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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks! Its totally a lot of fun, and a good change from the other parts I was working on. Yes, pretty much I just need to know which ones and where. I'll put the transforms on. Curious then - what are the two large pipes down the side of the Vulcain 2 then? I assumed it was turbopump exhaust. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks! 1. The ones that where could see actual hardware for gimbals have pistons and such modeled. That's pretty much the RS68, I'm not sure how the vectoring would work on the others. Can you enlighten me? I can at least include transforms. 2. I am planning to release a separate modified pack that removes the support structures and gimbal pistons (well, depending on how I feel I could move the gimbals a bit). These would also be scaled correctly as I've inflated/shrunk the overall size. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Well, I'm not terribly sure what that means. I have many mirrors for release and am not interested in another. Textured RL-10B. Textured Vulcain 2 Textured J2X LE-7A is coming along, but not ready for the thread yet . See if I can't unwrap the other engines tomorrow. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Uh, I don't think I'll do this, reason being that the incorporation of the gimbal hardware into the upper ring. You're welcome to do it yourself though.. not that hard to move a node if you don't want it to be messy. Indeed, who knows . The realism comment was more just to inform people that I am indeed aware that this is not realistic. I have an upper stage effect that I'm almost liking better than this one, so we'll have to see which I'll use. -
[DEVTHREAD] Deep Space Exploration Vessels
Nertea replied to Angelo Kerman's topic in KSP1 Mod Development
Certainly interested in seeing what your visual take on a NSWR is . There's not that many visualizations floating around. -
LiLFA (Lithium Lorenz Force Accelerator) and extras
Nertea replied to Squiggsy's topic in KSP1 Mod Development
Haha, funny, I have a model of this in an untextured state sitting on my drive. Nice work there . CRP lithium is not super heavy, but I'm not sure if KSPI is using the common density definition yet. Regardless, it represents solid lithium so it'll be a tiny bit heavier per unit mass, though this shouldn't be a dealbreaker. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Yay! I have never managed to work this fast consistently before . You are all reaping the benefits of an unprecedented amount of motivation. Last thing for today: some FX tests for the RS-68. I really like how they turned out (not really realistic, I know, but I wanted something badass ). What do we think? Yea? Nay? -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Vulcain 2 (Ariane V first stage engine) Everyone's favorite RL-10B, with extensible nozzle. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Glad they're appreciated I already tested them ingame, but they don't look so great without textures. Work fine though . Next up is the RL-10 and the Vulcain 2, to fill out the 1.25m line. Then, to the unwrapping shop! H2 boiloff is not going to be included, mainly because I think it adds too much complexity by itself (the penalty of large size tanks for LH2 is bad enough). My excuse is that by the time we can build and deploy most of the engines in NFP, we're likely to have solved boiloff with fancy active cryo . RealFuels can be used to model that though, as you mention. Shadow shield: Well, maybe. For me it would have to have a purpose first though, so I either need to get someone to make one or finish that point-source radiation plugin I was working on. Separate generator: I'm not too keen on this. I am keen on making a trimodal NTR that generates a decent amount of power in idle mode, if that's up your alley. Plug nozzle engine: It's unlikely that it would be effective for plasma engines (too low thrust to take advantage of benefits). For NTRs... not sure. Maybe long term. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I added the turbopump exhaust gimbal to the RS-68 as per a request. Also, here's a J2X in 2.5m form factor. Pretty engine, pity it got cancelled. And the LE-7A (first stage LH2/O2 of the japanese HII rocket). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Whoa thanks regex! I will certainly donate them if they don't make it to the texturing pile. These went so well that I will probably make a few more... LE-7 and J2X are on the list . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I was bored this morning and a texture was giving me grief, so I got involved in some liquid fuelled engines. These are simplified and stockish, so the plumbing is kinda off, but... yeah. It was fun! RS68! With and without the Delta IV bottom cowling deal. I had to extrapolate a gimbal onto the RD-0120, but I think it turned out pretty nice. Did an Energia bottom shell thing too as an option. Maybe will release, maybe won't, we'll see. If I do, the RS-68 will be a 3.75m lift engine, the RD-0120 an upper (yes, I know that isn't strictly true, they're both first stages, but the thrust/isp specs fit those roles pretty well) -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Currently balance is totally up in the air due to major changes in KSP 1.0, which will come *much* earlier than this engine. So hang on. Don't use SystemHeat - it's obsolete as of KSP 1.0. New version of heat management coming around then. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
FREEDOM ENGINE. (no, seriously, it's based on the one from the Liberty Ship, hence the name). Closed cycle. Upper tanks are for fun, not so much function. NERVA had 'em, they look cool, done deal . I do like them, I just think they're overrated . It's all Ven's fault really, he made a really nice looking LV-N that caused significant inspiration. And actually, if you look at the poll, NTRs are third in the rankings, and I've already made lots of deep space/station parts since then. So, give the people what they want! Thrust 500-800, Isp 1700-1900, mass 10-16. Somewhere in that region -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Haha, this is my fourth run at the look constraints, and I get better every time. Also see the new 3.75m orbital engine in NF Spacecraft (though it's harder to see there). Colours plus AO generally gets a model at least 50% of the way there . The GE-N 'Liberator' Gas Core Atomic Rocket Motor! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I said this would start happening ~March! Texture's pretty WIP, just colour, but fancy gimbal is all good. -
Sounds good, I'll check with my engines and submit a PR when I get home. Tested, works great. Tritium tank is pricy but not unreasonable. PR submitted!
