have already 3 different soyuz or so\^\^). Installing FASA (which is great!) already requires a great cleanup operation to avoid too many duplicates. Not that I would get rid of that vostok. That thing looks dope.
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Been getting a warning from firefox that this sites connection isn't safe? It's not been there in the past, what's happened?
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Temeter replied to Nertea's topic in KSP1 Mod Releases
I love that complexity of these engines. While I'm pefectly fine with OP engines, it's nice to get some interesting, additional elements out of it. Bit disappointed Squad nerfed the stock nervas heat production after people complained about having to adapt. (that said, I'm not sure that heat will meak the emancipator balanced either way, but I'm fine with that ) -
What are you talking about? This sounds like a completely new system to create and play missions, of course its a new feature.
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- expansion
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Interesting! Might that also help with the problems with FAR calculating the aerodynamic profiles of MFTs?
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[WIP] Nert's Dev Thread - Current: various updates
Temeter replied to Nertea's topic in KSP1 Mod Development
Thanks for the consideration. Yeah, I can't really imagine why you'd drop a core. Maybe they are just a lot better than expected at containing a large amount of plasma? The only time in the series a reactor made problems was when the mars flagship had to disable it's engines to avoid overheating (which might be a military thing, powering strong engines and railguns n' stuff?). -
[WIP] Nert's Dev Thread - Current: various updates
Temeter replied to Nertea's topic in KSP1 Mod Development
Oh, so you actually read the books! And here I first somehow got the impression you've been a newbie like me, just watching the series first time ^^' I always thought the Anubis reactor looked a bit weird for a tokamak/stellarator type thing, with the giant beams piercing a ball (assumed it to be a scifi cliche). However, intertial fusion makes a lot more sense for that shape. Steam also explains RCS and why they look like monoprop (or steam). This actually explains quite a bit that wasn't mentioned in the series; it's even closer to 'realistic' scifi space stuff than I thought it was. Attention to details is quite impressive. Am I right in assuming that the cores heat is also transformed into energy for the ships systems, having it run on low power when the drive isn't being used? (also, bahamuto compatible PDCs? :3 ) S2 got lots of shots of the roci (some even w/o ore containers!), including some nice combat sequences. Google image search actually lists a lot of detailed shots from every angle: https://www.google.com/search?q=rocinante&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjO34OJ7cLSAhXH6xQKHR8HC44Q_AUICCgB&biw=1920&bih=971 -
Idk about all that smart maneuvering, I just put a bunch of vac super dracos on my ships
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[WIP] Nert's Dev Thread - Current: various updates
Temeter replied to Nertea's topic in KSP1 Mod Development
I've also searched a bit, and yep, seems like they knowingly keep it very vague. Pretty much a near magical device to make the otherwise more realistic setting work. From what I get, the big ships use fusion pellets, however, the fuel efficiency varies. Earlier books say a ship can easily have enough fuel for 30 years on board, later it gets changed to the ship reguarly taking up new pellets (which are quite cheap and widely available, apparently). Those pellets get translated into insane amounts of energy. Potentially combined with a very tiny, if any amount of water? And smaller ships still use the pre-epstein torch drive that's much less efficient, and relies on a lot of water as a propellant. Just according to one source, tho. Might be wrong. EDIT This here: http://www.syfy.com/theexpanse/drive/prequel.php Is a short story about the creation of the engines. This story is also shown in the series 2nd season. Supposedly there is some info in there! -
[WIP] Nert's Dev Thread - Current: various updates
Temeter replied to Nertea's topic in KSP1 Mod Development
Oh, this is dope! Question, what exactly are those engines? I've tried to google it and checked the wiki, but only found out that they are some sort of fusion engine. And the epistein drive, making them out solar system accessible, has some coils added, which somehow allows week-long burns, while driving up efficiency. (bit weird the engine is supposedly beend developed 150 years before the series started (which is 200 years in the future^^')) So just fusion reactor powered electric engines? Or something shooting out fusion products and then accelerating them? I'm confused. I mean, the crafts in the series are super OP, managing minutes of 15g burns without problem. Besides the capability of weeks-long burns, they'd need to have 100k's of delta-v, if not millions. -
[WIP] Nert's Dev Thread - Current: various updates
Temeter replied to Nertea's topic in KSP1 Mod Development
This sounds neat! Recently watched The Expanse, and now I'm on a bit of a Scifi-Trip. I want to see how these engines fare in RSS! -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Temeter replied to linuxgurugamer's topic in KSP1 Mod Releases
It's not that bad. KSPs career is fairly roughly balanced anyway, the game might just get a slight bit harder/easier. IIRC decouplers were the only stand out issue, but you might either just use stock decouplers or change the cfg's when they are too heavy for you. -
Awesome! Already attempted my first proton rocket: Sent it up with a soyuz casule at first. Actually not that weird: Proton was first proposed as a superheavy ICBM, then an alternative for the N1 moon rocket, and ended up being a heavy launch vehicle. It's a bit OP in stock KSP, to say the least.^^ Full recreation has to wait for the super busy RO modders to catch up (Phineas is a madmen! <3). And of course RP-0, where it'll be in the correct, historical context! EDIT: Yep, slightly OP. EDIT2: Hm, seems like there is some issue with the RD0210 engine. They don't produce a plume in stock. More of a problem, the RD0212's verniers dont seem to work.
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I've also now compared new and old now, since I've 'stealth-upgraded' to the Shuriken patch via Realplume. This is using an older (0.11.1) and newer (0.11.4) version of RP, so it's not a perfect comparision. Same vessel, capsule, and a few tanks with 49 vectors: Old system is 60fps on pad looking at the sky. 30 during launch, dropping to 24 and 20 as physics and heating/aero-fx set in. New system is 24fps on pad (with engines disabled!), and 14 and lower when engines burn. Really strange! PC specs are: Windows 10 64 bit I5 4570 @3.2GHz (maybe 3.4, no overclocking capability tho) RX470 10Gb RAM If you want output.log: (didnt see anything interesting flying over it) https://www.file-upload.net/download-12334764/output_log.txt.html EDIT: Checked it two times. Also, killing engines instantly improves the performance again (even if i never activated them). Also, ant engines dont seem to cause performance issues.Probably less particles in RPs.
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Why, many people did. There are lots of mods for historical spacecraft, and IE SSTU has another selection of real world, high quality engine models and space capsules. Of course, there always was a bit of a lack when it came to a full, high quality selection of soviet engines. In that regard Bobcat's soviet engines were a cool, unique pack, that only got replaced by RealEngines (which is higher detail and more expansive/realistic).