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asmi

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Everything posted by asmi

  1. TouhouTorpedo, I just came here to thank you for the engine with manual pitch control! Using it I've finally managed to build Space Shuttle-like craft that actually reaches orbit!
  2. I reinstalled 9.5.5 back and didn't get the issue. Looks like it's a "lurking" issue. I'll be on my guard though - if I'll get it, I'll make sure to save log file.
  3. I think hydrogen has to be the most expensive since it's also used as fuel in NERVA. This is actually in line with reality - liquid hydrogen is more expensive than liquid oxygen.
  4. LiquidOxygen is oxidizer, LiquidH2 is fuel (hydrogen). BTW - do you calculate fuel price based on it's mass, or the volume? Hydrogen is VERY light, but extremely efficient - so it should be considered high-end fuel. LiquidFuel (which I assume is kerosene) - LiquidOxygen is middle-tier fuel, best for first stages and boosters as it provides maximum thrust at expence of Isp. But both LiquidH2 and LiquidOxygen are not useable in propulsion for the probes and vessels since they boil-off over time, while LiquidFuel/Oxidizer don't. Real-life analogue for that is Nitrogen Dioxide, very efficient oxidizer (better than oxygen) that is liquid under normal conditions and therefore non-cryogenic, but extremely poisonous. To sum it up: LiquidH2 (hydrogen) - extremely light, yet very expensive, cryogenic, quite high boil-off rate LiquidOxygen - a bit more expensive than regular Oxidizer, but much chealer than hydrogen, moderate boil-off rate LiquidOxygen - more expensive than "regular" oxidizer I'd advise you to implement some sort of config system that would allow users to set up new fuels and their prices, as many Modular Fuel mod's users have added more fuels themselves.
  5. I think in hard mode you can actually just scale back all rewards, instead of scaling up costs. And what about the second part of my post? (support for Modular Fuel)
  6. 9.5.5 locked up VAB's action groups mode - no part is selectable so I couldn't assign anything to any action group. Reverting to 9.5.4 fixed the problem.
  7. Would be cool to add support for Modular fuel system and realistic fuels. This would give more flexibility to balance price and performance. I also kinda liked Hard mode since it essencially forced me to use RLVs - on Medium I could get away with expendables and still profit.
  8. Never heard about that - but that would be awesome news!
  9. There are very good explanations right inside the plugin - click "Help" (or "?") button and read it all carefully. Ahhh, it happens. Hope to see it in the next release then.
  10. @ferram, first of all, I would like to join others here to thank you for all the hard work you do which allows us to enjoy playing. I think I wouldn't be too far off if I'll say that the reason we all love your mod is not that it makes the flight hard, but because it makes it real. Simulation fidelity is the single most important aspect for FAR in my opinion. You know much more about aerodynamics than I ever will, so do what you think is right, and we all will just deal with it. Also I would like to note if there is anything you need help with - just let me know and I'll do my best to make it happen. I'm not an aerospace engineer, so there isn't much I can help you with as far as physics part goes, but I am a software engineer so I could help with implementation side of things. I've noticed that you haven't incorporated the code that I've sent you - is there any problems with that? I've done some limited testing on my side, and it seemed to work OK... Bottom line - there is no rush, so please take your time and make it real!
  11. And you came here to say that because ...? (fill the dots)
  12. I want to know if FAR works. That's the only thing I'm personally concerned about. I'm at work now as well so I can't check...
  13. No, gravity assist changes your speed relative to other "outer" body, not itself.
  14. It's not the performance I'm concerned about. I have no issues with performance whatsoever. But right now if I put all the mods I want there, it crashed with OutOfMemory exception, so I'm forced to cherrypick parts I want, which makes updating them pain in the butt. THAT problem will be fixed by 64bit process for sure.
  15. Agree. There was nothing in later updates that had the playability even close to that one. And sadly there is nothing on the horizon even close to that for impact on the gameplay...
  16. Almost every feature mentioned here can be implemented in a mod. But there's one that can't - 64bit process. That's the single thing I want.
  17. I'll buy it when it'll come out for PC whatever will it cost. Too bad their main focus seems to be iPad, and don't have one since Apple's way of doing things doesn't appeal to me...
  18. Is there any demo/alpha/whatever version for PC to check out? As I've said before, I sincerely wish you a success. If your game ever see the daylight, I'll be on the first row to check it out!
  19. If you'll read the description, you'll see that building vessels is only on PC
  20. That's exactly the kind of game I want! There are two things that are missing in Orbiter in my opinion - vessel construction and 3D terrain, and one thing that KSP is missing - realism. If this new project will deliver to the promise - I'll get what I want
  21. I think it has to stay the way it is now. This mod is not about making game harder or easier - it's about simulating real life phenomena.
  22. This thread is just LOL. People bragging about their own ignorance...
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