Jump to content

Sciencek

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by Sciencek

  1. Copied the standard NTR config, added a new name. Added a slag definition to the copy. Tried it out. No luck. @PART[*]:HAS[@PLUME[Hydrogen-NTR-OCGC]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { %Hydrogen-NTR-OCGC { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Hydrogen-NTR]/transformName$ localRotation = #$../../../PLUME[Hydrogen-NTR]/localRotation[0]$,$../../../PLUME[Hydrogen-NTR]/localRotation[1]$,$../../../PLUME[Hydrogen-NTR]/localRotation[2]$ localPosition = #$../../../PLUME[Hydrogen-NTR]/plumePosition[0]$,$../../../PLUME[Hydrogen-NTR]/plumePosition[1]$,$../../../PLUME[Hydrogen-NTR]/plumePosition[2]$ fixedScale = #$../../../PLUME[Hydrogen-NTR]/plumeScale$ energy = #$../../../PLUME[Hydrogen-NTR]/energy$ speed = #$../../../PLUME[Hydrogen-NTR]/speed$ emissionMult = #$../../../PLUME[Hydrogen-NTR]/emissionMult$ // name = plume modelName = RealPlume/MP_Nazari_FX/flamenuke fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0 logGrow { density = 1.0 2 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 2 density = 0.1 30 density = 0.0 45 } grow { density = 1.0 -0.99 density = 0.8 0.0 density = 0.2 0.3 density = 0.0 1 } speed { density = 1.0 0.75 density = 0.46 1.0 density = 0.2 1.3 density = 0.05 1.5 density = 0.0 1.6 } emission { density = 1.0 1.5 density = 0.8 1 density = 0.2 0.4 density = 0.1 0.35 density = 0.05 0.3 density = 0.0 0.3 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1.5 density = 0.3 1.3 density = 0.05 0.8 density = 0.0 0.75 } size { density = 1.0 1.2 density = 0.8 0.85 density = 0.2 0.75 density = 0.0 0.75 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = #$../../../PLUME[Hydrogen-NTR]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$../../../PLUME[Solid-Upper]/transformName$ localRotation = #$../../../PLUME[Solid-Upper]/localRotation[0]$,$../../../PLUME[Solid-Upper]/localRotation[1]$,$../../../PLUME[Solid-Upper]/localRotation[2]$ localPosition = #$../../../PLUME[Solid-Upper]/slagPosition[0]$,$../../../PLUME[Solid-Upper]/slagPosition[1]$,$../../../PLUME[Solid-Upper]/slagPosition[2]$ fixedScale = #$../../../PLUME[Solid-Upper]/slagScale$ // name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @PART[*]:HAS[@PLUME[Hydrogen-NTR],@EFFECTS:HAS[!engage]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { @EFFECTS { engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq7 volume = #$../../../PLUME[Hydrogen-NTR]/plumeScale$ pitch = 0.8 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 0.9 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.8 loop = false } } } } Will get pics soonest. EDIT (soonest pics):
  2. Got a set of configs for Kerbal Atomics. I'm totally satisfied with all the engines but the Open Cycle Gas Core engine. (more later) Here are my plume configs, could I get opinions? @PART[ntr-sc-0625-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 0.625m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.35 fixedScale = 0.5 energy = 1.2 speed = 1.6 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-125-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 1.25m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.75 fixedScale = 0.7 energy = 1.8 speed = 1.6 emissionMult = 1.25 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,1 flarePosition = 0,0,-0.5 plumeScale = 0.8 flareScale = 0.5 energy = 3 speed = 2 emissionMult = 1 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-125-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // pebblebed 1.25m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-1.4 fixedScale = 0.7 energy = 1.6 speed = 2 emissionMult = 2 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,00.7 flarePosition = 0,0,-0.2 plumeScale = 0.8 flareScale = 0.5 energy = 0.8 speed = 1 emissionMult = 1 } @MODULE[ModuleEngines*],0 { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-sc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-3 fixedScale = 1.5 energy = 1.8 speed = 3 emissionMult = 2 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,-0.5 flarePosition = 0,0,-1 plumeScale = 2 flareScale = 0.75 energy = 2 speed = 2.5 emissionMult = 1 } @MODULE[ModuleEngines*],0 { !runningEffectName = DELETE %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { !runningEffectName = DELETE %powerEffectName = Hydrolox-Upper } } @PART[ntr-gc-25-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum lightbulb 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 2 energy = 2 speed = 3 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-2]:FOR[RealPlume]:NEEDS[SmokeScreen] // vacuum open cycle 2.5m { PLUME { name = Hypergolic-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.8 flarePosition = 0,0,-0.75 plumeScale = 1 flareScale = 1.8 energy = 1 speed = 4 emissionMult = 6 } PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-2 fixedScale = 1 energy = 2 speed = 2 emissionMult = 0.75 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hypergolic-Upper } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrogen-NTR } } @PART[ntr-gc-25-3]:FOR[RealPlume]:NEEDS[SmokeScreen] // lifter lightbulb 2.5m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 1.5 energy = 2 speed = 4 emissionMult = 0.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ntr-sc-375-1]:FOR[RealPlume]:NEEDS[SmokeScreen] // trimodal 3.75m { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 2 energy = 1.6 speed = 1.8 emissionMult = 0.75 } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,1.2 flarePosition = 0,0,0.1 plumeScale = 1.4 flareScale = 1 energy = 2 speed = 1.6 emissionMult = 0.8 } @MODULE[ModuleEngines*],0 { %powerEffectName = Hydrogen-NTR } @MODULE[ModuleEngines*],1 { %powerEffectName = Hydrolox-Upper } } Continuing with the OCGC: Currently, there are two plumes, attached to the primary engine (high thrust, exhausts EnrU): a hypergolic upper plume, to emulate the uranium escaping the core attached to the secondary engine (low thrust, no EnrU): just a hydrogen NTR plume. Now, the issue I have is that this arrangement makes the plume coming out of the engine bell look good, but removes the little plumes coming off the sides of the engine. I've tried making a plume that is a hydrogen NTR with slag, like an SRB, but that hasn't worked. (no plume at all when applied) Do any readers have more experience than me?