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Have you actually tried playing with a LH2 value of 200 times smaller? I'll give you some numbers for the fuel costs: A Jumbo-64 tank of LF/O -> 3000 funds A Jumbo-64 tank of LH2 (current CRP price) -> 780 funds A Jumbo-64 tank of D2 (current CRP price) -> 252 funds If you reduce the cost of these two resources by a factor of 200... A Jumbo-64 tank of LH2 -> 3.6 funds A Jumbo-64 tank of D2 -> 1.25 funds Please explain to me how this is at all balanced with stock fuel prices. D2 needs to be more expensive, and LH2 is pretty much perfect as it is. It really looks to me like you want CRP to be RealFuels type prices. I have to ask - why? RealFuels already has RealFuels prices. Make KSPI-E dependent on RF (which modifies CRP prices) or something. ---- On a side note, I want to change the Argon gas price to 0.0105 per unit - way too low before.
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Yay! First impressions on the costs based on initial testing: ArgonGas cost needs some tweaking I think, but I have to do some more engine tests with it first. it may be OK. LqdHydrogen looks good in terms of cost. LqdDeuterium cost seems a bit low, particularly considering the low quantities it is used in (10 funds for 400L atm). Would suggest x10 or even x100 the cost (ratio cost from the ITER site says should be around 44 funds/u). LqdTritium cost is, well, high. I know this is 'realistic', but it makes it unreasonably expensive for my uses (1.5 mil funds for 400L). Could we consider cutting it by an order of magnitude? Lithium cost is way too low. I have a tank that contains 21 m3 of lithium (21K units) and the fuel cost is a grand total of... 9 funds (fuel in an orange tank costs ~3000 funds). Considering that the price of lithium is about $5000 USD/ton now, it should go up significantly. I propose as earlier by ratio, 0.255 funds/u. That puts 21m3 of Li at close to 5500 funds, which is a lot more reasonable. -edit: I mean, FreeThinker, if you're dead set on those D and T costs, alright, I'll try to find some way to work with it. However, I can't deal with the Lithium .
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NFT costs/densities seems to not match the spreadsheet, I made a pull request (my first one ever!).
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Cool, I'll start testing things.
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So I actually had a second today... Had an error with my cost calculations for boron, it should be 0.851/u. Here are the costs I came up with for the resources that I coexist with. Please note that these are not "real" costs in the sense that 1 fund = bleh number of RL dollars. They are ratio-correct to stock costs with wiki/FreeThinker's RL costs used as bases. Lithium: 0.255/u LqdDeuterium: 44.5/u LqdTritium: 345100/u LqdHe3: 345/u I might suggest that you tone down the price of tritium for the sole reason that it's an abhorrently high value to use. Cutting it by 10 or 100 times might make it more reasonable.
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Minor amendment: Boron should be STAGE_PRIORITY_FLOW with PUMP. Otherwise NFT is good. KSPI folks... some of your costs are really weird. I'm looking at the ones that I share with you specifically - LqdTritium (too high), LqdHe3 and LqdDeuterium are suspect (D2 should be cheaper by far than He3).
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I'm back now and will have a look at my costs in a bit (as per the method I described a few pages ago).
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I calculated the rough cost of 1 L of kerosene to be 0.92 USD. As stock LF is 0.8 funds per 5L (0.16 per 1L), that's a ratio of 0.173. So find the cost of 1L of a resource in USD, multiply by 0.173 to get the KSP cost. Make sense? Maybe not, someone should check my math. I'll be back on the 21st, will revise my costs then.