Scotius Posted October 1, 2013 Share Posted October 1, 2013 *blinks* zzz...are you a god? Or do you toil endlessly rendering multitude of random parts, just so you can go "Ta-dahhh!" everytime someone puts a request? Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 1, 2013 Share Posted October 1, 2013 Ha! Aton II in Kerbin's orbit - generating 2.3 MW of power Whew. Docking those three together was an adventure in itself. Whole thing is over 400 parts. It lags. It turns like a dead whale. It guzzles monopropellant like a dry sponge. But it's also surprisingly stable and rigid, even at full thrust.Yeah, minimizing parts on stations/tugs is one thing I always try to do, if you look you'll see I only use 13 parts. Though Im guessing that most of your parts come from your TugI have noticed that fuel tanks are more stable then girder parts.This is why I use the URM-125 L05 Tanks, perfect length for Kosmos solar arrays, and ridiculously sturdier Link to comment Share on other sites More sharing options...
zzz Posted October 1, 2013 Share Posted October 1, 2013 (edited) *blinks* zzz...are you a god? Or do you toil endlessly rendering multitude of random parts, just so you can go "Ta-dahhh!" everytime someone puts a request?it's just strange coincidence. Now need to make a jet. Some hints maybe? Edited October 1, 2013 by zzz Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 1, 2013 Share Posted October 1, 2013 Ya im going to work on my design some more, I really want to launch a 10MW solar sat in one go but that may take some work Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 1, 2013 Author Share Posted October 1, 2013 I've now reworked the ElectricCharge/Megajoule conversion mechanics. Ships will no longer generate 1000 Electric Charge and then the rest as Megajoules, they will instead first attempt to fill up all the capacity for normal ElectricCharge and once that's done, everything left will be converted into Megajoules. That way only the power that is needed for ElectricCharge is used and your microwave receivers will no longer automatically lose 1MW of precious power output. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 1, 2013 Share Posted October 1, 2013 Ya im going to work on my design some more, I really want to launch a 10MW solar sat in one go but that may take some work I've actually been thinking about making 6 in one Solar Satellite launchers to send to other planets, basically 6 Kosmos double arrays put as closely together as i can and then when i get to the planet drop each of the 6 evenly spaced around in Geostationary orbit. Link to comment Share on other sites More sharing options...
Scotius Posted October 1, 2013 Share Posted October 1, 2013 Yeah, minimizing parts on stations/tugs is one thing I always try to do, if you look you'll see I only use 13 parts. Though Im guessing that most of your parts come from your TugNope. Every power plant is about 140 parts and weights circa 30 tons My ships are overengineered and overbuilt. They carry RCS systems, reaction wheels (2 normal and 1 big per plant), some lights, tank full of fuel and four small radial nukes for orbit correction. Prepared for everything space can throw at them. I wouldn't know how to build similiar construction with only 13 parts. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 1, 2013 Share Posted October 1, 2013 (edited) I've now reworked the ElectricCharge/Megajoule conversion mechanics. Ships will no longer generate 1000 Electric Charge and then the rest as Megajoules, they will instead first attempt to fill up all the capacity for normal ElectricCharge and once that's done, everything left will be converted into Megajoules. That way only the power that is needed for ElectricCharge is used and your microwave receivers will no longer automatically lose 1MW of precious power output.When can we expect an update then? :3Nope. Every power plant is about 140 parts and weights circa 30 tons My ships are overengineered and overbuilt. They carry RCS systems, reaction wheels (2 normal and 1 big per plant), some lights, tank full of fuel and four small radial nukes for orbit correction. Prepared for everything space can throw at them. I wouldn't know how to build similiar construction with only 13 parts.OH Forgot the RCS, make that 25 parts, but once a satellite is in Orbit, all I have mine set up with is some extra RCS for course correction (gotta keep those exact 6h Orbit times Eh?) and a docking node at each end, just in case, aside from that I try to go as minimalist as I can, so when I finally decide to make a superstation it doesn't lag to hell Edited October 1, 2013 by Ashtoruin Link to comment Share on other sites More sharing options...
DaveStrider Posted October 1, 2013 Share Posted October 1, 2013 it's just strange coincidence. Now need to make a jet. Some hints maybe?The jet is basically just another nozzle really, everything important is actually happening inside of the antimatter reactor (or so i've gathered) Link to comment Share on other sites More sharing options...
zzz Posted October 1, 2013 Share Posted October 1, 2013 (edited) The jet is basically just another nozzle really, everything important is actually happening inside of the antimatter reactor Well, yes. But how exactly you want it?Is this is OK? Or what?Or maybe something from thisOr there something, but hard to clearly seeOr even this, but I'm not sure how to turn it into KSP cylindrical shape Edited October 1, 2013 by zzz Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 1, 2013 Share Posted October 1, 2013 (edited) Second one :3 and I need to design a new tug... but not sure how I want to do it :/Also, how do Thermal Rockets work exactly? Edited October 1, 2013 by Ashtoruin Link to comment Share on other sites More sharing options...
theSpeare Posted October 1, 2013 Share Posted October 1, 2013 Is anyone still having issues with transmission/reception of science? Sometimes you barely get any science, sometimes way more than you should be getting and sometimes none at all but then later (without anything changing) a lot of science is ready for receiving?Transmission is fine, as far as I can see, but receiving doesn't work properly for me. Anyone got any ideas?Help please Link to comment Share on other sites More sharing options...
