

Hotblack Desiato
Members-
Posts
253 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hotblack Desiato
-
I agree, adding mcm-support would be nice. and is there a version for 1.0 planned? because this mod is made so small and elegant*, there needs to be a version for 1.0. it adds functions without driving up the partcount, complexity and so on...
-
hello a little suggestion regarding gas giants. how about reducing their surface radius by let's say 50-100km, same gravity, just let the atmosphere extend further down. as an extra: at jupiter and saturn, there is a region in the atmosphere where the gas switches over to a liquid state (critical point in thermodynamic). since kerbal space can't model that, how about just giving them an ocean at surface height. this way, we could make gas planet surface stations. and launching back to space could be very... interesting.
-
honestly? if you like the game and if you want it with high convenience and ultimative moddability, then buy it directly through the squad-website. no steam, no other resellers who get a share of the money, just squad (okay, and the payment provider). granted, it works through steam aswell, and you can copy the ksp-folder to whereever you want, but steam still tries to tell you when it's update-time...
-
The mineable resource in 1.0
Hotblack Desiato replied to simpleton876's topic in KSP1 Suggestions & Development Discussion
there is another thing that should be taken in account: the resource "Ore" is already in use in modded ksp. and it's not used for fuel-production. water/ice on the other hand would be a very nice way to get water and fuel, and it would blend into the current situation in modded ksp, and it would even correct the current situation with water/lqdwater and water/aquifer (KSPI and regolith). as a side-effect, liquid fuel was never specified. therefor in modded ksp, both real-world liquid fuels apply: carbon hydrogens and hydrogen alone. if squad defines water as base resource for getting LF/O, then LF is set to H2. -
the air-intake in the middle could be used for fingernails.
-
Speedrunning Kerbal Space Program
Hotblack Desiato replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
with 1.0, it should be possible to create one SSTO craft with ISRU-capability which can land on every body, harvest local fuel and launch to the next object. and especially laythe, eve and tylo would be insanely hard to do (especially a spacecraft capable of all three planets/moons. as far as I know, only back in 0.18, people did eve spacecrafts capable of landing and launching back to orbit with enough dv to spare to return to kerbin. and with the ISRU-capabilty, they only need to fly to gilly for refuelling. -
great mod and great models. regarding MCT (or DCT?): take a look at the civilian population mod. it has nice spacestation parts for civilian kerbals, 30m diameter and so. but it lacks a method of transporting the civilian kerbals from surface to orbit or orbit to surface. your colonial transporter would perfectly fit into that role, as it is a large vehicle intended for transporting larger quantities of kerbals. however, civilian kerbals are just a value like fuel or electric charge. your mod would play nicely together with the civilian population.
-
or just download roverdudes asteroid recycling mod. it contains a rock-engine running on pulverized rock, with an ISP of a bit over 2000 and quite an energy demand. pulverize a bit of gilly and fly it whereever you want... at least if it was on rails. (I do know that the massdriver from ART isn't capable of using planetary material, although the game tells about gilly being a captured asteroid) shouldn't the n-body physics mod be capable of moving planets and moons around? I know that it just tracks the interaction of planetary bodies, but it should be also capable of tracking forces applied on the bodies (although they are negligible compared to the planetary forces).
-
Condolences to Elon Musk, we have all been there
Hotblack Desiato replied to Rocket Farmer's topic in The Lounge
that was a problem in ksp too, back when the rcs-thrusters were fireing permanently to compensate their own steering errors... but I believe, that was fixed back in 0.21 or 0.22. there was a similar problem with mechjeb, it happily drained a 2.5m monoprop-tank while docking. -
Condolences to Elon Musk, we have all been there
Hotblack Desiato replied to Rocket Farmer's topic in The Lounge
actually, the spaceX merlin 1D is very good at throttling down, for a first stage engine. and it becomes even better, when they start using the engine at full power (currently, that thing runs at 85%, even in ascend). (EDIT): the current throttle capability ranges from 100% to 70%, and even 60% for the vacuum version. but it can't be throttled down enough in order to get a TWR of roughly 1. in other words, it can't hover. even if they switch off 8 of the engines and let just the inner engine work. so they need to do a suicide burn, and that was their second real attempt of doing it. -
in modded ksp, people can have planets with really crushing gravity (in alternis kerbol, tylo had 4g of surface gravity and half a bar surface pressure, and there are other similar planets, currently for example new horizons titanus). and people built landers for that, which were capable of launching back again to orbit. I think, only kerbol itself is untouched...
