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Hotblack Desiato
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Everything posted by Hotblack Desiato
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good thing, that I bought the game directly through their store on their website, not via steam. on the other hand, if the website remains offline :/
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What are the reasons for KSP not using SI units?
Hotblack Desiato replied to Instresu's topic in The Lounge
some mods (started with KSPI) consider a EC to be 1 KW/s. That was in connection with their own reactors, which had a MW-value. the Near Future reactors and the USI-reactors are following this rule aswell. so it would be easy for squad to make it official. one other thing that might be extremely nice: have a small readout of the total mass of a rocket/lander/other craft, and convert it into newtons for different objects in KSP. this way, a lander for duna has a certain weight and therefor a certain force in newton, and designing it in order to be capable to lift off (TWR > 1) becomes trivial. -
I know... I'm from austria ;-)
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How are you able to move without RCS
Hotblack Desiato replied to leocrumb's topic in KSP1 Gameplay Questions and Tutorials
look at the freight transport technology mod from roverdude. he adds 2 very big reaction wheels (5 and 10m wide). and they are extremely powerful but require a strong energy-supply, as they can drain your batteries in no time. -
think about it this way we can play ksp 1.0 today spaceX-employees have to launch a rocket and can't play KSP ;-) (Flight 18, Falcon 1.1, TurkmenAlem52E/MonacoSAT, 22:14 UTC, from Cape Canaveral Pad LC40) Ariane Space was wiser, they launched yesterday and can go playing KSP 1.0 EDIT: By the way, I tried to load the ksp-website and got this: could it be?
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another possible feature: maybe kerbals finally have a mass, if they are sitting inside the capsules. so far, as soon as they enter a spaceship/part, they become completely massless...
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the thing I sometimes wished: a door, maybe at the astronaut complex. imagine, you've been landing your shiny new SSTO spaceplane on the runway. first, a nice feature would be refuel that thing, it's on the runway at KSC. next thing, get the kerbal out and recover him, in order to send the science data to the research facility. and then send the kerbal through the door out and walk over to the spaceplane, hop in and launch back into space. but I doubt that such a thing would take 2 days to implement. another thing he could have added: something like the guys from kerbtown do. real kerbal cities. because everyone wonders why the planet is so damn empty.
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I guess, the problem with refuelling in space as a gameplay-mechanic is, that there are players out there, who actively argued against the use of the kethane mod. mostly because they invented ways to transport huge amounts of fuel over great distances, while others just've set up a drill, the refinery and watched the spaceship refuel itself. and now, that very system (with the tweak that it doesn't deplete) is suddenly a stock gameplay-system. These people feel a bit cheated, because they went great distances for their way of gameplay. My opinion: That happened more or less with every new version. remember 0.23.5? the SLS-parts? lifting a 100t payload became trivial, even doing it SSTO... a similar thing happened with the rapier engine introduced in 0.23. suddenly, it was easy to build a spaceplane. just toggle the engine mode when the air-breathing-mode wasn't feasable anymore. or docking ports. prior to them, refuelling in space wasn't possible at all. a eve surface return was either possible if the ascend vehicle was discarded afterwards and the kerbals EVAed over to the transfer ship, or by having enough fuel in order to get all the way back home. EDIT: @ kuzzler: valid point. I'd like to see something like that too: deploy the drill and run it. and it behaves like nailed to the ground. as a bonus, this forces squad to add a stock-method to attach a part (or group of parts) to the planets ground. something that KAS tries to add, but with limited success.
