Jump to content

sashan

Members
  • Posts

    1,004
  • Joined

  • Last visited

Everything posted by sashan

  1. Awesome. Will you be making any guidance systems for anti-ship missiles? I see more and more naval ships in KSP each day. Most of ASMs are either active radar guided or passively infrared-guided, i.e. detecting ship on itself by IR contrast. They all use inertial navigation/GPS to get to area where they search for target.
  2. Would definetely work for MAV until you get a special one for it.
  3. Thermal runaway of batteries is terrible thing, it can also occur in vacuum. Batteries should be flammable as hell, especially separate parts.
  4. Newest version of Scatterer. IDK how much RAM it actually takes but its folder is 70mb in size.
  5. I bet the authors could make PhD on Mechjeb As for the question - you do have too high TWR. I recommend you having 1.65 TWR if you use 2.5 stages with side-attached boosters and 1.5 if you use just 2 stages. Last stage may have TWR of 0.3 even as long as it can obtain orbital speed before hitting atmo again. Lower, beter - because you burn horizontally, time of burn doesn't affect efficiency much, and having less TWR means less engine mass.
  6. Re-enabling it broke nothing but made my ship rigid like it should be. Airplanes also work just OK. I now want to test compatibility with TweakScale rescaling module. P.S. YEs, I'm also using the wings for planes. It's jut that they are so flexible that the ships turn out to be are no worse than planes.
  7. Well, it's better than nothing. I dunno, really. Check Baha's animation modules plugin. the one that powers his critter crawler - maybe it has what you need?
  8. Yay, would it be possible to integrate this with BDarmory? Also, do you consider what part is before setting it on fire? Structural girders, for example, should never catch fire.
  9. Well, it's still nice to have, especially in you apply chamfler and smoothing to those sharp edges in the nose. All we need now is a set of VTOL Valkyre engines working with Firespitter and a set ow wing parts that have those groves with heat shield tiles. Why Valkyre? It's the best design for Laythe.
  10. I also get them from time to time, rebuilding ocean always helps. Also, I'm getting this bug. Notice how large part of seabed is painted blue but it reverts back to usual color in the distance.
  11. I have another idea, use modulelight to toggle light and separate animation module to toggle rotation.
  12. Yep, that looks like small first-stage atmospheric engine. Give it a thrust of around 100 and it'll be really useful.
  13. Take that outer structural ring that is supposed to be attached to fuel tank, and extend its upper edges exactly vertically with unchanged radius to cover the top of the engine. Then, add attach node right where that extruded "tube" ends.
  14. I really like it, but could you extend outer ring upwards? SO it'll be partially covered with shell aerodynamical engine. It'll make all those nice parts visible and at the same time it'll look aerodynamic. Clipping it? DOn't like it much, aside from unrealistic problem of "where is that fuel actually" it won't look good as clipping would be visible. IMO the cover should look like any interstage, with those vertical groves.
  15. Here's a good simulation of temperatures. That's NERVA, but Laval nozzle is still same. Parts with active cooling shouldn't glow tho. Also, here is radiatively cooled Merlin: And a good video of Draco firing: https://www.youtube.com/watch?v=Z5j5exxNZFw Basically, the narrowest part of the throat is the hottest, unless cooled. I really like your engines, will you release them as a separate branch? Ven's revamp already adds some selection for engines, but still not enough for my tastes. We expecially need small vacuum engines and small high-thrust atmospheric ones.
  16. Looks really nice, but could you make them more subtle? IMO they are too bright. Also, does it mean it would be possible to have reflections from every light source in game, like searchlights? Yes, it does - MM can edit such nodes.
  17. I have a laptop with 2.6GHz two-core i5 and it works fine. IIRC MacBooks have better CPUs than that. As for the mod - are you referring to RAM? B9 procedural wings is less than 10mb in size.
  18. Iv'e just noticed that setting SCREENSHOT_SUPERSIZE = 2 in settings file of the game disables ocean in screenshots. Is it possible to fix? The screenshots look so nice with that setting.
  19. Ah, that's exactly what I've thought about. Last request: Can you add a config line to ModuleWeapon that'll completely disable ricochets for its shells? Some weapons shouldn't have them at all, like all kinds of artillery. I've browsed through source code and it looks like it's fairly easy to implement.
  20. It's just 280 parts. Considering the fact that it weights 800 tonnes, has length of 90 meters, is longer than active area of VAB, has boat and helicopter hangars and some very rudimentary interiors, that's OK.
  21. The most sensitive radars are large and can't track the target. Also, you could have rear-pointing radar on large fighters. The ship is made by myself from b9 procedural wings. It's called KNV Zumkalt.
  22. Thank you for your work! Suggestion: Changing ammo type for guns. For example, I want to make a naval cannon that can shoot both timed detonated rounds and ordinary ones. Combat mix (3 HEI/1AP) for GAU-8 would also be good. Also, would you be removing 8.5km maximal range for guns? It's so restrictive... Awesome news on multiple radars! Wanted it for a long time. Would you be making integrated CIWS units with their own AI that could engage targets while I use rest of ship's weapons for something else? Your mod is awesome:
  23. IMO the boiloff could really be zero. But the cooling plant should be separate part, produce lots of heat and absorb lots of electricity, like ISRU.
×
×
  • Create New...