Agarax
-
Posts
15 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Agarax
-
-
RoboRay, I'm using FAR. The ascent profile you are talking about is for stock.
Thanks to everyone for their suggestions!
-
Title says it all. What are the best Ascent Guidance settings to use with Mechjeb+FAR?
Thanks!
-
There is something that is bugging me. Engines can support immense heat to fire the engines but in this mod, this also means it is entirely resistant to reentry. Because of this, who would need a heat-shield when they have an engine? ...
SpaceX is planning on using the high heat tolerance of their engines as a heat shield for their reusable Falcon's, so it's entirely realistic.
-
Agarax: what does?
Sorry, that was a wee bit vague.
I'm running .23 with DRE and FAR. I decided to strap two of the new RAPIERs onto the Aries 4 stock plane and give it a wirl.
Even after adjusting the heatProduction values like you mentioned in your previous post, the modules keep exploding once I reach 1kms at about 20km up. That seems a bit slow (the RW SABREs are supposed to work on air breathing mode up to 1.7 kms).
I even zeroed out the heatProduction alues and it still explodes at ~20km.
Two questions:
Is this just me/am I missing something (i.e. it's designed that way or I installed something wrong)?
Is there some way to have DRE whitelist certain parts against destruction?
-
Hmm, even when I change the heatProduction values to zero it still overheats and blows up.
-
It's more like DRE doesn't detect it as an engine since it uses new modules, and thus doesn't cut its heat production in half, but DOES cut its maxTemp in half since it has too high a maxTemp. Like I said above, quick fix is to manually halve the heatProduction values in its part.cfg
Is this going to be patched or is it a problem on KSP's end?
-
Good going keeping this mod alive! I have three suggestions for heat shields:
1) Have the inflatable heat shield have a 'deflate' option.
2) Have a clam-shell like heat shield that can be placed below engines so you can reenter pointing retrograde, open them up, and then burn your engines without having to jettison anything. The perfect part for SSTOs/reusables.
3) Have an actively cooled heat shield that requires a serious amount of electricity and maybe the heat radiators from Interstellar Mod. Again good for SSTOs/reusables.
Thanks!
-
I have a (quick) feature request. Could you add way to have the ascent guidance turn on the SAS reaction wheels if the rocket starts oscillating?
For some of my larger rockets I've found I've had to turn on SAS and only kick on the ascent guidance during the gravity turn.
-
Yes, I had been toying with the idea of more ferocious atomic rockets. Nuclear lightbulb, gas core, all that. And a NSWR if I want to go full-Jebidiah on my mod-making. Again my main concern is breaking the game. With those monsters, who wants to play around with piddling chemical rockets?
I copied and hacked up the large NTR from KSPX to match the specs for the DUMBO NTR (it was the most powerful one on the Atomic Rockets drive table that also weighed 5 tons), and got some pretty sick results
OFC I could have made a mistake in there somewhere, I was never the best at math.
-
Why not let us aprentices try to help the master finish a small piece then? The bug he stated he was having was that the ship would spin, oddly, and that is a bug that us mod makers see occasionally. We might be able to help.
Once you've worked in software development long enough you'll find out that having more people on a project does not equate into faster results. Often, you'll even end up with a slower development pace if you have too many 'cooks in the kitchen' as it were.
-
Orion already breaks KSP pretty well. Throw in the 400MN bombs and it really breaks the game. A big part of balance for parts later on will be cost and tech-level, but those will apply to career mode, something we don't have yet.
Seconded. Once you've reached this level of rocket nerd, you have to self limit your gameplay (kind of like how Scott Manley tries to make all his parts reusable). The challenge from an Atomic Rocket mod wouldn't be reaching Jool, it would be reaching Jool without creating a (theoretical) radioactive crater at KSC during liftoff and carrying enough Hitchhiker Storage Containers to account for all the work, sleep, and storage areas that most current designs don't have.
-
Nyrath: This is an awesome mod. I've been an Atomic Rockets fan for a while and it's fun to finally take ol' Boom-Boom out for a test drive.
If I may, I have two suggestions - one minor and one major.
Minor Suggestion: Orion-Class RCS thrusters. Even if you only load up with the smallest of the magazine selections, the ship turns like a beached whale even with the Kilowatt Rocketry RCS packs. Could you add some souped up RCS thrusters to the pack to allow a more nimble turn rate?
Major Suggestion: I'd love to see this turn from just an Orion Mod to an Atomic Rockets mod. An NSWR or gaseous core coaxial NTR could drag the Kerbals straight into the future of the 1950s. Taking the Polaris to Duna and back on a single stage would be pretty awesome.
Thanks again for all your hard work!
-
Use the mediafire link in the top post or I can just paste it here: http://www./download/21p0bww3ocp9pvp/MagicSmokeIndustries.zip
That only has the rotating washers in it. Do I just add the parts from previous versions of damned robotics to get everything else?
-
Do a search for either Infernal Robotics or look at my thread: http://forum.kerbalspaceprogram.com/showthread.php/37707-Magic-Smoke-Industries-Parts
I'm kinda confused. A search for "infernal robotics" only comes up with people asking each other for the link.
Your mod only seems to have your washers included.
What should I do?
[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread
in KSP1 Mod Releases
Posted
Confirmed.
Upgraded to Dev build to fix Delta V not showing up in VAB, but 450 doesn't show anything. Had to get 449.