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Torzi

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    Bottle Rocketeer

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  1. Hello. Just installed this yesterday, but I've been trying to wrap my head around it for a week now. Thanks for taking on this incredibly complex task! I feel like I just started playing an entirely different game. I've built my first test craft with a NERVA and about 10k dV worth of hydrogen and 5T+ worth of radiators, got it into orbit, pointed it prograde, then blasted full throttle just to see the engine effects, and WOW! It burned up all of that fuel in about 5-10 seconds, the thrust was in the thousands and increasing (last I saw somewhere in the 20k range), and the torque threw it all over the place, but ultimately it grazed the atmosphere, and everything overheated instantly and exploded. At first I thought this might be how it was supposed to work... but when I couldn't keep to ship pointed in any direction long enough to burn through a node (even at 0.5% thrust), I knew something had to be off. So I tracked it down to the fact that I have Near Future Electrical installed, which activates this patch in USI_NF_Mode.cfg //***** Thermal Noozles ***** @PART [*]:HAS[@MODULE[ThermalNozzleController]]:NEEDS[NearFutureElectrical|SETI]:FOR[WarpPlugin] { @MODULE[ThermalNozzleController] { @powerTrustMultiplier *= 500 %wasteHeatMultiplier = 0.002 } } Looking at ModuleManager.ConfigCache, there are 10 instances where this was applied, and all of them have powerTrustMultiplier >= 500. Is this patch only supposed to be applied to the ThermalRocketNozzle part when using a NFE reactor?
  2. Yup, that works! Good find. Much better for matching stock. Numbers come out much cleaner.
  3. If you want stock, it's simpler than that... set unitsPerT = 1600 for both the individual LiquidFuel and Oxidizer options. This fills each per Ton of dry storage, and that's what the mixed option currently does already (720+880). Setting dryDensity = 0.1089 for both will balance the length of the tank to match stock as well. If you read the notes, it looks like they were trying to balance against the entire range of stock LiquidFuel only for (space)planes, which are a little different in terms of mass/capacity (i.e. MkII). But yeah, I'm finding the stock config much more useful to work from in matching tanks from other mods, like an oxidizer tank to pair with the hydrogen tanks from NFP, or if you want 3 separate fuel tanks for a hybrid system.
  4. Great mod! Just what I came looking for, and the only one like it... and because of that I was wondering how difficult it would be to add a function to it.. With the new mobile processing labs, it's possible for each individual lab to process/research each experiment one time only. Would it be possible to have an individual list for each mobile processing lab to keep track of what's been used for research already? It looks like the format you're already using would be perfect.
  5. Thanks for this mod! Came searching for a reason why the thrust plate adapter kept exploding on the launchpad, and I came across this: Which then made me wonder what thermalMassModifier was set to initially for the plate, since that was the only part I was having trouble with. However, it's not defined in plate.cfg... so I just popped in a thermalMassModifier = 2.0 like the other parts, and I haven't had any problems since. Just thought I'd pass it on. Other thing I was wondering about was attaching chutes or other objects to the fairing shell. StageRecovery doesn't seem to care at least, but when I blow the fairing, anything attached to it just stays in place like the shell just vanished. Is there a trick to get things to stick to the shell? Trying my best not to be wasteful and recycle
  6. Hello. I stumbled across this program while searching for something that will let me remove individual parts from a mod (or an entire mod), but warn me if they are currently in use by my saves or any of my crafts (or if there is anything else that depends on those parts in my game directory, and so shouldn't remove). Will MA help me do this? I was able to get my game directory scanned for the mods I've installed with CKAN, and it looks like I can un-check the individual parts there, but I can't get my personal crafts to show up in the crafts tab. All of the default crafts are there fron KSP\Ships, just none that I've created (From my saves directory). This looks like it could be very useful, Thanks for developing it!
  7. Thank you for this mod! I'm having a much better time making fine adjustments with your interface than with the stock popups. Adjusting satellite orbits is much easier with 0.5% thrust! Any chance you could enable it to work in the VAB/SPH as well? Another minor request would be to enter the numerical values directly instead of the slider... but to be honest I've had pretty good success getting settings where I want them (finally!). Great Job!, absolutely useful.
  8. Thanks for this! Just recently getting started again after putting kerbal on hold at 0.90. Back then I thought "You know, there should be a way to do this...", and here it is! Simple, elegant, and gets the job done quickly. Great Job!
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