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Everything posted by 1096bimu
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Nobody said anything about being realistic, except that if you want to pretend that your engine is realistic, you might as well be consistent with your claim and start putting up huge radiators. Or, you could just admit that they are OP and don't conform to your own rules. Either don't put on a restriction with mods, or don't use OP mods yourself.
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Then you should probably note this down on the OP that this isn't an engineering competition but rather more about aesthetics and coolness. Instead of pretending other wise, which is when you said: If you think your infinite fuel rocket is balanced, I have my own "balanced" parts, would you like to see them?
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You don't have to pretend that it is "balanced", because if it really were, why didn't you use the stock rockets? why did you choose this one? Obviously its advantages far outweigh the disadvantages and therefore not balanced. If such mods could be used, your challenge becomes pointless because I can always make an engine with even higher ISP, lower weight, and huge thrust. Hell, even warp drives are undergoing "theoretical work", somebody had done some math at least right? besides, If you really want to talk about realism, any sort of energy based propulsion technology, whether it's electric or nuclear, must deal with radiators, especially the high ISP ones, because they use more energy per unit weight of propellant. Such engines will require huge radiators which cannot form angles of less than 180 degrees with each other because it will radiate into other radiators and therefore loose efficiency. This limitation will render your massive fission rocket array totally impossible because just one of those rocket will need a radiator bigger than the rest of your ship combined. And no, it is not simulated by the large heat generation because the game has no accurate thermo model. If it did, your engine would over heat, and it would take ages for them to cool back down again. In the end, you might as well carry less engines and burn them for longer. Making an engine that will overheat by itself is just a stupid design for so many reasons. First no engineer would be stupid enough to make it that way, there would be some kind of built-in limit to prevent it. And secondly, it doesn't give you any legitimate challenge to the game because you can just keep it under a certain thrust and it will never explode. Might as well just make the max thrust lower. And thirdly, it's just plain annoying because you can't control engine thrust separately, if you have this and other engines running at the same time, those would also loose thrust.
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That sounds more like acceding from the surface than to reach other planets from Kerbal. Also, those engines don't seem legit, they pretty much give you unlimited delta V with almost no need for fuel tanks.
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I don't think your ship can achieve orbit from the surface of Eve, or even land on it for that matter.
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They may look like your regular seperatron but they are not. These are ultra warp phantom hyperspace fusion bassard dyson crystal folding space antimatter drives, with an ISP of 100,000. That's why it has enough fuel for 50,000 delta V. It runs on dark-anti-crystal-glowing-hyperdimentional-photonic-plasma-laser-superconduction-magnetic-confined-hypercondensed-solid fuel, which is also built-in. I prefer English in fact, but I have to use it to spot any bugs and bad translations so I can correct them.
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I win, one press of a button I'm on course to altitude of infinite meters, nobody can beat that. This is no infinite fuel mind you, it is very finite and I only have around 50,000 delta V.
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Airspeed challenge.
1096bimu replied to Spaceisbeautifulul's topic in KSP1 Challenges & Mission ideas
Another separatron spamming challenge. -
Here's my new moded entry:kiss: 581 tonnes to a 120x240 orbit. The Normandy SR-2 is a crew pod+fuel tank+engine. I don't know how much the engines and wings and weapons etc weight, if you want to subtract them out you'll have to pick your own assumption. I used the firespitter water launch to launch from water instead of launch pad. which enables me to simply turn around and launch upwards. And yes, this whole thing does fit into the VAB, barely. And this is not MechJeb, It runs slightly different code, and that thing which looks like Smart A.S.S is not Smart A.S.S, I changed its name to GodMode. And since it only maintains a certain rotation, it does not count as an autopilot. Mods: FireSpitter mod Hakari's Normandy SR-2 Hakari's MAGIC resources Hakali's MechaJeb!
