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Everything posted by Clockwork_werewolf
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Two Separate Joysticks?
Clockwork_werewolf replied to tstehler1's topic in KSP1 Gameplay Questions and Tutorials
I bought a "trust" "predator" very cheap (£3.75) from a second hand store and liking the idea of having two joysticks, got a Thrustmaster T16000 as it is ambidextrous so can be used left handed. The Thrustmaster was defiantly worth the money as it is much smoother and accurate but I too found that the joysticks were mirroring each other even though KSP labelled the joysticks differently in set up. -
How should Reaction Wheels work?
Clockwork_werewolf replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
I made a quick survey thingy on this to get some DATA! Since there seem to be mostly a small set of options being submitted, I wish I had more questions to play with though. http://forum.kerbalspaceprogram.com/threads/110592-Survay-How-should-Reaction-Wheels-work -
Judging form what people have posted on here http://forum.kerbalspaceprogram.com/newreply.php?do=postreply&t=110552 there seem to be a common set of idea's on how reaction wheels should work. The question is how many people agree with each idea, at least that seems important to me. Due to the Max of 10 boxes I have had to get a little experimental. If you don't want build up, don't tick any of the build up/saturation boxes, adding the sat/bleed votes and subtracting the force votes up should show how many people don't want it. The show results is to stop people ticking all the force votes to affect the ratios
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How should Reaction Wheels work?
Clockwork_werewolf replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
It is a very difficult question. A: Should they be weaker/stronger? My opinion maybe a little weaker, they are usable for large craft stabilisation where they should be for fuel saving smaller movements. Maybe 90-50% what they are now. B: Should they build up a non-direction speed? Like PlonioFludrasco said they could build up speed or heat so that they can only run for a certain time. The down side to this is that it is not true to how the real things work (see question C) but it is easier to implement, faster to run and easier for new player to understand. C: Should they build up direction speed speed? I reality reaction wheels have three (or three with a forth backup) wheels in different axis. The wheels build up speed as they exert a force. If they need to exert a 2 newton force clockwise to rotate a craft then 2 anti clockwise to stop the rotation this is fine and they are at rest in the end. However if as PlonioFludrasco they are trying to constantly right a craft on a slope then they will build up rotation until they fly apart. A craft making left AND right adjustments may not build up rotation but would stop working under option B but wouldn't in the real world. The 3 direction option would require tracking 3 variables and might be complex for new players Conclusion: In my opinion maybe reaction wheel should track 3 directions. if right clicked on the wheels would show Clock or anti Clock and a percentage of top speed for the three directions. To make it easier for the new players each reaction wheel could have a bar like engine heat (starting at 50% of max?) that would only show the highest wheels speed and only if above 50 or 75%. If it was fine they don't need to know and if it is high they might see the moving red warning bar Most people don't have more than 4 reaction wheels so this shouldn't be too taxing on the CPU either. Oh and add a magnetic rotator (can't find real world link but I know they exist) that very slowly bleeds off speed but using planetary magnetic fields to turn a craft. -
Using a compressed gas as coolant
Clockwork_werewolf replied to ArkaelDren's topic in KSP1 Mods Discussions
I would like to see a compress gas cooler for part BUT most of the engines are already cooled this way. The pipes leading down to the nozzle carry cryogenic temperature fuel. This flows though the nozzle cooling it and heating the fuel. This Heating expands the fuel creating pressure and reducing the load on the fuel pumps to pressurise the fuel for injection into the combustion chamber. Oxidiser is usually too volatile to heat this way and can eat away pipes when heated. I would like to see a helium cooling system or something for other parts though -
While not the most polished of video's this one covers ALL of the basics https://www.youtube.com/watch?v=71CIu-Pkn3k . If there is anything more complex you need to know I would be happy to help but there are more skilled people out there. I'm more of a jack of all trades. I will say that you should always check you have removed doubles, smoothed the area's you want smooth and export as FBX if unity doesn't like something. - - - Updated - - - Ah OK thanks, these are literally MK2 parts. I'm working on a 2.5 meter round angled adapter. I loaded in the one pictured before and found 10 problems with it so back to the modelling stage at least half the work is done. Real world job has been killer with me getting up at 6am and back at 6:30 every day
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Which texturing style you like more?
Clockwork_werewolf replied to PatPL's topic in KSP1 Mods Discussions
Can I ask what program you are using to make these? If it doesn't have layers you should look into getting a program that does like paint.net (it's what I use). It allows you to make "noisy" textures while having a higher layer with things like "stickers" on it. The noise can still be a problem with seams but that's a different matter. I often have a "base" layer with the background colour, one for even dirt, one for spots for random dirt, one for detail, one for writing, one for the original UV so I can see it's position (it is deleted in the finished image) and any other layers I need. -
In the release thread there were questions about what air intakes mass should be, so I thought I would post a poll. The intake has 8 times the intake space of a normal intake so it is very powerful in that respect, to offset this I have increased it's mass to 40 times the normal mass (0.4). I didn't hear any replies on the release thread so I created this for a bit more anonymity. release thread is here http://forum.kerbalspaceprogram.com/threads/107407-0-90-Clockwork-s-Spare-Parts-%28v1-00-15th-Jan-2015%29
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I agree with the above post but I would also say, make the jump and cost of level 2 building less, 30 parts to 60 would be a big jump and it could be at a lot cheaper if it wasn't 30 to 255. 255 is pretty much all the upgrade you need, so the extra isn't worth it. Almost all the buildings are like this so that it becomes "1 billion dollars" to go from 0 to 100 with no steps in the way. I do play on the default (no reverts) hard, and trust me it is hard but my problem has been the grind not the toughness.