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Naming Geological Features on Kerbin
Hotblack Desiato replied to smartie987's topic in KSP Fan Works
hmm, if it should be a fish, maybe this could an hommage to another game: the dopefish sea ;-) -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Hotblack Desiato replied to riocrokite's topic in KSP1 Mod Releases
I could imagine, that with 50t mass, it can be put on top of a falcon heavy, sending it into space. up there, it needs to be loaded into a martian lander. this way, it is powerfull enough to supply a medium sized martian colony. cooling shouldn't be a problem as the station will need vast amounts of heat. but that's a bit off topic... -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Hotblack Desiato replied to riocrokite's topic in KSP1 Mod Releases
yours is good aswell I wasn't aware that these reactors were in fact multi-part units, consisting of 4 respectively 2 trucks. regarding this new portable unit, I found this http://www.world-nuclear.org/info/Nuclear-Fuel-Cycle/Power-Reactors/Small-Nuclear-Power-Reactors/ approximately in the middle, there is a section about the MTSPNR. MTSPNR EDIT: and this link, which contains a small picture of that unit (or something that looks like a box on a truck). http://www.uxc.com/smr/uxc_SMRDetail.aspx?key=MTSPNR%20%28GREM%29 EDIT2: and on the uxc-page, they refer to it with its new name GREM so, I found that: http://www.nikiet.ru/eng/index.php?option=com_content&view=article&id=26&Itemid=51 nikjet or nikiet is the above mentioned producer of that unit, and they have an english website... EDIT3: they have a project for spaceflight-reactors aswell http://www.nikiet.ru/eng/index.php?option=com_content&view=article&id=27:2011-02-21-06-37-16&catid=3&Itemid=38 -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Hotblack Desiato replied to riocrokite's topic in KSP1 Mod Releases
I found that: https://translate.google.at/translate?hl=de&sl=auto&tl=en&u=https%3A%2F%2Fweb.archive.org%2Fweb%2F20110310121824%2Fhttp%3A%2F%2Fwww.ippe.obninsk.ru%2Frpr%2F2-2rpr.php the IPPE is the sovjet/russian institute responsible for creating that mobile reactor. it even has its own wiki-site, although just in russian. https://translate.google.at/translate?hl=de&sl=auto&tl=en&u=https%3A%2F%2Fru.wikipedia.org%2Fwiki%2F%D0%A2%D0%AD%D0%A1-3 I guess, someone who is fluent in russian could help with the technical details and it's weight. from what I can see, it's like a submarine-reactor mounted on such a mobile frame. it also had an successor, the Pamir https://translate.google.at/translate?hl=de&sl=auto&tl=en&u=https%3A%2F%2Fru.wikipedia.org%2Fwiki%2F%D0%A2%D0%AD%D0%A1-3 EDIT: apparently I got ninjaed... -
a new stock gas giant would be great, with some additional moons, even if that means that eeloo is one of them instead being a planet.
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currently: thrust is the same, ISP varies with atmosphere-pressure and fuel consumption varies in order to keep up the same thrust. reality and ksp 1.0: thrust varies, ISP varies with atmosphere-pressure, fuel consumption stays the same (unless you throttle up/down). I guess, first stage SRBs will be even more important, as they add a high thrust at surface pressure, with medium weight, and can be discarded during gravity turn, when the gravity loss is no longer a problem. for me, one of the biggest features will be the resource map, as it should be easily usable by mods, then of course the bugfixes and better aerodynamic. I'm not so sure about the usage of the resource-name "Ore", as ore is already something different in modded ksp.
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just a question, as I downloaded it in order to learn where to find karborundum. I also looked into the karbonite-file and found something weird. file: Karbonite.cfg REGOLITH_BIOME_RESOURCE { ResourceName = [B]Ore[/B] ResourceType = 0 PlanetName = Arin BiomeName = Polar Crater Distribution { PresenceChance = 75 MinAbundance = 1 MaxAbundance = 10 Variance = 50 } } all the entries in the REGOLITH_BIOME_RESOURCE contain the ResourceName Ore instead of Karbonite. you might take a look at it in order to spawn karbonite at the right places instead of ore.