Xentoe Posted October 1, 2013 Share Posted October 1, 2013 (edited) Ehhhm, does this only I have a sproblem?(tried now with the old and with the smaler Plasmathrusters).They do notmore generate poorpulsion.(they do use fuel, and make glow and flame... but the Thrust Indicator stays 0.0Here a picture of a Testrocket. (Only the necearry no "toying")A Computercore (if wanna try pdate)Some FueltanksA AM TankAn Electro Charge GeneratorAn Antimatter Generator4 (Old Version big) Plasmathrusters)To explain. These are the Native Plasmathrusters (No Scienceupdate). So they run on Liquid Fuel still. This rocket did run now 1 minute and moved not 1 inch (and like said the engenedata says:0.0 Trust.At Full Throttel.Same happens with Updated Plasmathrusters (did try it).The Small ones (look real cool but..) have the same behavior. Edited October 1, 2013 by Xentoe Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 1, 2013 Author Share Posted October 1, 2013 Second one :3 and I need to design a new tug... but not sure how I want to do it :/Also, how do Thermal Rockets work exactly?You just stick them directly on a Reactor and they will configure Thrust/Isp to the power source they have available, the hotter the reactor the better the Isp, while thrust is dependant upon both the Isp and the power output of the reactor. The greater the power output of the reactor the more Isp and thrust you will be able to get.Is anyone still having issues with transmission/reception of science? Sometimes you barely get any science, sometimes way more than you should be getting and sometimes none at all but then later (without anything changing) a lot of science is ready for receiving?Transmission is fine, as far as I can see, but receiving doesn't work properly for me. Anyone got any ideas?I really have no idea why this is. The code for receiving science is really simple and nothing looks wrong with it, I don't seem to be having any problems either. Can you post the contents of your WarpPlugin.cfg in your save folder please?Ehhhm, does this only I have a sproblem?(tried now with the old and with the smaler Plasmathrusters).They do notmore generate poorpulsion.(they do use fuel, and make glow and flame... but the Thrust Indicator stays 0.0Don't worry, I already fixed this bug for the next version. Link to comment Share on other sites More sharing options...
Xentoe Posted October 1, 2013 Share Posted October 1, 2013 (edited) @ zzz`s Question.The Second Picture looks cool *licks lips* Edited October 1, 2013 by Xentoe Link to comment Share on other sites More sharing options...
Hremsfeld Posted October 1, 2013 Share Posted October 1, 2013 Well, yes. But how exactly you want it?Or there something, but hard to clearly seeThe Valkyrie is a wonderfully kerbal plane that never got a chance to shine. It answered the question of "How do we protect our bombers from interceptors?" with "Make it fast." It then proceeded to answer the question "How do we make it fast?" with the familiar-sounding solution of "Just add more engines!" Mach 3 capable and beautiful in its own...sort of way, it was also pretty darn pricey. The program cost $1.5 billion back in the '60s for those two planes. Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 1, 2013 Share Posted October 1, 2013 MAHAHAHAHAHAHAHA!!!!!!Lighter Larger Stronger!!!!!This is my first attempt with the Pistons from Infernal Robotics I have bigger plans:) It just fits in the VAB, the lift stage engines are in the floor. Link to comment Share on other sites More sharing options...
Sapphire Posted October 1, 2013 Share Posted October 1, 2013 Oh my gosh, A Saber fighter engine from Halo. That thing is beautiful. Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 2, 2013 Author Share Posted October 2, 2013 I've rescaled the warp effects for the different sized warp drives, rather than it being fixed to the 2.5m scale.This means that 1.25m warp ships now have their warp effects matching their actual warp size and thus look a whole lot nicer! Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 2, 2013 Share Posted October 2, 2013 Ok, this is the biggest one I am making, it unfolds and extends once in position, it was a pain to get up there. Link to comment Share on other sites More sharing options...
zzz Posted October 2, 2013 Share Posted October 2, 2013 (edited) So, pure fantasy, at least I now little better understand what are you (majority) are looking for. Ok then.To be clear, I not mean whole craft, I mean just nozzle design Edited October 2, 2013 by zzz Link to comment Share on other sites More sharing options...
theSpeare Posted October 2, 2013 Share Posted October 2, 2013 I really have no idea why this is. The code for receiving science is really simple and nothing looks wrong with it, I don't seem to be having any problems either. Can you post the contents of your WarpPlugin.cfg in your save folder please?I will do this sometime soon as I've recently opted to delete to see if that'd fix the problem. I'll keep seeing if the problem persists. Link to comment Share on other sites More sharing options...
Sapphire Posted October 2, 2013 Share Posted October 2, 2013 So, pure fantasy, at least I now little better understand what are you (majority) are looking for. Ok then.To be clear, I not mean whole craft, I mean just nozzle design Will the fins on it move? I remember an older KSP turbojet mod that had the fins move for different speeds; at low throttle, the fins would be mostly closed, and at full throttle the fins would open all the way up.This is the jet: http://kerbalspaceprogram.com/improved-turbojet-model/ Link to comment Share on other sites More sharing options...
zzz Posted October 2, 2013 Share Posted October 2, 2013 the fins would be mostly closed, and at full throttle the fins would open all the way up.If FXModuleAnimateThrottle module can handle it then yes (I thought about it by myself). What I can't to make is corect fins responce to thrust vectoring....Well, he use this module and you say it's works so I can do it. Link to comment Share on other sites More sharing options...
Jivaii Posted October 2, 2013 Share Posted October 2, 2013 Will the fins on it move? I remember an older KSP turbojet mod that had the fins move for different speeds; at low throttle, the fins would be mostly closed, and at full throttle the fins would open all the way up.This is the jet: http://kerbalspaceprogram.com/improved-turbojet-model/That's weird. It should be the other way around. Compress the thrust for faster exhaust velocity. Link to comment Share on other sites More sharing options...
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