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Everything posted by Blaster
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Today is Friday, but one day it'll be Fry(your ship)day
Blaster replied to Nate Simpson's topic in KSP2 Dev Updates
Three things that would make atmo flight much better: Airspeed Indicator SAS Altitude hold (separate from heading hold) Flaps! Bonus Round: Enable turning on lights with the brakes. -
Music to Launch Rockets To - KSP Music Thread
Blaster replied to Steambirds's topic in KSP1 Discussion
The soundtrack from Ned for Speed: The Run Rocket launches suddenly got dramatic and tense! PS I can't edit my posts on a tablet with Chrome because the Delete Post button's click area (not the button graphic, the invisible area box you click on for the button) takes up the whole screen. -
How Do You Deal with Inerplanetary Aerocapturing in 1.0.4?
Blaster replied to Geschosskopf's topic in KSP1 Discussion
The answer, gentlemen, is to use more A.I.R.B.R.A.K.E.S. on your vehicle. -
If i wasn't busy and had more programming exp I would be on this totally.
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I spent a whole evening on this, and I already namaged LKO and reentry without explosion. Tips: One Ram-Air Intake per Engine Multiple intakes impart far more drag than they provide extra air. Use AIRBRAKES during reentry to prevent burning up. Learn to ascent profile. Bad ascent meaans no gas left in orbit.
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If I am going to pay for a mod, it better be as good as DLC. If it can't be at least as good quality as the game itself, it no gets purchase.
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Sadly, I very have no time, or I would be hacking into this old mod and making it myself.
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Pretty much that. While Mass Effect focuses on Commander Shepard, leaving the Normandy more as home base / fast travel vehicle, the lore fluff is that ships going interstellar have to discharge mass effect cores upon entering the system, usually at gas giants, which may also double as helium-3 refuel station locations or ramscooping passes (fusion torch drives). Mass effect cores build up static charge while in use at ftl speeds, and the charge has to be dispersed at a planet, or the buildup could jump into the ship's hull and cook it. And this assumes the buildup is in excess of the ship's power storage and consumption. As for how to implement, there needs to be a way to divide or multiply the ship's total mass. Using a part with negative mass would not work, as it will just upset the centermass of the ship. The field needs power depending on how much percent mass is being reduced or increased and the volume of the field of effect, which needs to be at least the ship or bigger.
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Here is an idea right from the crazy train. What is this? Mass Effect is both the name of a game and also the technology that drives the game universe. The basic idea is that a special element, when electrified, can increase or decrease the mass of objects in its field of influence because dark energy. We shall call this Element K, for Kerbal reasons. Why? Imagine a future where spaceships can use regular engines, but go places, because they can turn their mass way down, causing the deltaV to go way up. Also imagine artificial gravity, shields, ultradense or ultralight materials, and science telekinesis and other things, but that is for another universe (and game series). I am just interested in seeing a Mass Effect Core part in KSP. Obviously power requirements scale exponentially with vehicle size to achieve the same percentage reduction in mass. How to balance? Like Interstellar Mod Antimatter, Element K can't be found on Kerbin, and must be discovered. Like those mystery ruins on other planets. Once harvested, then you can use mass effect cores on ships, resources withstanding. Also, will need power generators, like big part reactors and things to run the big Mass Cores. Basically, more power consumption than ion engines. And to add that little bit of extra, you need to skim an upper atmosphere to discharge the drive core after using it.
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Solved My Slow Load Times- Best Thing I've EVER learned about KSP
Blaster replied to OscarWilde's topic in KSP1 Discussion
After fixing the VPN issue, you can really speed up loading by having and using an SSD instead of a hard drive. -
It is NOT a requirement! Read the rules you pull out of your exhaust port so readily. It is a courtesy for the poster to make a self attempt, but it has never been a requirement. And yes this is doable, if you set action groups and have all the kerbals deploy parachutes at about the same time.
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Music to Launch Rockets To - KSP Music Thread
Blaster replied to Steambirds's topic in KSP1 Discussion
This music will have you on the edge of your seat during the whole ascent Need For Speed: The Run - Make Up Time OST -
Do not do backwards compatability in a beta. EVER!! You also need to think of the potential buyers. They want to see realistic physics. Realistoc doesn't have to be orbiter, but it does not need backwards compatability with old flying bricks. This game is a BETA and is not finished yet, so there is no such thing as backwards compatibility until it is completed.
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The Ultimate Spaceplane Showdown of Ultimate Destiny!
Blaster replied to Blaster's topic in KSP1 Challenges & Mission ideas
Mine did that too. It has to be a MK3 cockpit bug? - - - Updated - - - There you go. Summon the Lag Kraken at your risk. -
The Ultimate Spaceplane Showdown of Ultimate Destiny!
Blaster replied to Blaster's topic in KSP1 Challenges & Mission ideas
It's the other way around. - - - Updated - - - Does it still fly in the latest Beta? Think you can do one better and give it a MK3 cockpit? -
The Ultimate Spaceplane Showdown of Ultimate Destiny!