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Well, the poll isn't working. I wasn't one of the people trying to get them to hurry, I'm fine with them staying in alpha or beta for a long time as long as they try and balance parts and game play every 6 months or so (which hasn't really been happening).
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It had more point before the space-plane update, before then all the space plane parts just had fuel in them. The Oxidiser tank would let you build with the space plane parts and then just add one or two for the last rocket burn. It's now there as more of a legacy part but it is still the only oxidiser only part I've seen so I left it in.
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<img src="http://imgur.com/TxW1ESV"> Download Sites Curseforge.com : Clockwork's Prudent Strategies No functional dropbox.com Wordy stuff This mod adds four new strategies to the administration building and updates some of the existing ones. Private Sponsorship: I know some people don't like making SSTO's and this strategy is for them. It adds a percentage increase in funds to all contracts. Each launch costs rep but the biggest cost is from recovered spaceships. At the maximum level all returned parts are only worth 20% of their initial cost even if landed right on the landing strip. If you launch a 40,000 mission and only expect to recover 500 then 8,000 extra profit far outweighs the 400 lost in the returned parts. Rapid prototyping: This one only comes into use if you have to pay to research parts after the tech tree unlock. For a initial cost and some science this reduces the cost to unlock parts. Environmental Agreement: Do you think you are a good pilot, well you better be with this one. This strategy adds a percentage to your reputation awarded for missions but the downside is that cost for recovering craft not landed on the landing areas is greatly increased. It's sort of the opposite of recovery transponders. Safety Guaranty: Build big craft and want more rep (you can always turn it into funds or sci) then this one is for you. It cost a flat fee of funds per craft launched but multiplies your rep earned from missions. Aggressive Negotiations now also has reduced recovered amounts to launch discounts. Change Log: Version 1.02 Removed the change to default strategies as the funds to science strategy has been correctly reduced. Private Sponsorship: Twenty times the funds cost but much lower starting reputation cost. Rapid prototyping: Twenty times the funds cost, lower starting science cost. Environmental Agreement: Reputation cost cut to 25% Safety Guaranty: Set up cost doubled Version 1.01 Initial release Other Mods: Fuel it all http://forum.kerbalspaceprogram.com/threads/99625-0-25-Fuel-it-all-%28v1-02-6th-Dec-2014%29 Spare Parts http://forum.kerbalspaceprogram.com/threads/107407-0-90-Clockwork-s-Spare-Parts-%28v1-00-15th-Jan-2015%29
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I did have it at 50 times the mass but it kept on spinning out due to the extra drag. It's designed to be the front part of a rapier (Saber engine) and as such large and heavy. http://en.wikipedia.org/wiki/SABRE_%28rocket_engine%29 I have flown craft into orbit with them, without the extra mass they are very over powered. Even with the extra mass they make getting into orbit easier than standard as they are the equivalent of 6.6 and a bit cone intakes which on a 6 engine craft is a LOT less parts (34 roughly). I am prepared to take the mass down a bit if most people do think they are underpowered and too heavy. I was worried that they were too overpowered actually.
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When you say make bigger parts do you mean 2.5 meter parts? If so what kind of parts? More angled tanks, intakes, oxidiser tanks? I'm very interested in what extra parts people would like to see. As it happens I've been trying to build a shuttle with the angled tanks, My biggest problem so far is too big a fuel tank so it's TWR drops too low when the boosters are dropped. I might post a picture later if I can get some better results.
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Download Sites Kerbalstuff.com : Clockwork's Spare Parts Curseforge.com : Clockwork's Spare Parts Dropbox.com Wordy Stuff So far the Mod contains 5 fairly simple parts. The five degree angled tank: This is a simple rocket fuel tank with one exception, it's top is angled at 5 degrees to allow angled attachment. I find it very useful for attaching air intakes that point directly at the air flow while the wings have 5 degrees angle of attack. I have also used it to angle cockpits down for IVA flight. The fifteen degree angled tank: The brother of the 5 deg tank this tanks top is angled at 15 degrees. useable for attaching shuttle engines or what ever you like really. The Oxidizer tank: A simple tank in the same size as the FL-T100 Fuel Tank but containing just 100 Oxidizer. It was more useful before the space-plane update but I though I would still include it. The Air Ram and compressor: This air intake is designed to high altitude flight. It has eight times the area of a mk2 ram intake but balances this with being much larger and having 40 times the mass. That's right 40 times the mass, which is a lot to lug around space but is not to problematic for SSTO's and adds drag as well (with 0.90's bad Aero dynamic system). It's best property is parts number reduction. Large fifteen degree angled tank: Big brother of the fifteen degree angled tank. This one is for mounting all those 2 meter engines or circular stations. Change Log: Version 1.04 Added the new 2 meter 15 degree angled tank. Version 1.03 Changed real_fuels code due to a bug with procedural parts. Version 1.02 Added Real_Fuels support Licenses added to download file Version 1.00 Initial release Other Mods: Fuel it all http://forum.kerbalspaceprogram.com/threads/99625-0-25-Fuel-it-all-%28v1-02-6th-Dec-2014%29 Prudent Strategies http://forum.kerbalspaceprogram.com/threads/107745-0-90-Clockwork-s-Prudent-Strategies-%28v1-01-18th-Jan-2015%29 on a side note please fill in an answer on this survey about the ram intake mass. intake mass survey
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[0.25] Fuel it all (v1.02 6th Dec 2014)
Clockwork_werewolf replied to Clockwork_werewolf's topic in KSP1 Mod Releases
Mod 0.90 compatible, secondary download site added. Now off to set up a parts mod.