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KSP2 Release Notes
Everything posted by cy-one
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Mass-optimal engine type vs delta-V, payload, and min TWR
cy-one replied to tavert's topic in KSP1 Tools and Applications
Could we get an up-to-date variant of these charts? -
I'm currently doing some comparative stuff with an unpatched, stock nerva (and other stock engines), the cryo-engines and the kerbal atomics engines, to figure out how they fit into the lineup... I've come to a few conclusions, but would ask for corrections and additions from you guys... I'm not thaaat good with such things, so... that's why I ask XD Comparing them side-by-side is a bit difficult. Cryogenic Engines compared to stock engines seem to cost something like 60-70% more and take up about 50% more in tankspace, but also get a bit better TWR in that case. But I wonder the application of that... It's larger, more expensive (even excluding energy-generation for the tanks), a bit lighter and stronger... But the same result (acceleration and dV) can be achieved with stock chemical engines for less cost and size. Kerbal Atomic engines compared to an unmodded NERVA are 6 times larger in tankspace, cost double as much as the same stock-solution and weight about the same. Again, I'm a bit lost for the application when the KA-engines need that much more volume (which you could ignore in space, although x6 is still ludicrous) and cost double as much as the same stock-solution. To get those "numbers", I built a small benchmark-ship (2.5m pod + Jumbo as payload) and aimed for a TWR of 0.4 to 0.5 with dV of 1900-2000 m/s). Compared where different arrangements of (Sq) NERVAs, (Sq) Swivels, (CE) VL1-Volcanoes and (KA) LV-100 N100 Neptunes. I think I am missing something... Maybe larger (2.5m, 3.5m?) Cryo Engines / Atomic Motors have a better performance? But on the other hand, so do some stock engines... I'm really confused. I like the look of Nertea's engines, but at the moment (well, see above), I don't see a way of profiting from them...
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
cy-one replied to SuicidalInsanity's topic in KSP1 Mod Releases
I think the flight path is very important.. as I had trouble getting my scrams to work even at 1.4 km/s- 1,509 replies
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
cy-one replied to Dewar's topic in KSP1 Mod Releases
This is not a "get it done" bothering reply, but is there an eta on the 1.2-release? Just asking, wondering if I should install it manually now and switch over to ckan once possible, or wait. -
[1.2.1] Structural Disks - Now with even more Polygons!
cy-one replied to Benji13's topic in KSP1 Mod Releases
Just out of curiousity... What does someone do with this? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
cy-one replied to SuicidalInsanity's topic in KSP1 Mod Releases
Thanks for pointing out my stupidity and lazyness- 1,509 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
cy-one replied to SuicidalInsanity's topic in KSP1 Mod Releases
What are the operation parameters of the Scramjet? I'm currently playing around with it, but it's kinda.... every time different at which speed/height it can activate. Fun thing though. Blew up my cockpit due to overheating at [email protected]/s- 1,509 replies
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[Forum Problem] New-Reply box pre-filled with Quote and text
cy-one replied to cy-one's topic in Kerbal Network
1) Clearing the browser cache didn't work 2) alt-clicking on that arrow-box (looks like it's meant to move the quote) doesn't do anything 3) strg+a doesn't work 4) clicking the box and hitting delete worked, but I don't know if it will continue next time.. Won't make a test-post, but will report back once I write in the MKS-thread again. -
[Forum Problem] New-Reply box pre-filled with Quote and text
cy-one replied to cy-one's topic in Kerbal Network
How do I do that? (Chrome) -
[Forum Problem] New-Reply box pre-filled with Quote and text
cy-one posted a topic in Kerbal Network
I don't know where to put this, but I have a very weird problem in one specific thread Each time I answer in that thread, my reply-box is pre-filled with an older post of mine (including a quote). I can't remove the quote. Help? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
cy-one replied to girka2k's topic in KSP1 Mod Releases
I'm a bit confused about solar panels. If using non-animated panels like the stock ones to build a huge "pane" of static panels (for a planetary base, for example) ... That wouldn't work, would it? -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
