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01010101lzy

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Everything posted by 01010101lzy

  1. Actrually RFStockalike has finite ignitions, but that is too strict and many engines doesn't have the proper ignition numbers. Throttling limitations will not be added in the first few releases, probably after all configs are modified once.
  2. Thanks for the explanation. The only thing I mean is that RO is not so Kerbal and RFS is not so realistic... Anyway, I will continue working on this!
  3. Yeah I know, and I have thought of this, but it's not so stockalike and inspiration-friendly. Especially on creating HUGE rockets for, say, delivering 900t cargo to LEO. They do not have large-enough cryogenic engines. And building rockets is restricked to a few unchangeable parts, which is not good for something like a Jupiter exploring mothership.
  4. I am using RF Stockalike configs in my RSS KSP save, but I found out that the Stockalike engines can't fit my real super-heavy needs.(And also Tweakscale is broken in RF) So I am working on this, a RF partially-realistic engine config. The config will be based on RF Stockalike, and will be added some real or realistic engine configs for big crafts.Later, not finished yet Also the ignition number will be changed to match the old EngineIgnitor performance. Ignition times table: [TABLE=class: grid, width: 550] [TR] [TD]Times\Fuel Engine Type\[/TD] [TD]LqdH2 LqdO2[/TD] [TD]Kerosene LqdO2[/TD] [TD]Hyper- golic[/TD] [TD]Mono- propellant[/TD] [TD]LqdCH4 LqdO2[/TD] [TD]Nuclear Thermal Fuel[/TD] [/TR] [TR] [TD]Lower[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]x[/TD] [TD]1[/TD] [TD]x[/TD] [/TR] [TR] [TD]Lower+[/TD] [TD]1[/TD] [TD]1 5R [/TD] [TD]2 5R[/TD] [TD]x[/TD] [TD]2 5R[/TD] [TD]x[/TD] [/TR] [TR] [TD]Upper[/TD] [TD]2[/TD] [TD]3 3R[/TD] [TD]4[/TD] [TD]x[/TD] [TD]3 4R[/TD] [TD]x[/TD] [/TR] [TR] [TD]Upper+[/TD] [TD]4 8N[/TD] [TD]2 4N[/TD] [TD]4 iN[/TD] [TD]iN[/TD] [TD]4N 12N[/TD] [TD]x[/TD] [/TR] [TR] [TD]Aerospike[/TD] [TD]2[/TD] [TD]2[/TD] [TD]x[/TD] [TD]x[/TD] [TD]2[/TD] [TD]x[/TD] [/TR] [TR] [TD]OMS[/TD] [TD]12N 24N[/TD] [TD]x[/TD] [TD]24N iN[/TD] [TD]iN[/TD] [TD]24N[/TD] [TD]x[/TD] [/TR] [TR] [TD]Nuclear[/TD] [TD]80N[/TD] [TD]x[/TD] [TD]x[/TD] [TD]x[/TD] [TD]x[/TD] [TD]iN[/TD] [/TR] [TR] [TD]Side attached[/TD] [TD]12N[/TD] [TD]24N[/TD] [TD]iN[/TD] [TD]iN[/TD] [TD]x[/TD] [TD]x[/TD] [/TR] [/TABLE] i=infinite R=for reusable rockets N=no subject to ullage x=no such fuel Multiple numbers on the table means the type of engine can have multiple config types KW Rocketry Stock Known Issue: not found. See RFStockalike's thread for possible known issue. Because it was unfinished, inside the folder is a total mess. Delete the RF_RSRemix folder every time you update. RELEASE DELAYED: TOO MANY PROJECTS WIP
  5. I want to build new engine configs based on RFStockalike. Is it okay to simply release the modified configs with the original licence?
  6. Maybe it is okay to generate configs automatically by existing configs that RF has... But yes, working through hundreds of engines and change configs basing on every engine's own characteristics requires a HUGE amount of work. (don't ask me why, I have done it before)
  7. Fuel leaking is very annoying in long-way journies in RSS, and I want to find some active cooling methods like the old RF and NearFuture Electric do.(They don't have that active cooling way after 1.0 update.) p.s. Those mods had deleted their active cooling codes after update, so the old module wouldn't work anymore.
