travis575757
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Everything posted by travis575757
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
travis575757 replied to RoverDude's topic in KSP1 Mod Releases
Any idea at all on how to fix it, I'm having the same exact problem but re-installing it is having no effect. -
I think this may have to do with the claw but I just spent hours building this planetary ship and now this happens whenever I try to do anything, Notice at the end where the long girder ship is flopping from the phantom forces of the other ship Notice how this is happening during a ON-RAILS TIME ACCELERATION! I'm very annoyed Not to mention the claw is following the ship and rippling although it is detatched, this is the most messed up bug I have ever seen. This is without mods too. edit:looks like restarting the game fixed it although this was a very strange bug.
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So in KSP, all you have to do is a press a button and the rocket engine fires. I'm pretty sure this is not how it works in a real orbital vehicle but i can't find much information on it. Specifically what is done before a orbital maneuver is done with the main engine of lets say a Soyuz spacecraft or the Apollo service module. If there is different methods i would like to know. I have found some information on things such as the engines requiring heating and such to pressurize the tank. I want something that is, I guess, step by step how it is done.
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Kerbal gestures / emoting commands
travis575757 replied to Wooks's topic in KSP1 Suggestions & Development Discussion
This would be great, also it would be cool to have a ability to have a closer view of your Kerbals when they are in the Cockpit. That way you can take some funny screen shots at take off or it would also be pretty useful for those into making cinematics. -
Right now the landscapes of the planets in ksp are pretty basic. Basically wide open with not much to see. I don't see why terrain textures are not so much detailed up close. Textures are very bland and monotone. The only things that has very detailed textures is the ksc, I don't see why textures are not more detailed when you are on the ground. Also landscapes are very flat. Similar to that of procedural craters on the mun why not add procedural sand dunes in deserts and procedural lakes and rivers in land with sharper edges. Also more realistic looking forests too, something like from space a huge wooded area would just look like a drab of dark green but as you get closer these would turn into triangle like objects and eventually if you get close enough individual trees. Right now ground objects are either in or out there is not in-between. I know these things are not easy to do but they should at least have some type of look at. It would be great to have more fun on ksp's "microscopic" level. I'm not asking for as much ground detail as No Man's Sky but something more would be fun to see or maybe even interact with.
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If you didn't happen to known movement in IVA is a plan for squad. At the moment they have only added features such as rotating your head and zooming in but i had a few ideas of how movement will work in the future. NEW PARTS: First of all we would require new station parts. They parts would have little things in them like windows or silly eastereggs to look at as you go through the ship, also large areas could be added like living quarters though, only some of these would have an actual use. CONNECTIONS: Another thing that would be important is how these parts would work together, basically if you have a part such as a cockpit, control room, or any parts that are connected that allow kerbals to move in between or large areas to just mess around in they would have a set opening and entrance, when two parts are connected that are capable of IVA they would make an automatic opening at the node point, however if they are not connected properly or if not connected to a object capable of IVA it would just have a blank circle there similar to what some vehicles have on there node points. Also airlocks could be added too, if a part breaks, all kerbals in the area connected to that will die but if there is a air lock then they will not, also lastly is docking. When a docking point is placed down it will make a little opening in the ship and when it docks to a station you can freely move in between the 2 ships IVA mode. MOVEMENT: Another thing is movement, in order to move it would be simple, all you would to is look in a direction and press they required key to move in this direction as long as there is any bit of an object around you. You can also press space while looking in a direction to jump which makes you fly in that direction until you hit something or you let go of the space key. USAGE: For science usage, the lab part would be very useful, when in IVA a kerbal can go and do mini experiments to things in zero g or if on another planet, these experiments could be as simple as messing with liquid or testing life forms out, also of these would be done within the lab though or could have a little airlock thing to expose them to the environment. Science would be given based on where the experiment takes place and how many times it has been done before, also there would be many of these "mini" experiments but they would not yield as much science as science parts.
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Yeah i agree, the same thing with jool too. Both should look like they have no surface with very opaque atmospheres that get harder to see through as they get deeper, for Kerbol it should be so bright that you can't look at it very well up close without your screen turning completely white. As you get closer every part of your ship starts to glow red and eventually overheats if you get too close. special shield would be required to get closer to it then Moho.