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Translated and modified version of MechJeb 2.08
1096bimu replied to 1096bimu's topic in KSP1 Mod Development
I wish I knew enough to just modify the entire thing to read a localization text file, but I still have no idea how to do that. To make an English version means I would have to translate everything back into English, not a huge undertaking but not something I would do for every development release. I'll certainly look into it when I think I have implemented most of the features I'd like to have. -
I already PMed r4mon like a week ago, but there was no response so i decided to post this thread instead. Due to popular demand I have translated MechJeb 2.08 into Chinese (otherwise unmodified) and distributed to the Chinese KSP community, just imagine playing this game without knowing what all those words mean. However, since I have always wanted to do some coding myself and never got started, I saw this as a good chance to get started. So I downloaded the source code and spent a few hours trying to figure out how to actually compile it and what some of codes do. And then I wanted to see if I could make some improvements, but certain individuals have advised me to try and get permission before distributing a modified (other than translation) copy of MechJeb. I believe my improvements to be very helpful and convenient and would like to get a permission to continue on. here is a complete list of improvements I have made: -SI Unit converter code has been re-written to suit the Chinese way of counting, which contains a term for ten thousand. it is awkward without this change because it would be like saying " two hundred hundreds" in English. The new code also allows for other units to be added that do not have exponents of multiples of 3 but are commonly used, like the centimeter. -modified fuel flow simulation algorithm to ignore intake air as a resource so you can see your dV for air breathing engines. -Added 4 buttons for HDG in the surface reference tab of the Smart A.S.S menu for north south east and west. -Added a slider for pitch in the surface reference tab of the Smart A.S.S menu. (I find this extremely useful) -Added a 0 degree button for roll in the surface reference tab of the Smart A.S.S menu. -Added a hold current heading and altitude button for Space plane guidance. -Incorporated improved staging codes for staging control from unreleased version of MechJeb. -incorporated auto stage to next one stage button, but in the auto launch menu instead of throttle control, also form unreleased version. -Modified stage delta V info chart to be shorter in normal mode, excluding burn time and max TWR, but including mass. -Various modifications to the size of windows and other GUI elements so they fit rightly without blocking others, and functions better. For example altitude text box for Spaceplane guidance. Future Plans: -Limit to velocity mode for throttle control. I have yet to find the codes that does throttle control so... -only lock certain axis for smart A.S.S instead of locking all 3 -a don't use RCS button -menus from HackJeb
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what is with the mechjeb hate? Here's my moded entry. 209 tones of payload into an orbit 466 kilometers high. I followed your rules exactly, no Smart ASS, my engine points upwards( although it fell off half way but you never said it couldn't fall off), the payload is a full fuel tank, it fits perfectly well inside the VAB, and I did not use hyperedit or the debug menu. Seriously, my RCS thrusters have their own Mana, they don't need the debug menu.\ Mods: spherical fuel tank Hakari's Uber RCS block
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I couldn't get it to stay in one piece even with debug menu.......
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[0.20.0]Hakari's Hyperdimension Space Junks =UPDATE: LED lights=
1096bimu replied to 1096bimu's topic in KSP1 Mod Releases
because KSP only supports the most basic of materials and effects. It is not capable of showing the glowing surface behind the transparent casing. The B9 SABRE engine is a plugin supported dual mode engine, basically a rocket and a jet in one. This one is a rocket engine with an intake that converts oxygen into oxidizer. This means you can fly this on Eve with the ISP of the jet mode, with the minor cost of using some oxidizer. -
[0.20.0]Hakari's Hyperdimension Space Junks =UPDATE: LED lights=
1096bimu replied to 1096bimu's topic in KSP1 Mod Releases
ok I'll upload these to the Space port -
Well the landing stage is 400 tones, there's also a 400 tone transfer stage. So if I had enough struts, it would've delivered over 800 tone to LKO.
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Somebody "designed" an Eve return rocket purely on paper, with the mass, fuel, dv of each stage planned out but apparently doesn't have time to test it. I think he did all the calculations at work or something. Well since it does seem to have taken a lot of work for the math, I decided to put his design to the test, and the result was quite hilarious. Turns out that his math worked out quite well, the mass and dv of each stage were accurate. However there was no consideration on some of the problems on practicality. For example, a first stage with 62 orange tanks and 62 mainsail engines. Another example is that the Eve lander stage is 400 tones, even if I didn't make it all vertical you still won't be able to land it safely. EDIT: I did some improvements over that crazy simple translation. This one is more compact and has some asparagus staging incorporated. It is obviously more stable and has improved Delta V.