cy-one replied to RoverDude's topic in KSP1 Mod Releases
I second this. Maybe even just some akita-yellow "warning stripes" (visible when docked as well) would help a lot.- 1,473 replies
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The FAQ isn't really clear on this, what exactly defines "(NOT)a station in orbit"? Is a station an object with a docking port, a kerbal-capacity of 4<, a cupola and a science lab? Is it anything that is ingame "classified" as station (icon on mapscreen)? Also, of course, thanks for the quick answer
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I also have a few questions, some regarding USI-stuff - Which Docking ports are supported, just stock or also stuff like B9's monstrous thing or other modded ones (I think NovaPunch/KW Rocketry/SpaceY also have some over-2.5m-ports) - What defines a habitation-module? Are MKS-Tundra-parts supported for orbital stuff / the other MKS-stuff for planetary? - What defines a cupola? Just the stock-one, or also something like the MKS/USI-LS-cupola? - What happens if I accept and decline/fail a mission, can I re-accept it? - What happens if I accept and do a mission, but deorbit the station afterwards, can I continue after I built a new one? - I don't remember the requirements correctly, but what happens if I already have something in orbit? Like an unmanned fuel depot, or a scan(or comms)-satellite?
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I love this, but I really hope someone with a good feeling for balance can make a "stock KSP"-Patch (via MM for example) for this... I don't and will never use RSS, but I'd love to use this.
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It's been a while since I played, and in Space Engineers, this is kind of a problem. When I have a craft with different energy providers (like solar cells, batteries and fuel cells/reactors), what's the "order" those get used by the systems? It would be logical to have the "infinite energy" first (aka solar cells), then the "storage of infinite energy" second (aka batteries) and use generators that use up resources to produce energy last... But how does KSP handle this?
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Okay, thank the both of you for you help
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Sorry again. I learn best by "repeating the way I understood" So as long as ISFS (doesn't concern part-mass, that could still be tweaked with R&D) or TS (concerns everything, part isn't R&D-tweakable at all) "touch" a part (as in, have their functionality patched in via MM), R&D can't do it's work, correct? Therefore, if I am (for example) happy with stock pods and engines, but want my tanks to be scalable... If I remove TS from pods and tanks, those could still be R&D-tweaked (sans some tanks that might use ISFS)? Did I understand that correctly?
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I hope I'm not being stupid (English isn't my first language), buuuut... As TS "kinda" modifies all (stock) parts, would that mean that one couldn't use both TS and R&D, even if one doesn't change a specific part with TS? (and instead wants to use that specific part with R&D?) For example, let's say I boost the NERVAs fuel flow. If I never change the Nerva with TS... It still would "stay stock", as TS overrides R&D's fuel flow?
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I'm a bit confused about the incompatibility. I want to use the stockalike MK2/3 expansion, which in turn requires ISFS. Now, what exactly does that mean "in the end" for me? If I install both (KR&D would be installed manually), how does it work out? Can I R&D every part that has no ISFS-stuffy in their config? (like, for example, build a "unmoddable" craft out of MK3-expansion-parts, but be able to mod the stock engine it has?) What exactly would happen if TweakScale is added? In contrast to ISFS (which is only "added" to specific parts via MM), TS is added to all supporting parts (including stock, obviously). Would R&D work on every part as long as you don't touch their TS-functionality? Really confused. I can play without TS (although it's a bit meh, tbh), but due to some mods being dependant on ISFS, I can't really play without that...
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
cy-one replied to RoverDude's topic in KSP1 Mod Releases
What does PAW mean?- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
cy-one replied to RoverDude's topic in KSP1 Mod Releases
Thanks for clearing that up Love the Konstruction-mod, btw. I just needed to figure out the Akima-parts arent in MKS.- 1,473 replies
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