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"Sticky" Engines
travis575757 replied to travis575757's topic in KSP1 Suggestions & Development Discussion
Yes that is what im talking about, in the posts above people are using the methods currently available, the thing is it doesn't really look nice with the 1 to quad adapter and using little struts doesn't look all that great too. What im saying is when you put the 4 engines on this special plate they will round off on the engines and form what looks like to be a engine cluster but it will seem to be more like 1 part instead of 4. Once you place the 4th engine it automatically undergoes this transformation. -
Sticky engines are basically easier ways to make engine clusters. Lets say you have a 3.75 meter tank but you want to put 4 or 5 mainsails on it. Sticky engines is the answer to this. Basically what happens is first you put down the sticky adapter which has a size adaption for all tanks (.5-1, 1-2.5, 2.5 - 3.75). For this it would be a 3.75 to 2.5 then what happens is that it gives you 4-5 places to put your engines. If you put 4 engines you can use the middle for a decopuler to allow another bottoms stage or you could put a 5th engine there. The thing is when you put your 4 engines together they form a engine cluster where the edges are rounded to be like 1 3.75 m part. The only thing is if you take 1 engine off it reverts. Adding a 5th middle engine will just have it clip in there with extra power. Also right clicking any engine will allow you to disable this feature. I thought this idea would be great for ship builders and modders alike for a more modular way to add your engines Does anybody else think this could have any use because i really could for building my rockets.
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This would be a simple thing that would allow the building of rockets and planes in the VAB/SPH to be much easier. Basically you could press a button on your keyboard while you are holding something so you can edit its position in the VAB/SPH with x y and z coordinates, it would also allow you to input the exact degress its angle is at and stuff, you could also click on an option to "snap" it to the grid this would basically set it so the middle is at a direct number and decimal like 1.1,2.0,-3.5 or something like this. this would be great it would make building much easier.
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They need to add something like this, i mean i already thought it worked this way from the start. This would be great for base building but their is that one problem with physics load and stuff. Maybe it should just freeze in place if the claw is form a certain distance from the planets surface (ie a few inches above). Then it would stay that way until the claw is unlocked. Physics wouldn't be completely off though. Damage could be done and you would need multiple claws to support the structures.
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More SRB's (Ala Ares I)
travis575757 replied to bigdad84's topic in KSP1 Suggestions & Development Discussion
Yeah, agreed they should add a "special" sized srb between 1.5 and 2.5 meter for Ares I type rockets. -
It would be great if asteroids could land on the surface naturally without them "disappearing". Then you could send a scouting party to check it out and get samples. Also you could probably get different science from it then a asteroid that has not impacted. Nothing special would be needed for a crater though. Maybe at most just a black spot on the ground.
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Yeah, it completely blows the mainsail out of the water with its Isp, talk about fuel efficiency.
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So everyone is drool over the new parts so i just had to put them on a thread to drool over them even more Asteroids - That's obvious, classes A-E Kerbodyne S3-3600 Tank - about half a orange tank [spoiler=] Kerbodyne S3-7200 Tank - about one orange tank [spoiler=] Kerbodyne S3-14400 Tank - about two orange tanks [spoiler=] S3 KS 25X4 Engine Cluster - 3200 KN [spoiler=] Kerbodyne KR-2L Advanced Engine - 2500 KN [spoiler=] LFB KR 1x2 - 2000 KN [spoiler=] S1 SRB-KD25K -650 KN 2500 Solid Fuel [spoiler=] KR-38-D - De coupler [spoiler=] Kerbodyne ADTP-2-3 - Size 2-3 adapter [spoiler=] Advanced Grabbing Unit - Grab stuff [spoiler=] Launch Escape System - Escape stuff [spoiler=] Also note that the Ion engine has 4x more thrust and 4x less electricity usage. Also thrust on LV-1 and LV-1R has been increased. Feel free to add to/comment/grammar police this post. Please give all picture credit to UmbralRaptor
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Re did that then with orange tanks in the equation. Now the theoretical max is 17225 m/s delta v. Sounds strange, was expecting more. BTW this is with 800 isp. I tried this again with 370 Isp and got around 9000m/s delta v. when doing this though to show what i mean i used (800*9.8) * ln(36x/4x+1) the plus one being something like a probe core.
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Per stage there doesn't seem to be a boundary in delta v. (g*Isp) * log mass start/ mass end at a base of e or simply Ve*ln(m0/m1) Now there could be limits but theoretically they are very large, probably something you would never get to so decided to test it out. I graphed it using the isp of a nuclear engine in vacuum with a end mass of 1 and a starting mass of x this wouldn't work this way in the game but it is theoretical so (9.8 * 800) * ln(x/1) (yeah delta v equation) and their appears to start get significantly less increase at ~70000 delta v Now if we set the end mass to 0.1 we get ~90000 delta v In both though adding larger numbers never reaches a limit if there were one then eventually doubling the starting mass would do almost nothing. At no point it does this. So from what i see there is no horizontal asymptote marking maximum yield, it seems as if though it is diagonal which basically means, no there is no theoretical maximum to delta v (from what im seeing). If someone could check this out to it would be great, put it into google and see what happens. If you keep zooming out the the increase never comes close to stopping.
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How does the Oberth effect work?
travis575757 replied to travis575757's topic in Science & Spaceflight
Okay I think that does a good job at explaining it. Funny because i said not to use math but this probably made the most sense, thanks.