-
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Hotblack Desiato replied to girka2k's topic in KSP1 Mod Releases
the IR-parts have special functions, and you should be careful with that. regarding rcs-ports. I haven't tried it yet, but since the OP states that it is possible to weld one rcs-unit (multiport) into the weld, I'd take a look at the 2,5m octagonal rcs tank from roverdudes transportation mod. that thing has a probe core, sas, rcs-tank and 4 4-port rcs thrusters. and since it is just one part from the beginning, it shouldn't violate the one rcs-port rule (because it's practically hand-welded). -
I see a lot of possible optimization with part welding. for example those girder-elements with the dockingports. the 6 node element + the 2 girders for every direction + 1 senior docking-port (and no struits) are 14 parts, which could be collapsed into one part. because you can remove the struits, you get rid of another 8 parts, totalling 22 parts to 1 part. since you have 3 or 4 of those things, and similar elements for the standard ports, you could easily get rid of 100 parts. same thing (with lesser part reduction) is possible for tanks + adapters (2.5 to 1.25m) and so. you can also fuse a probe core and batteries and one lamp together, even RCS-tanks and SAS-modules (for high torque-needs, fuse several SAS-modules together, for power-storage, do the same thing with batteries, or fuse them onto tanks). I'm currently planning my next game in ksp for 1.0, and the first step will be a station in kerbin orbit, which will be entry worthy (>1000t mass, and so). and this station will heavily rely on part welding, because I don't hate my cpu ;-) )
-
[1.2] Procedural Fairings 3.20 (November 8)
Hotblack Desiato replied to e-dog's topic in KSP1 Mod Releases
okay, but that must be something just in the english speaking part of the world, because here in austria (and in germany), it's a regular word, and it's also used when someone sneezes. but not when someone says something useless. and there was a time, when people who try to define what politeness is tried to mark this behavior (saying gesundheit after someone sneezed) as inpolite. but people didn't care and continued to use it. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Hotblack Desiato replied to Porkjet's topic in KSP1 Mod Releases
I'd be interested. does it also produce waste? and yes, I do know that they don't really work this way. but as explained above, they also can't be just made out of metal and nothing else, and it feels cheaty having a rocket which has a superb specific impulse without the downside of a special fuel. I do know that these rocket-motors are supposed to be fabricated on kerbin, and they can add whatever they want, but in a space station, there have limited supplies. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Hotblack Desiato replied to Porkjet's topic in KSP1 Mod Releases
very nice mod, I think I'm going to use it in the 1.0 installation. and I have a feature-request (shouldn't be difficult): lots of people already asked for LH2 support for near future prop. I'd like to ask if you can add the requirement for enriched uranium and nuclear waste? because I'm playing with extraplanetary launchpads and building a nerva engine including the nuclear fuel out of plain metal/rocketparts seems to be odd. it just needs two extra tanks for enriched uranium and nuclear waste (or whatever name they use) and should slowly burn through the nuclear fuel. -
How to have two KSP saves, one modded and one stock
Hotblack Desiato replied to ChrisSpace's topic in KSP1 Discussion
just have them sitting in two different folders. after you download it from kerbalspaceprogram.com, just unpack it into different folders. couldn't be easier. -
[0.90] KSP-Real-Asteroids Missions and Bodies pack
Hotblack Desiato replied to jonasrosland's topic in KSP1 Mod Releases
nice mod, it looks great. I guess, the creators of custom asteroids can set some sort of flag-system in order to prevent a second creation of an asteroid. for the kopernicus-asteroids, how about giving them an custom asteroids moon? this way, the player can actually steal the asteroids moon. -
my orbital tugs always look the same: docking port on each side (maybe one claw and one port, if you ever have to move something without dockingport), a 1,25m probe core, 1-3 1,25m rcs tanks, battery, sas. 4 to 8 rcs-ports and solar panels. this thing can happily push around everything, and doesn't consume any LFO. and it's so small that it usually fits on a rocket as secondary payload (a friend uses them even as counterweight for his spaceplanes... 50 tons in the back, and 2 tons attached to the nose-dockingport to balance the plane).
-
like in regular rocket launchs. you have a capsule, and ontop of it is the LES. but you don't want to carry the LES all the way up into space. therefore, you have to jettison the LES at some point (because in reality that beast is heavy... apollo LES ~4mt), when it is already safe or doesn't matter (for example at the apollo launches, there was the abort-mode 1C (1-charlie). the LES was already jettisoned, and for leaving the malfunctioning rocket, the astronauts would have to use the RCS-thrusters.)
-
or add tweakable everything as a mod, and put a docking port on top of your capsule, and the LES on top of that docking port. tweakable everything allows dockingports as decouplers. this way you can get rid of the LES and free a dockingport at the same time.
-
the tt-70 is nice for having a bit more space between side-booster and main rocket. and the hydraulic detachment manifold is nice because it is stable even with really big boosters, which otherwise require struiting.
-
in other words... but I guess that could only be done as mod, since squad wouldn't be allowed to use simpson-characters.
-
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Hotblack Desiato replied to girka2k's topic in KSP1 Mod Releases
more or less yes... but I wouldn't go that far. leave the engines out of your weld. means: top: payload, connected by either a stack decoupler or dockingport to your lifter. the lifter is one part (all tanks and structural elements together). and then the engines as a few parts. you could easily bring a 1000t ssto (since you can't get rid of stages) below 30 parts, without any weirdnesses with the rocket engines. -
^^ honestly, I found near to be quite nice. it allows to build rockets which look like rockets and which are fairly simple and cheap, and have a decent payload-capacity. for example for a smaller probe: probe body, solar panels, some scientific instruments, antenna, a nosecone, fl-t 180 tank, lv 909, decoupler, bacc booster and fins. that thing launches to space just fine, and has enough dv to do a decent amount of work. in stock, you would require at least an additional liquid stage, and mayme more than one bacc-booster. and launching that feels better...