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Judicator81

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About Judicator81

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  1. I'am ready to give up after a dozen attempts to make ModularLaunchpads work with Kourou and Soyuz launchpads from Kosmodrome. I tried moving spawn point, removing colliders, even tried to replicate your solution - copied "central circle" part of model from Proton launchpad to K- and G-launchpads - nothing works for me. Any rocket placed on top of "Soyuz Launch Base" from ModularLauchpads mod, violently disassembles itself on launch from G- or K- launchpads. Any chance you still have updated model files for Kourou and Soyuz launchpads (KosmoKourou.mu and KosmoLaunchpad-G.mu)? I might
  2. CryoTanks mod has boiloff support for Lqd. Hydrogen and Lqd. Methane. Stock Oxidizer does not boil off though. There is patch in Kerbalism/Support, which adds "hydrogen liquefaction" and "lqd hydrogen evaporator" processes for ISRU converters, if CryoTanks is installed.
  3. Yes, and you could use H2 and O2 for hydrolox engines (from CryoEngines mod, for example). Well, not directly, because for some strange reason Kerbalism suggests, that stock Oxidizer is a hydrogen peroxide, not LOX. But you can produce H2O2 (i.e. Oxidizer) from H2 and O2: Kerbalism has process for this. My point is: LFO engines are a poor choice, if you are aiming for fuel/oxidizer production on site, and the "site" of choice is some no-atmosphere body. This is specifically true for moons and dwarf planets not far from Sun (as Mun, for example), as they have scarce carbon and nitrogen sup
  4. CO2 low output from MRE process is not really a Kerbalism problem, it's just how reaction works. MRE is aimed for oxygen production, not for carbon dioxide extraction. My suggestion for ISRU on non-atmospheric bodies is to search for water (ice) and electrolyse it.
  5. You could just set "Use earth time" flag in Game Settings.
  6. Amazing! Sorry, didn't see it on wiki before asking.
  7. So, dev version of Kerbalism now calculates radiation taking into account vessel shape, size and position relative to Sun. It's rather cool feature, and I am looking forward to play with it then 3.1 comes out. But, my question is: is it possible to implement this feature (radiation ray-tracing?) not only for stars, but also for other radiation emitters, like nuclear reactors or engines, both on active vessel and vessels nearby (inside game physics sphere, for example)?
  8. Stock ability to switch parts variants became available only in KSP 1.4 (ModulePartVariant). Almost all Nertea's mods are older and were using variants switching long before 1.4.
  9. Looks like temporary (I hope) spacedock.com problem for me.
  10. No, Near Future Aeronautics is not available on CKAN. From the very first post in this topic:
  11. You mentioned Mk2 Cockpit, so you are probably looking for spaceplane cockpits. One or two 2.5m cockpits in great OPT mod: Lots of 2.5m cockpits in Prakasa Aeroworks mod:
  12. About B9PartSwitch error: I think CryoTanksFuelTankSwitcher.cfg from CryoTanks mod causes it. Basically, this config file has two patches: first adds ModuleB9PartSwitch with few fuel tanks configurations to fuel tanks, containing LiquidFuel and Oxidizer. Second patch does the same for fuel tanks, containing LqdHydrogen. Now, thanks to config file MD-ISRU-CommunityResourcePack.cfg, Duna Direct first stage part has liquid fuel, oxidizer and liquid hydrogen for ISRU purposes (if CommunityResourcePack is installed). So, Nertea's patches both apply, and we have duplicate ModuleB9PartSwitc
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