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juanml82

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Everything posted by juanml82

  1. I like the parts in the trailer, they provide continuity with the original game
  2. Also, will it have some sort of VR support? I'm not sure KSP is the type of game that lends itself well to that, but if possible some VR support would be amazing
  3. So this is the part where I simply say JUST UP AND TAKE MY MONEY!!!
  4. Question: will Breaking Ground surface features be planned in the future?
  5. These types of engines are best used as upper stages with far more dV - since they have more isp and LH2 is bulkier but lighter, the upper stage will be lighter. In turn, that means you can use smaller boosters to put it in orbit. But yes, they are a bit of a niche engine. I sometimes use them for ore tankers as well.
  6. I'm not sure how to add realplume configurations. I've been looking at it, and may give it a go in a few days, but I don't promise anything. I guess, for starters, that the patch will have to specify "final", as the parts are created by an MM patch I corrected the ratio and lowered the thrust of the engines a bit to compensate for the increased isp, except in the rapier (so it doesn't affect atmospheric twr. I guess the closed cycle mode could have a bit reduced thrust, though) and the Thud (so make it somewhat useful, as most advanced players would rather use radially mounted Terriers or Darts). By all means add it to IFS Patchmanager // MM Configs for changing various Engines to use Methalox. // Dart (stock) +PART[toroidalAerospike] { @name = Methalox Dart @title = CH4 Dart @description = While developing advanced aerospikes, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEngines] { @maxThrust = 175 @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 0.557 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.443 } !atmosphereCurve {} atmosphereCurve { key = 0 380 -50 -73.71224 key = 1 320 -21.23404 -21.23404 key = 5 250 -10.54119 -10.54119 key = 10 185 -13.59091 -13.59091 key = 20 0.001 } } } //Methalox Thud +PART[radialLiquidEngine1-2] { @name = Methalox Thud @title = CH4 Mk-55 @description = While developing advanced Thuds, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEngines] { @maxThrust = 130 //This engine is hardly used, so maybe increase thrust a bit to make it more interesting @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 0.557 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.443 } !atmosphereCurve {} atmosphereCurve { key = 0 330 key = 1 300 key = 9 0.001 } } } +PART[liquidEngine2-2_v2] { @name = Methalox Poodle @title = CH4 Poodle @description = While developing advanced Poodle, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEngines] { @maxThrust = 230 @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 0.557 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.443 } !atmosphereCurve {} atmosphereCurve { key = 0 380 key = 1 120 key = 9 0.001 } } } +PART[Size3AdvancedEngine] { @name = Methalox Rhino @title = CH4 Rhino @description = While developing advanced Rhino, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEnginesFX] { @maxThrust = 1800 @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 0.557 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.443 } !atmosphereCurve {} atmosphereCurve { key = 0 375 key = 1 230 key = 9 0.001 } } } // Rapier LH // Juanml82, based on Nertea's Cutlass engine +PART[RAPIER] { @mass = 1.8 @name = CH4Rapier @title = CH4 Rapier @description = In an attempt to match fuels to the advanced nuclear thermal engines, C7 Aerospace and Rockomax Conglomerates redisigned their famed "Rapier" engine to work with liquid methane instead. They just hope it works. @MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] { @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 } @PROPELLANT[IntakeAir] { @ratio = 0.35 } !atmosphereCurve {} atmosphereCurve { key = 0 3600 0 0 } } @MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] { @maxThrust = 170 @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 0.557 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.443 } !atmosphereCurve {} atmosphereCurve { key = 0 360 key = 1 300 key = 9 0.001 } } }
  7. I've been playing a bit with Rational Resources Which adds methalox isru chains, which are interesting imho, but there are no methalox mods other than KSPI-E (which has its own isru chain). So with my limited understanding of module manager, I've decided to make copies of some stock engines, but with methalox instead of LFO. I've picked the Dart, Rapier, Poodle, Thud (for variety) and the Rhino. So far, this is just an simple replacement of isp values and fuel types. I was wondering about mass and thrust, but I didn't find data on methalox engines' thrust (mostly because none are in production yet). Elon Musk claims the Raptor engines will have more than twice the thrust than the Merlin 1D with a smaller increase in volume, but says nothing about the engine's mass. My first thought, at least regarding gameplay, is that the engines should have a bit less TWR than their LFO counterparts, or else they'd be overpowered (better isp, better twr in exchange of bigger tanks). Beyond that, I'd like to give their exhaust a more blue hue, but is that possible without Real Plume? Also, it may also be cool to make the stock engine's fuel switchable instead of adding different, identical engines, but I don't know how to do that or if it's possible. Anyway, if there is interest or someone wants to improve upon this, here's the MM patch. I'm open to suggestions. Oh, also, the only methalox tanks that I know of come with Interstellar fuel switch // MM Configs for changing various Engines to use Methalox. // Dart (stock) +PART[toroidalAerospike] { @name = Methalox Dart @title = CH4 Dart @description = While developing advanced aerospikes, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEngines] { @maxThrust = 175 @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 1 } !atmosphereCurve {} atmosphereCurve { key = 0 380 -50 -73.71224 key = 1 320 -21.23404 -21.23404 key = 5 250 -10.54119 -10.54119 key = 10 185 -13.59091 -13.59091 key = 20 0.001 } } } //Methalox Thud +PART[radialLiquidEngine1-2] { @name = Methalox Thud @title = CH4 Mk-55 @description = While developing advanced Thuds, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEngines] { @maxThrust = 130 //This engine is hardly used, so maybe increase thrust a bit to make it more interesting @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 1 } !atmosphereCurve {} atmosphereCurve { key = 0 330 key = 1 300 key = 9 0.001 } } } +PART[liquidEngine2-2_v2] { @name = Methalox Poodle @title = CH4 Poodle @description = While developing advanced Poodle, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 1 } !atmosphereCurve {} atmosphereCurve { key = 0 380 key = 1 120 key = 9 0.001 } } } +PART[Size3AdvancedEngine] { @name = Methalox Rhino @title = CH4 Rhino @description = While developing advanced Rhino, one engineer simply asked "wouldn't these engines work best with methalox instead of liquid fuel?". This is the result of that sudden realization @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 @DrawGauge = True } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 1 } !atmosphereCurve {} atmosphereCurve { key = 0 375 key = 1 230 key = 9 0.001 } } } // Rapier LH // Juanml82, based on Nertea's Cutlass engine +PART[RAPIER] { @mass = 1.8 @name = CH4Rapier @title = CH4 Rapier @description = In an attempt to match fuels to the advanced nuclear thermal engines, C7 Aerospace and Rockomax Conglomerates redisigned their famed "Rapier" engine to work with liquid methane instead. They just hope it works. @MODULE[ModuleEnginesFX]:HAS[!PROPELLANT[Oxidizer]] { @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 } @PROPELLANT[IntakeAir] { @ratio = 0.35 } !atmosphereCurve {} atmosphereCurve { key = 0 3600 0 0 } } @MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]] { @maxThrust = 170 @PROPELLANT[LiquidFuel] { @name = LqdMethane @ratio = 1.25733634 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 1 } !atmosphereCurve {} atmosphereCurve { key = 0 360 key = 1 300 key = 9 0.001 } } }
  8. I'm using a 1.25733634 to 1 ratio, I think because I got it from this mod, but I don't know if that's the actual ratio used in methalox rockets (nor, for that matter, how to balance the engines versus the regular stock LFO engines regarding mass and thrust)
  9. Hi. I've been playing a bit with the mod rational resources, and I've been making mm patches to create methalox copies of existing engines (as there is no dedicated mod with such engines that I know about). The cryogenic tanks of this mod already include methalox configurations, but I think it would be nice to add methalox (and just methane for combined cycle engines like the rapiers) to the existing tanks. I've been looking at the patches in this mod and it looks like it shouldn't be that hard - if I'm understanding it right, the liquid methane and methalox presets exist, they just aren't available by default in the patch that modifies the stock tanks. What would be needed to add methane and methalox to the stock tanks, specially the mk2 and mk3 lines?
  10. Technically true. But Minmus orbital period is too long, so it can be tricky to place the Kerbin periapsis at the right place at the right time. The Mun has higher gravity but has a shorter orbital period and orbits in an equatorial orbit. In other words, if planned and done perfectly (or nearly so), yes, it's very useful and saves about 500 dV. But if it's not done just right, the savings obtained can be lost to an inaccurate interplanetary burn. However, if a refueling station is combined with an off world construction mod, it's easier to build non aerodynamically shaped stuff offworld and send them their way from the Mun or Minmus, as you don't have to deal with an atmosphere.
  11. So, if I got this right, I download the stuff from https://www.python.org/shell/ and use the "IDLE" software installed with the bundle I got a "SyntaxError: multiple statements found while compiling a single statement" when I click enter at the end of the text
  12. So, huh, am I the only one with black wings? Changing their material doesn't do anything. I'm using KSP 1.7.2 and this mod's 0.91
  13. IIRC metal ore comes with Extraplanetary Launchpads
  14. I'm checking the Mun and Minmus resources. Is it all possible to create fuel at either moon without retorting to ore or karbonite (ie, with the resources from this mod)? It looks like it's not, and that would cut a stock gameplay element - refueling bases at the Mun or Minmus. And with mods, it cuts back on offworld manufacturing - there would be no point in building rockets at the Mun or Minmus if you can't fuel them.
  15. Or, simpler, use a hotkey to slide in multiples of 5 (say "shift+mouse click). Yes, there will be people who want exactly "82", but I'll guess most people are looking at round numbers, at least most of the time
  16. For some reason, with this mod installed, Scansat only shows karbonite in its maps, but no other resource. Also, is there a reason the CO2 Nerv is only available with restock installed? I'm not particularly interested in that mod, but I am in this one
  17. The rtg means you always have a trickle of electricity, no matter what. The large ore tank is only useful if you're building ore ferries. So, depending on your gameplay, I'd go for the rtg
  18. Hi, although it looks like development on this mod has been halted, I wonder if the Breaking Ground surface features will be added in a future update (if any)
  19. Huh. It doesn't seem to be working, though probably not because of the syntax. Even the ROC finder in the cheat menu finds nothing
  20. Question: can module manager patch the rocsdef.cfg file where Squad keeps the Breaking Ground surface features in order to add them to planet packs (or just mod stock planets) without modifying that file? And if so, how?
  21. Is it just me (which means, some conflict with something) or are the symmetry and angle snap hotkeys not working with1.7.1 and Breaking Ground?
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