  8. Tested this mod and found that it would be GREAT if you add nodes under engines...
  9. Nice work! A little question, will you make a RSS compatible version? Looking forward to the releases
  10. Little feature request. Will you add some kind of terminal sensing ammunition in a far update? Or can you just make up a EFP warhead module? Looking forward to the now-developing new features! -update- Another idea: can you make GPS coordinates edit-able? It'll be good for the cruise missiles.
  11. The rotors(from Firespitter) in the back cannot be activated. front ones work well. But if I remove all the things like BDA missiles or so, they come back again. --update-- removed the missiles and the battery, no helps
  12. In fact I am not going to update it because of the server and "the wheel updating issue" you said... (I will, someday) The lagging is mainly because DMP's calculation and updating method, which could cause different people's ship colliding into each other before the next update. It doesn't have too many relations to the bounding box... But anyway, the drill mount can be taken in to your consideration, right? -- Sure it looks like Google in some way... Is it possible to add glowing strips with different colors (for different parts) with texture modifications?
  13. I've got a little tutorial on how to deploy a base on a planet without an atmosphere WITHOUT a skycrane... But I got some errors on Imgur sign-up, so I am looking forward for somebody helping me upload it... Here's the tutorial: (with some mods, TCA is highly recommended) (IMG HEAVY!) Build two bases with similar mass, add wheels and engines ---- Build a rocket to deliver it --- Launch the rocket into the orbit of your desired planet/moon -- Separate one base part from the main ship --- Land it(with TCA balancing the thrust, avoiding flipping) --- Same for the other base -- Dock and finish! -- (end)
  14. (pic fixed, tell me if it doesn't work) Made a pretty little base on Minmus in a server, with 2 more players. But it was broken because of the lagging... the base was hit and exploded. Now we're working on a new base. And it becomes a twin base:) p.s. I found a good way to mount drills in a single base size, with MSI installed.(see pic) Looking forward to new drills!
  15. That is a RF config... And it hasn't been updated for a long time, so I am willing to re-config it some time...
  16. It was in the pre-0.90 RealFuels, but now the same part and code just wouldn't work.
  17. In our local forum, someone made a stock part RSS SSTO with the help of RealFuels' methane NTR rocket. In older versions of KSP(0.23 or 0.24) with FAR, DRE, RF and AJE (and other realistic mods, but without RO, all coming from a mod pack he made called RKSP) installed, using the SABRE engine and extremely large wings, he made a couple of huge SSTOs. Well in my opionion, SSTOs in RSS is possible, but stock part spaceplanes are a bit difficult withoit RF.
  18. Got an issue with ignitors. I had my spaceship tested several times without any problem, but today I found the engine very difficult to ignite. RCS makes no effect on the engine status (unstable, unstable, unstable), and the RCS thrust is extremely low (in most times they could have a acceleration of 3m/s2, but now it has only less than 1m/s2). I tried to stable the fuel by spinning the ship, it worked, but it came back to unstable in less than 1 second after I stopped. What's the problem? Playing on KSP 1.0.4, with the following plugins: Toolbar, USI Tools, AJE, Better Boyancy, DRE, EngineGroupController, FAR, FireSpitter, FMRS, Hangar Extender, GlowStrips, KF, KJR, Kopernicus, KSC Switcher, MJ, MFI, MRF, NF pack, Persistent Rotation, Persistent Thrust, PF, QuickScroll, RC, RF(v10.5), RealPlumes, RSS, RT2, RMM, SmokeScrn, SolverEngines, TCA, TimeControl, Trajectories, TweakScale, TweakableEverything, ModuleManager. - - - Updated - - - Engine configs are the newest Stockalike configs.
  19. Oh well, that's ok... Anyway, a hybrid landing leg is great! - - - Updated - - - The RF config is a little overpowered because of the 50 ignitons. It could be great if I reduced it to 12 times perhaps...
  20. Actrually it was more likely to have no ModuleAblator converted...
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