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0.7.3, how hard can it be
Hotblack Desiato replied to Hotblack Desiato's topic in KSP1 Challenges & Mission ideas
okay, that's quite simple. then it is top-speed. I'll edit the OP. -
0.7.3, how hard can it be
Hotblack Desiato replied to Hotblack Desiato's topic in KSP1 Challenges & Mission ideas
so, there is a natural end in this challenge... I guess, we need a new goal for the challenge, since it is possible to escape. how about highest orbit (of course with enough fuel to actually come back). -
0.7.3, how hard can it be
Hotblack Desiato replied to Hotblack Desiato's topic in KSP1 Challenges & Mission ideas
thanks for the entries so far, I added a highscore to the first posting. and over 800km height, that's impressive let's see if I can beat that tomorrow... and thanks for the tips r_rolo1. it's really hard to get a rocket to go straight up... -
Considering RoverDude is working for squad, squad might have adopted his lifesupport-system?
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regarding that... they added their own version of: deadly reentry, FAR, procedural fairings and karbonite... the only thing missing and absolutely necessary is a working lifesupport. maybe the kraken can be drilled for food?
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0.7.3, how hard can it be
Hotblack Desiato replied to Hotblack Desiato's topic in KSP1 Challenges & Mission ideas
you have a ksp 0.7.3.zip after the download extract it (the folder ksp 0.7.3) to any place on your harddrive (desktop is fine). in there is the folder ksp, and in there is ksp.exe. execute this file, and it will start immediately. @waterlubber: great flight, and yes, it's hard. EDIT: oh, and thanks, didn't consider the f-key for activating SAS -
Early Space Flight A very simple challenge, possibly the first type of challenge ever in ksp. get a rocket as high as possible, or EDIT: like several other challenges, try to get top speed in kerbin-SOI (more or less, as the game either has no SOI or doesn't tell about it). the only twist, in the dawn of the version 1.0, do it in the first version which is available online. version 0.7.3 download 0.7.3 here: http://forum.kerbalspaceprogram.com/threads/24858-Old-versions-of-KSP-%28some-versions-still-wanted!%29 other versions available aswell. currently the only scoring system: height in meters, take a screenshot at apoapsis. furthermore, take at least one in VAB and landed (to show that you took a parachute with you). my entry: 103861m no idea if this version already allows orbits... by the way: this support does not support saving and reloading crafts, and it doesn't support screenshots. Oh, and it doesn't support symmetry... for the extra flavour. Highscore: 1. 1309000m Rfmeijboom 2. 969201m Bloodsoul 3. 813361m Outlaw 4. 103861m Hotblack Desiato 5. 65959m waterlubber New Highscore Top-Speed: 1. 3817.7 m/s TheMoonRover (no parachute) 2. 3712 m/s Scott Manley (no parachute) 3. 2781.9 m/s mcirish3 4. 2726.2 m/s Rfmeijboom 5. 2340.2 m/s 13013 6. 2303 m/s pvtnum11 Stunt-Section: Rfmeijboom: shot 3 kerbals on escape trajectory Scott Manley: orbit and shot 3 kerbals on escape trajectory TheMoonRover: orbit and shot 3 kerbals on escape trajectory 13013: orbit achieved without touching SAS nor using the spin stabilization trick. for those who managed to do something out of the ordinary as having orbits, bringing kerbals back from orbit or whatever you can come up with.
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I see. maybe take a look at uranus and neptune. they have virtually no cloud-features (neptune has a few small ones), but uranus is basically just a featureless pale blue ball (as if some creator ran out of ideas). and since we have the environmental visual enhancement mod which adds a cloud-layer to planets, how about just using that in conjunction with the ocean-color? light-blue clouds with dark blue ocean, and the cloud-bands rotate over the surface. is there a limit for the depth of planetary oceans? maybe the vessels just get crushed if they try to dive to deep.
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Hotblack Desiato replied to SpaceTiger's topic in KSP1 Mod Releases
extremely interesting... does the game-speed keep up? because when I do mechjeb-aided burns with the ion drive, it could fire for 6h+. and having ksp sitting around at full speed is somewhat problematic...