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sashan

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Everything posted by sashan

  1. I've posted some pics about NTR's in Porkjet's NTR thread. Basically, the exhaust temperature is below 500 degrees celsius on low throttle and 1500 on high. Would not glow, and even if would, then very dimly. Why? Because it is cooled in effective high-expansion nozzle. Why chemical rockets have hotter exhaust? Because combustion process is still going on. Especially in atmosphere, when running fuel-rich. Basically, I think it should look like SSME exhaust minus shock rings. Is it possible to release the version that keeps stock docking ports alongside modded ones? Because I like stock ports as well as new ones. And having different docking systems will make life harder, therefore more real. Great mod btw! I am really waiting till you release overhauled effects. Your ones are the best and the most realistic around here.
  2. ProceduralParts has nice fake reflective texture setup... Look at big tanks in background.
  3. Tylo definitely. After ruining the vehicle on a first attempt, I made a fuel tank and command seats style rescue vehicle. And even that had not enough dv to get back into orbit. Had to gain last 250 m/s by kerbal's EVA jetpack. Piloting 3 kerbals at once that way is difficult.
  4. Check HyperEdit, it does that successfully. As far as I understand it simply edits orbit to match another body, with small difference in epoch.
  5. This has great potential for optimizing ScanSat, a big performance killer.
  6. NX is feature-based, I have it as well. Games modeling is always mesh-based. So no-go. You need blender, 3ds max or smth like that.
  7. Yep. I've made my own mod for LV-N a while ago. It has 600s Isp and 12 tons thrust on LFO and 900Isp and stock 6 tons thrust on fuel only. More than enough to boost my SSTO to orbit after maxing out B9's VTOL engines at 500m/s and 18 km. The craft has just enough oxidizer to boost apoapsis to 50km, after that comes a long burn on low thrust. Just like the real SSTO's would work. 5 mach in atmosphere, 20 mach in orbit.
  8. Removing kethane gave no result. But removing RemoteTech dll did. It's so weird to have control over any probe core anywhere in the universe... I'll try another version.
  9. Anyone? Want to finish my base to get refueling capability over Jool Removing Kethane dll didn't help.
  10. LMs were all left in the moon orbit which is very unstable due to masscons. It decayed rapidly over days, impact points are mostly unknown - the kinetic velocity isn't that large, the impact would be difficult to observe even if it is on the visible side at all.
  11. Weird indeed. Try adding page file, your system has none. Google it if you don't know how.
  12. KSP: Win32 .25. Windows 7 x32 I have a modded install. Until recently, everything was fine. Now I can't enter tracking station or launch a ship. As soon as I do it game hangs and the game's RAM starts ramming up until there's no free space. It crashes, printing out "too many heap sections". I've thought it is caused by my save woth lots of ships, so I've started a new one. Hyperedited the unfinished base I had on Vall into the same spot, first it worked, now the same problem. Here are my mods, all of them are parts-pruned to various degrees. SSN is a bunch of my personal modulemanager configs. HAdn't touched it in a long time. Last mod I've installed is Kethane. All mods are the last versions before KSP .90 release. It would be very tedious to list their versions. Logs: https://drive.google.com/file/d/0B4UIWVztudU2WThrRXM5ZUFuUjA/view?usp=sharing https://drive.google.com/file/d/0B4UIWVztudU2T3M4cXI1N0F4WlE/view?usp=sharing
  13. Hook is used for anchoring to the ground. I use it all the time. You can make landers that land on slopes of low-g bodies, anchor cranes so that they can lift heavier structure, build thin high towers for solar panels, anchored with 4 winches on top and hooks, and much more. As for asteroids... Dunno. But magnet seems to work, at least it worked a year ago. - - - Updated - - - I've meant this type of tower, I did it some time ago: You can bring it in parts, then assemble in site using small dock ports. The most complicated part is putting it into vertical position after that, but it makes an interesting challenge.
  14. Quick and dirty solution. PART { // --- general parameters --- name = ladder1l module = Part author = SSN // --- asset parameters --- MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 0.0, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 0.355, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 0.71, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 1.065, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 1.42, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 1.775, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 2.13, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 2.485, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 2.84, 0.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Utility/ladderRadial/model scale = 1, 1, 1 position = 0.0, 3.195, 0.0 rotation = 0, 0, 0 } PhysicsSignificance = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = spaceExploration entryCost = 500 cost = 100 category = Utility subcategory = 0 title = Pegasus V Mobility Enhancer manufacturer = ROKEA Inc. description = The Pegasus V Mobility Enhancer, known in some circles as a "long ladder", is a state-of-the-art vertical mobility device, allowing your intrepid crew to scamper around the exterior of your ship like highly caffeinated rodents. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 PhysicsSignificance = 1 } Still I would like to model the part. Stock small ladder model looks weird on framework trusses.
  15. Yep, handrails will also do the job. Seen that mod. The problem is that they are still short. And they do kill part count.
  16. There was a mod for weather and random wind gusts somewhere... However, no visual effects.
  17. What happened to the internals of the science lab? The picture in the beginning was really awesome.
  18. Yep, seen them. But I want a longer version. I could have made a multiple-geometry part out of them, but I've found that their effect on performance is only a little bit lower than that of multiple parts. I guess it is connected with multiple colliders or something...
  19. Today, I was building high-dV and parts-light interplanetary ship. With mods. The ship is a typical long truss with fuel tanks along the sides, engine on one end and habitat block on another. It's around 30 or more meters long. Usually I place the strip of a ladder along the whole truss. But it blows the part count over the roof. Even the longest retractable ladders aren't that good. I know that B9 has long ladders, and I've used them some time ago for my solar panel tower for Mun base. Their lenghts - up to 16m are perfect. But they ruin the whole "delicate framework" look of the ship. Therefore, I put this request to model a simple ladder like those ladders on sides of the buildings. Something like this. Would have lots of other uses as well. I can even model and unwrap it in Max, maybe even texture. But I need a person who will export it into game, set up colliders etc.
  20. One question - would it work on .25? If not, which version would? I can't run .90 till I get a new PC... My current one is ancient krap.
  21. Would be nice to simulate parachutes. Whel landing on Duna they are usually deployed at around 400m/s, the craft is flying almost horizontally. Would make a big difference to landing point.
  22. Having a config for Astronomer's pack would be nice as well. For example, it makes Duna a lot less reddish. And I've got a very weird effect now, Duna's night side glows red while landed on it.
  23. Yep, seen that picture somewhere. Similar design, but I've thought of a different layout, more like that Mars Descent Vehicle in Mars Direct concepts. Center is empty (after deployment), on sides are crew bunks, common hall and lavatory+kitchen. Only two bunks, other two kerbals are more like visitors from other modules. I always have double or triple kerbal capacity in my ships. I can't export and import now, and can only work in Max - is there an importer? But I'll need help with rigging and setting up anyways.
  24. Would be nice to finally have interior for flat inflato... I may even model it in 3ds max, but only if someone else provides me with the outer model in commonly accessible format, and does texturing and eporting. And of course, with PorkJet permission and as stockalike as possible.
  25. Can I find a version for .25 anywhere? Your github has only latest version, and .90 has crazy memory requirements, can't run it on my piece of antiquity. Current one spams 'Part.GetConnectedResources' into logs and kills performance on .25. Btw, I always make modulemanager config to apply your cutoff sound to all small engines and to OMS engine. They're perfect! Can I find that old rcslight sound anywhere, for same purposes? Is it possible to add rcs start sound? I've created one, now want to add it.
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