  3. Update: @voicey99's fix has worked. Many thanks, I am quite happy with the turn of events.
  4. I'm attempting to make a patch file in the style of the patches often found in @Nertea mods. (I am reminded quite strongly of Kerbal Atomics and the dynamic patch for NTRs to use H2 rather than LF.) The goal of this patch file is to have a dynamic system to find and modify all electric engines. The stock ion engine, and new electric engines added by mods. I wish to decrease the thrust of the engine by a set factor but retain the power requirement. My current efforts are directed at a dynamic method to identify all engines that use EC, and for each, decrease maxThrust by a factor of 10, and increase propellantRatio of EC by a factor of 10. The following is the contents of a cfg file that I have made to attempt this. As might be guessed, it does not work.
  5. That's the largest cryogenic hydrogen tank. With isohedral texture. EDIT: the gracious mod author has beat me to it.
  6. Just to make sure: from the center of the lobe to the limits of its atmosphere should be the same for both. Because they share the atmosphere, the outermost extent of it is determined by gravitational potential, so it's going to approximate a level surface with respect to local gravity. So if the Roche lobe has 48 km atmo, and the Eau lobe has 65 km, the average datum of Roche should be (65-48 = 17) 17 km higher than sea level on Eau.
  7. On another, entirely separate note, the ISP and thrust curves of that engine are messed up. As more mass is added into the propellant stream (Increase mixing ratio of LqdHyd in this case), the thrust should ALWAYS go up. Currently, it goes down. I have tried messing around with the cfg files to make my install have it as such but that hasn't worked. Who has more experience working with variable engine modules than me?
  8. Regarding metallic hydrogen: If one were to make an ISRU, to be remotely realistic (IMO) about its difficulty to produce, it would have to be a unique part. Big, huge, heavy as hell, takes a load of power to run, produces oodles of heat, and even then, produces Metal-H at a minuscule rate. (like, fill your tanks over the course of years) Honestly, it's going to be a process limited to massive industrial-scale installations for any reasonable rates of production. Speaking of which. I've noticed that the gimbal pistons on the implausibility engine aren't quite working. EDIT: For clarity's sake: the piston cylinders look just fine and lined up when the engine is at dead-center position, but they stay in that orientation relative to their parent section when it gimbals away. So as the engine bell moves, the piston ends attached to it slide out of the piston ends attached to the base.
  9. Guess. Or keep a little record of the thrust available from the engine, the mass of the craft, and the resulting acceleration. That acceleration won't change too much over the course of most non-brachistochrone burns1, so you can use it to straight calculate the burn time. 1) source: you're using a mega-isp engine. mass differential is not gonna be huge.
  10. Does anyone have any suggestions? If this is the wrong forum for this sort of discussion, then I will happily make a new post in the correct place.
  11. I'm running an install that has Neartea's cryogenic engines and kerbal atomics installed, with the LH2-NTR option active. So the stock LV-N has been switched over to using hydrogen. Curious to use LF in an NTR engine, I have been fiddling around with a modded engine that attempts to emulate an issue that an NTR using kerosene propellant would probably encounter: carbon buildup. To attempt this, I have made the engine bimodal. One mode is high thrust, ~600 isp, uses LF and produces carbon buildup. (actually ablator, as I'd rather use existing resources) The other mode is low thrust, ~200 isp, and uses Oxidizer and the buildup/ablator. My intent is to have an engine that can use the dense LF, rather than LH2, but suffers because of it, having less stellar isp, and requiring periodic cleanings/flushings using Oxidizer to burn away carbon-rich buildup from thermally broken down kerosene. I have used a method to cause buildup that I know to be faulty: both modes have ablator as a propellant, but in the LF mode, its ratio is negative. So as the engine burns LF, the amount of ablator increases, as it burns Oxidizer, it decreases. However, I have run into an issue. Once the ablator reaches the maximum amount storable in the engine, it doesn't shut off, as I would like. I know that this is because using a negative ratio for propellant is a no-no, and it's not checked when a propellant runs max, only when it runs out. Does anyone have any tips on how I can get the engine to run only until the buildup is at the maximum amount, and shuts off once there?
  12. I have an issue with the Cryogenic Tanks: their dry mass, when switched to LH2 only setting, is negative. Can anyone else reproduce?
  13. Thanks for the welcome! So we know how long the crew are in space; do we know off hand what the solar weather activity is for the period(s) that the rovers spent in transit? Was it average? Above? Below? <EDIT> Oh, is that the on-surface per-day dose? </EDIT> On a similar matter, why assume that when designing the Hermes, they would skimp on shielding? They DO have a nuclear reactor to be concerned about shielding from, and electric engines allow for very high payload fractions for any given delta-v budget. Also, IIRC, Weir's pre-movie imagining of the Hermes was essentially a cone (for ease of aerobreaking) which could split in half (for ease of bolo-spinning gravity). I can't help but think that this leaves precious few places to mount such an inconveniently bulky/long thing as an unshielded nuclear reactor, and few (but more!) options for a more compact, but heavier, shielded one.
  14. Why assume that the Hermes is restricted to the same low-energy trajectories as unmanned rovers? It's clearly described as being an ion-drive craft, and it's delta-v reserves are probably absolutely insane.
×
×
  • Create New...