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bos

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Everything posted by bos

  1. I don't get any pitch difference and it shows fine in RCS build aid in VAB too. The only issue I have with 2 horizontal engines is yaw due to receiving different MW's.
  2. The Agena had a couple of SRBs to act as ullage rockets. In-game, the Separation Motor (small) work well for this purpose. Just ignite the main engine while the SRBs are firing (turn down thrust if you need more time) and you should be good to go.
  3. I think the dry mass might be a bit light, as actually has a better mass ratio than a plain water tank . Here are a few comparable boosters tweaked to 1MN thrust: Hammer SRB: Dry mass: 5t. "Wet" mass: 23t. ISP 170-195s Kickback SRB: Dry mass: 7.5t. "Wet mass": 39.5t. ISP 195-220s KSPI hybrid booster: Dry mass: 4t. Wet mass: 43t. ISP 250-285s SETI-ctt hybrid booster: Dry mass: 6.2t. Wet mass: 23t. ISP 220-240s. This gives it a bit of that realfuels/RSS kind of feel with huge change in TWR across the burn. It is unlocked later than these others, so the ISP progression seems reasonable.
  4. I've had decent luck with a few rotationally-oriented attitude jets and a nitrogen tank.
  5. Should be able to take off below 50 m/s with the included bonanza build. Might be aero problems or landing gear placed too far behind center of mass if your plane design can't lift off the runway at 70 m/s. That said, the propeller on this engine is producing significantly less than half the thrust you would expect from a 280 hp motor. So, even when it does take off, the bonanza only maintains a < 1 m/s climb rate, and that when almost empty of fuel. Edit: Looks like the AJE author is aware of the issue. From the latest release notes: Swapping out the prop for a nosecone and putting a pair of the beginning jets mounted onto the wings works pretty well.
  6. RO recommends RSS. But, you could do RO with a mod that scales up the kerbal system instead if you wanted. Or play on default and send Mercury capsules to Jool I guess .
  7. Extra 1st stage thrust. Reliant + 2 thuds can bridge the gap to a skipper. As an extension of that, why have your second-stage engine be dead weight at launch when you can do this shenaniganry:
  8. Heat seems to be stable at around 40% throttle for 2.5m parts. 2 MN is pretty good thrust for this size (it's more than a mainsail).
  9. Just click the angle brackets next to the version you want from here: https://github.com/VenVen/Stock-Revamp/commits/master
  10. I get some "MaxThermalPower not set to instance of object" errors with the molten salt reactor in a sandbox game. It goes away when setting upgraded reactor type back to 1 instead of 17 in the .cfg (but I guess that disables some features).
  11. Albeit is an it. Albeit an "allbe" it.
  12. I don't know if this is hilarious or horrifying.
  13. Probably the vista engine stole Deut from the AIM reactor's internal tank. That could explain if you see your cryostat has more Deut left than Trit. The reactor's consumption is insignificant compared to the engine's. Breed rate seems to be based on Thermal power only, so if all the ship has is a charged particle generator and no thermal power sink, it does not seem to breed Tritium. If I put a thermal electric generator on, it looks like it works okay. Maybe breed rate should be based on total power received? // Thermal Power double max_thermal_to_supply = Math.Max(MaximumThermalPower * TimeWarp.fixedDeltaTime, 0) * fuel_ratio; double thermal_power_to_supply = max_thermal_to_supply; double [B]thermal_power_received[/B] = supplyManagedFNResourceWithMinimum(thermal_power_to_supply, min_throttle, FNResourceManager.FNRESOURCE_THERMALPOWER); double thermal_power_ratio = (1 - ChargedParticleRatio) > 0 ? thermal_power_received / max_thermal_to_supply : 0; ongoing_thermal_power_f = (float)(thermal_power_received / TimeWarp.fixedDeltaTime); // Total double [B]total_power_received[/B] = thermal_power_received + charged_power_received; total_power_per_frame = total_power_received; double total_power_ratio = total_power_received / MaximumPower / TimeWarp.fixedDeltaTime; ongoing_consumption_rate = (float)total_power_ratio; ..... if (breedtritium) { ... // calculate current maximum litlium consumption double breed_rate = [B]thermal_power_received[/B] / TimeWarp.fixedDeltaTime / breedDivider / GameConstants.tritiumBreedRate;
  14. Minor report: The names in Patches/SETI-KSPIextended-NamingScheme.cfg are pretty obsolete (e.g. thermal and charged-particle electric generators are still named 'large' and 'small'), so this could be confusing for SETI users. SETI is not even doing this prefix naming scheme in the current releases (I think this was part of balancemod part which hasn't been updated since 0.90), so probably the file could just be disabled or deleted for now.
  15. Yup, the benefit of the dedicated tank is it is cheaper in kerbal-bux for any given capacity (career mode). Remember it can be tweakscaled down to 1/1000 the mass & capacity, and also 90% of the 8t default mass is water that can just be emptied out in the VAB if you're not planning on making fuel by electrolysis en route. Momentum = mass * velocity, so half the propellant requires twice the propellant velocity. But Energy = m * v^2, so half the propellant at twice the velocity requires twice the energy!
  16. A water tank (or fuel tank configured for water) is needed. You can test it a bit on kerbin by adding an atmospheric scoop to collect water.
  17. Fortunately the microwave spherical receiver has a fairly large waste heat capacity -- well at least for my use powering probes -- so it takes awhile to overheat, even when powered. But it does mean toggling the receiver on/off to build up and release waste heat when using it to power a plasma thruster or something. Once the receiver is toggled off, the radiator jumps up to normal temp and the heat goes away quite quickly.
  18. I have noticed that if you deploy the fairing, much of the mass is shed but the drag & stack occlusion remain (only things inside the fairing are now exposed to drag). The following launch profile has good success on Kerbin at least, in an exploity kind of way.
  19. One thing I've noticed is that radiators seem to (mostly) stop functioning and waste heat builds up when a (spherical) microwave receiver is functioning. The issue seems to be that the radiator's temperature drops immediately to around 1600K which greatly reduces its waste heat discharge rate. It returns to normal as soon as the receiver is deactivated. I suspect it has something to do with this: if (vessel.HasAnyActiveThermalSources()) radiator_temperature_temp_val = (float)Math.Min(vessel.GetTemperatureofColdestThermalSource() / 1.01, radiator_temperature_temp_val);
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