Blaster replied to Blaster's topic in KSP1 Challenges & Mission ideas
No takers? -
It's just enough to liftoff and be an SSTO. I will make a Kerbodyne version soon.
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It's called the Reynard Rockets Rockomax Ridiculous Rocket, or RRRRR for short.
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ATTENTION BUILDERS! My hair is too big to fit in a little spaceplane! My hair needs a spaceplane that is BIGGER! Not Mk2 bigger, Not MK3 bigger, Kerbodyne bigger! It is time to create a flying mothership that can take my hair into space! The biggest space plane shall win! The Challenge Make a spaceplane that is bigger than all else and gets into space in a single stage! No dropping parts allowed! Obviously it has to take off on the runway! Two different ranks for Stock and Modded KSP Requirements: at least 1 Kerbodyne S3-14400 tank as an integral part of the hull full of liquid fuel (not tweaked down), 1 MK3 cockpit Scoring: Bigger is better. Your Craft Stats (the i button in the SPH) need to be bigger than everyone else. Size Score: Mass + (height x width x length). Highest score wins the size category. You still have to make orbit or this doesn't count. Part Efficiency Score: Size Score / number of parts. The bigger you can make it without grinding your computer to a halt, the better. Add to the above. Launch Efficiency Score: All liquid fuel, solid fuel, and oxidizer, starting amount added up, then add up amount left when orbit is reached (periapsis at or above 70,000m, slingshotting out of Kerbin SOI doesn't count). Divide amount left by amount starting. Add this to the above. Range Bonus: Achieve these goals without refueling. +10 pts for Achieving Mun orbit, +100 pts for orbiting another world, X number of worlds away from Kerbin (example, Duna and Eve are 1 world away, so 100 pts, Eeloo is 4 worlds away, so +400 pts for orbiting it). Double the points for returning to Kerbin as well. Ultimate Spaceplane Category: All those scores added up. Highest score wins! Proof of concept: There is a reason there is an Mk3 to 3.5m adapter size!
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It does on the tech tree. Fuel Cells or Engine Generators should be the first kind of dedicated power generators, not solar panels. If Kerbals are discovering electricity from rocket engines, they should be devising the first power generators from engines then, not solar power, which should be higher up on the tech tree. Also, engine type generators use fuel to generate power - as long as you have the fuel, you will have power. It will use a very small amount compared to rocket engines, but nonetheless, you don't have to deal with the dark side of the planet or having the colossal weight and parts count of an RTG corncob. By the same logic, we do not need RAPIER engine, or RCS engines, or monoprop engines, or a billion different parts for planes.
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After a lot of KSP, I have noticed some things. For all of the parts available for thrust and flight and science, we still have only two dedicated power generators available. Solar Panels and Radioisotope Thermal Generators. This feels lacking, as spaceships from the dawn of space have had power generation that falls under neither category. 1: Fuel Cells - Definitely Fuel Cells make power by combining the fuel and oxydizer. It would be an excellent early tech power system, which would slowly consume a little fuel and oxydizer to make a little power. 2: Engine Generator - Maybe This is technically feasible, if one can make an engine that works in space (feed fuel and oxydizer and manage the vaccum backpressure problem) for more power in early tech. Also would mean you can say you have a diesel punk spaceship. 3: Nuclear Reactor - The Big Daddy Nuclear Reactor in space? Science isn't about "Why?", it's about "Why not?" Instead of a giant corncob of wimpy little RTG's, you can just plant a nuke on your interplanetary mothership. Lots of power available for sure, but you can think of consequences. Got any other ideas for power generators? Have a shout.
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KermaJet Aviation - All normal SpacePlanes fly under this banner. Reynard Rockets - Reynard Kerman knows bigger is better, and Orange is the best color.
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For those that continually bash EVE because they were expecting it to be Orbiter: The MMO and not WoW in Space, I will note that procedural generation is the only reason your ancient space games can have any kind of map. PG relies on a math formula and/or a set of premodelled features that are "calculated" into the map as you go along it. However, in order to have object persistance, the memory usage will increase considerably for each object you leave behind, as it is static information and not generated by a formula. EVE runs on a huge data cluster server farm to provide persistance in every system, for every player. They even had to upgrade to 64-bit database systems years back because the player objects databases and inventories got so big a 32-bit data cluster was not big enough. And that does not account for "The Jita Problem". When you have over 5,000 players actively attacking eachother, often with up to 5 AI drones each player, plus dozens of weapons and status effect modules per ship, it quickly puts a huge strain even on the biggest of servers. Even with time dilation, to slow down time in the system to give the server the ability to catch up, the biggest fight ever (getting closer to 10,000 players at once) pegged the server running that system at 100 percent CPU and Memory. How many games can handle over 5000 players fighting on the same "grid" at once?
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Rocket SSTO's are certainly doable. This Reynard Rockets Rocket (called the RRRRR) makes orbit without dropping parts. However, it does need refueling to go anywhere after that. And yes, the retro rockets are necessary for fine maneuvers.