Sauron
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Question: are more habitat options likely to be added any time soon? And contracts to encourage space stations? I have gemini but nothing to do MOL with... I feel as though manned orbital contracts for an extended period plus stock station building contracts would be really welcome. Also, the tantares soyuz and shenzhou OMs aren't RP-0 compatible yet.
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@MRS: That strikes me as a much more ambitious and technically difficult project. I'd rather have a slightly hackier system and the design flexibility of procedural engines.
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See, I don't think from a technical perspective this would be any harder than p-fairings. In fact, let's use that example. Suppose there's a mesh switchable set of superstructures that project a guide mesh exactly like p-fairings. This can be tweaked according to engine parameters, etc. The bell is a separate mesh. If you couldn't do it in one part you could do it in two. I feel like balance is a muuch bigger challenge.
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Soooo... This little rant has come about after playing some RSS/64k career games but the points I make are also applicable (less so, admittedly) to a stock game. I've found the reliance on IRL engines in any realism overhaul games highly irritating. There are always niches that I really want to fill but can't because of a dearth of RL options (this is most notable with small engines, lander engines, and engines with poorly represnted fuels like methane.) To that end, I'd like to propose a (hopefully) reasonably easy to implement way that someone with some degree of modding ability might go about making a procedural engine mod as well as some game balance considerations. Each procedural engine would consist of two meshes, an engine housing, and an engine bell. Housings would be a fixed shape--just scaleable. Housings would also include any turbomachinery, pumps, etc. Only the bell would be procedural with 3 general options: surface, vacuum, and low-profile. Again, bells would be modified mostly by scaling. This offers interesting game design considerations. For example: -Low profile engines would have worse TWR and ISP (bells not ideally shaped, machinery compacted in awkward ways). -In RSS, choices of pressure fed, turbopump driven, control over the number of ignitions, throttleability, etc. -Integration with KCT and similar to reward desgning vehicles with a common lineage--each procedural engine would have to be discretely represented. -Balanced tradeoffs between TWR and ISP would be interesting ways to distinguish engines -Because stock is much simpler there's less need for a mod like this but if it's pretty enough there'll always be uses I feel like this is a relatively low-effort way of getting procedural engines without a really involved procedural system. The real trick is game balance.
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Made my own part, keeps coming with fuel switch
Sauron replied to Jimbodiah's topic in KSP1 Mod Development
I think IFILS adds fuel switch to most tanks via MM. -
SPACE STATIONS! Post your pictures here
Sauron replied to tsunam1's topic in KSP1 The Spacecraft Exchange
What're those modules? -
In the configs, how do you disable the blackening after losing ablator (specifically for the Gemini pod parts)? I use them on stations but tweak out the ablator. They look horrid that way...
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- totm march 2020
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EDIT: I'm a DumS
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One more thing... Can we get a fairing texture that doesn't have those stockalike stripes? The regular 5m white is vastly more attractive and plays nicer with other parts and mods.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Sauron replied to NecroBones's topic in KSP1 Mod Releases
Also, FWW it'd be amazing to get SpaceY (and FTP) textures for procedural tanks.