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eirinym

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    Bottle Rocketeer
  1. Oh man, KK, your models look really nice. I've really been looking for something like this. I was wondering if you could make some cowlings for engines, something like these: RD-180 on Atlas V: RD-171 on Zenit:
  2. Is it possible to have different igniter resources within an engine config? Like if the engine is kerolox burning, but configurable to methane/lox as well? I've got it set up to use TEATEB for kerolox, but I was going to have it use the fuel + electric for methane/lox configuration, and I'm not sure if I can configure the ignitor_resource differently for each config, or if it has to be in the parent config. Also could I change the ignition number for each of those?
  3. Nice! I hope that fix helps with my engines not igniting sometimes. Good work, looks like I'll have to make adjustments to some of my own configs with that new throttling behaviour.
  4. Hey Beale, does the R7 redesign have integrated separation thrusters for the boosters?
  5. Yeah the only thing I thought of concerning the R7 engines Beale was whether you might want to add the verniers on there. Of course it's up to you, and I'm sure I'll love the final design either way.
  6. Is anyone else having trouble with SAS? It was working fine for me a couple of weeks ago, but now it won't point to any nodes. The only thing it barely will do is stability hold, and that's with any craft with any probe core or manned module. Not necessarily that it's RO causing it but I don't know which mod would be causing it, and I know someone else using RO with the same issue.
  7. Man, I typed something really long up but I am not sure how to express it in words now. I started thinking I hadn't really thought all the ramifications through, and while it'd be great, I'm sure there are reasons why it might not go smoothly. Basically the idea was to have a thread àla 'Get your mods compatible witih RO' / How-to / Share Configs (for modders who agree / have ceased work on a mod, etc.). I've had to tweak a lot of configs personally to get them working right for me, and I imagine you and Felger can't do it all either.
  8. NathanKell, I was wondering about something. Basically, I had an idea pertaining to RO, and it may have already been brought up in the past so if it has I apologise. But should I ask about it here, or could I PM instead? I'm fine with whatever is better for you. I don't want to draw ire or take up too much of your time since you spend a lot of it working on many great things.
  9. I just want to say ... this looks so amazing. I started a similar idea with the Block A, but seeing you do it, I think yours is going to be perfect anyway. lol But maybe if you have problems with the parachutes, you could incorporate them as a separate part.
  10. So I'm not sure if this has been asked but if I am trying to create a plume starting with one of the configurations laid out by RealPlume, which one would best represent CH4/LO2? Maybe Hydynelox-A7? The only test firings I've seen of methane engines seem to show plumes being primarily blue with tinges of red.
  11. Thanks for the replies, NathanKell, Raptor831. Yeah I'm pretty new to this, so it's been a bit of trial and error. I got the IspV and IspSL ratios to create the right ISP values in game from the settings config? It's an engine using the L+ type. I'm guessing there's some other line/s I can add to the config to set the curve parameters? The curve's set up in the file and it matches correctly in the game, but it doesn't match with the thrust at SL I want. So I'm guessing there's something going on with the ratio making it off. Are you talking about @MODULE[ModuleEngine] > @atmosphereCurve > @key,0 / key,1 for the ModuleEngineConfigs? There's one like that in the part.cfg and one in the RF config. Those values match, as do what comes from the IspV/IspSL values. I was able to make closer approximate values with the IspV / IspSL derivatives. Sorry about putting this up here. I'd totally be keen on reading the documentation. If I knew where it was I'd just debug using the guidelines from that.
  12. Quick question about recreating realistic engine configs. I'm having a little trouble getting one bit of it exact. I've got the ISP values at the correct ratio, and I've set the maximum thrust so that the value is correct in vacuum, but at sea level the real thrust level is different from what's coming up in game. It's about 50kN off, even though the ISP is the same. Not quite sure how to ensure the SL thrust is also accurate. If it's a bit vague, say my t/V is 1500 kN and my t/SL is 1400 kN as the goal, but it's turning up as something like 1365 kN. Not sure where that discrepancy is coming from.
  13. First time writing in this thread, but I've been using Tantares for quite a while. I like where it's going. But I do have a bit of an issue with reëntry. I was trying a design with the Orion capsule, and the ablator basically is disintegrating very quickly and the heat is going off the chart. Is this because of the new heat mechanics? I'd like to use the capsules but I'm not really sure what the deal is. I haven't had this happen prior to 1.0.4, so I don't really know what's causing it.
  14. NathanKell! Your solution worked. Many, many thanks. It must have been multiplying the original values due to something in the code without having '-1' as the base mass. It just confused me seeing as I thought, sure it makes sense for the wet mass to increase after adding liquid fuel, but why is dry mass multiplying with it? Glad I posted here. I'm gradually getting these tweaks accurate.
  15. So it's my first time posting here. I started making a custom config for fuel tanks from a mod pack to eventually hopefully get it so they're realistic for RSS/RealismOverhaul using Real Fuels. But I'm a bit confused. I've basically set it up to where it works how I intended, with the right fuel ratio and the right fuels for the engines. But I'm not sure why the dry mass values are changing after I add the liquid fuels to the tank. It's throwing off my calculations, and I mean from this perspective either it's not supposed to work that way (it doesn't seem to make sense in my head, but maybe I'm unaware why it should work that way), or I just don't know how to edit the starting values of the tank. I can edit them in the tanks' main config file but when I try to work with them in the VAB, they values don't change proportionally to the changes I've made in the default file. So I'm assuming there's got to be some other place that I've not seen where I need to edit something to fix it. That or it's a bug, but it'd be pretty odd if no one mentioned it before if that were the case. If anyone knows what I'm doing wrong, please let me know. Then perhaps I can get this all compiled.
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