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Everything posted by sashan
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
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. -
Would definetely work for MAV until you get a special one for it.
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Thermal runaway of batteries is terrible thing, it can also occur in vacuum. Batteries should be flammable as hell, especially separate parts.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
Newest version of Scatterer. IDK how much RAM it actually takes but its folder is 70mb in size. -
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.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
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. -
[WIP] [1.1/1.0.5] SDHI Strobe-O-Matic Warning Rotator Light
sashan replied to sumghai's topic in KSP1 Mod Development
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? -
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.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
sashan replied to K.Yeon's topic in KSP1 Mod Releases
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. -
[WIP] [1.1/1.0.5] SDHI Strobe-O-Matic Warning Rotator Light
sashan replied to sumghai's topic in KSP1 Mod Development
I have another idea, use modulelight to toggle light and separate animation module to toggle rotation. -
[WIP] Dangerously Shaded Stock Refresh
sashan replied to DangerouslyDave's topic in KSP1 Mod Development
Yep, that looks like small first-stage atmospheric engine. Give it a thrust of around 100 and it'll be really useful.- 90 replies
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[WIP] Dangerously Shaded Stock Refresh
sashan replied to DangerouslyDave's topic in KSP1 Mod Development
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.- 90 replies
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[WIP] [1.1/1.0.5] SDHI Strobe-O-Matic Warning Rotator Light
sashan replied to sumghai's topic in KSP1 Mod Development
You need to set it up with ModuleLight -
[WIP] Dangerously Shaded Stock Refresh
sashan replied to DangerouslyDave's topic in KSP1 Mod Development
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.- 90 replies
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[WIP] Dangerously Shaded Stock Refresh
sashan replied to DangerouslyDave's topic in KSP1 Mod Development
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.- 90 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
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. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
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. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
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. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
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. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
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: -
[WIP] Nert's Dev Thread - Current: various updates
sashan replied to Nertea's topic in KSP1 Mod Development
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.