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Everything posted by captinjoehenry
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Hmm that sounds really nifty. So when you switch on active ablation you first generate Ablation Liquid and then do you use up ablation liquid and EC or just EC during reentry? Also it would be good to keep a pure EC method if possible as with loads of mods you end up with no liquid fuel on board but crap tons of EC generation so a pure EC ablator would work great for that situation. It should of course need a lot of EC. Basicly 3 or so versions: 1. just water or some liquid used for ablation 2. water or some liquid + EC 3. just EC That seems like it would cover all the use cases as you could use option 1 when you have low EC production but can take the mass penalty option 2 would give a lower mass penalty but need a fair bit of EC during ablation and option 3 would still weight more than no ablation system but be by far the lightest but very energy intensive and maybe have cost increase as well from option 1 to 3. Also I just want to say I am really glad to see this idea of mine shaping up into something approaching a full blown mod! It is very nice to see my desire to use EC for heat production grow into what this is shaping up as!
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Not exactly the same but the general idea was used by the X-43A which used water cooling along the leading edge during flight above Mach 3. And there are some studies for an actively cooled reentry heat shield but none were ever made due to a variety of reasons. https://en.wikipedia.org/wiki/NASA_X-43 From wikipedia about reentry Actively cooled[edit] Various advanced reusable spacecraft and hypersonic aircraft designs have been proposed to employ heat shields made from temperature-resistant metal alloys that incorporated a refrigerant or cryogenic fuel circulating through them. Such a TPS concept was proposed for the X-30 National Aerospace Plane (NASP). The NASP was supposed to have been a scramjet powered hypersonic aircraft, but failed in development. In the early 1960s various TPS systems were proposed to use water or other cooling liquid sprayed into the shock layer, or passed through channels in the heat shield. Advantages included the possibility of more all-metal designs which would be cheaper to develop, be more rugged, and eliminate the need for classified technology. The disadvantages are increased weight and complexity, and lower reliability. The concept has never been flown, but a similar technology (the plug nozzle[39]) did undergo extensive ground testing.
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@Esquire42Ah ha I have solved the issue! All you needed to do was use the stock ModuleAblator instead of the custom one and it works! Here is the code: @PART[*]:HAS[@MODULE[ModuleLiftingSurface]]:Final { MODULE { name = ModuleAblator ablativeResource = ElectricCharge lossExp = -750 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } } Also for really high speed in lower atmosphere with a large space plane you need many many 1000s of EC per second. You'll want a nuclear reactor or 10 to power that cooling system! Also worth noting around 2000m/s at about 10,000m on kerbal this will not help you. This is an edge case for sure but that is the limit of the ablator
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Ok so I am not much of a modder but I love fiddling with the mods I download to make them more of what I want. So right now I have the great OPT space plane pack and I really enjoy it. The only thing is that the space plane parts cannot really handle huge speeds in atmosphere like thrusting to orbit with a scramjet on a real scale kerbol system. So instead of just messing around with the max skin temp of the space plane parts I thought I would attempt to make them actively cooled so all of the space plane parts would be able to use electric charge to stay cool like a heat shield but with electric charge instead of ablator as I would imagine a space plane would make much better use of an active cooling system. Of course failing that I'll just go back and mess with the parts max skin temp instead
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How do I compile this for 1.2?
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Yeah I have that mod and it is really sweet. I just want a full sized Nexus not a scaled down one- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Can we please have the full scale Nexus? That giant post Saturn rocket that can launch 1,000 - 2,000 tons and weighs in at either 12,000 or 24,000 tons.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
@NecroBones here it is: ( https://www.dropbox.com/s/gmsey0xkp0hy2wv/KSP.log?dl=0 )- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Well they are definitely not in the Experimental rocketry or anywhere else for that matter. And I am missing all of the STS stuff except for the fuel tank and the 8.4 m fairing. I get other stuff from this mode in that node just fine though.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Well I do not have a Massive Rocketry node. I have comunity tech tree and I have: Basic, General, Advance, Heavy, Heavier, Very Heavy, Experimental, Gigantic, Colossal, Sea Dragon. In that order. No Massive node.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
@NecroBones Ok I am not using the Stockification patches. I am using a fair few other mods. And I only have the sts tank and the 8.4m DIRECT procedural fairing. That is all the STS stuff I have in my career mode. In sandbox mode I have everything but not in career mode for some reason. If you can tell me where the logs are I will happily attach them. Also I have other Real Scale Boosters from that tech node.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Hmm I do not seem to have the STS engine or the STS booster in career mode and it does not seem to be in the tech tree. I am using the latest version.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Honestly I am quite interested in using the engines from the N1 on their own as they are quite an impressive piece of engineering that I would love to use to launch all sorts of things around the kerbal system.- 966 replies
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SSTO Interplanetary Spaceship?
captinjoehenry replied to RenegadeRad's topic in KSP1 Challenges & Mission ideas
Well I have made a 4.5 million dollar space plane that can go anywhere in the whole solar system. And just now I made a 500,000 dollar space ship that can do the same thing except for leaving Eve. It currently does not have any science on board but that can be added easily enough and it has unlimited range and can take off from kerbin entirely unassisted. -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
captinjoehenry replied to NecroBones's topic in KSP1 Mod Releases
Hi is there a chance you can add in a real scale N1 rocket? I am really interested in it as it has some very nice engines and it is quite an impressive and unique design and the mods that implement it currently only give a kerbal scale version which is a real shame if you ask me.- 966 replies
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ok one question. I have a ssto space plane. It takes off vertically using a nuclear turbo jet burning atmosphere. Once that stops working well it switches the turbojet over to burning liquid fuel using an action group to toggle the fuel and close the air intake. Is there anyway make this mod work with that type of launch?
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KSP Interstellar Extended Continued Development Thread
captinjoehenry replied to FreeThinker's topic in KSP1 Mod Development
That 'reactor' is a lump of nuclear fuel which sits there and heats stuff up with its radioactive decay. There is basicly no control or anything with that engine other than how much propellant you are running through it as the 'reactor' itself is just going to emit heat till it is no longer radioactive -
Ok so I have this space plane that I have out in orbit. it has a full tank of fuel and on the launch pad it weighs just a bit over 1,000 tons but magically in space it now weighs 1,430 tons. This is rather annoying. It also seems to happen whenever I revert to launch on this spacecraft or any of my other space craft in its line. Here are some images of what I am talking about. Ok this is annoying the image album isn't updating to what it shows on imgur so you'll have to view it on imgur to get the images and their titles right. Well turns out my procedural fuel tanks were not calculating correctly till I left and came back to the ship. So I would get into orbit leave the ship come back and have many many MANY more tons of fuel on board and that was messing things up. On the bright side I was able to massively downsize the rocket and still have the performance that I wanted! So be it my .625 monoprop tanks which carry 80 monoprop changed to holding 6400 monoprop! Which is more than a little odd but dumping the excess mono prop fixed that just fine!
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KSP Interstellar Extended Continued Development Thread
captinjoehenry replied to FreeThinker's topic in KSP1 Mod Development
Is there anyway to make an efficient solar power to mega watts converter? I was wondering as it would be really cool to be able to put a beamed power system into a close orbit of the sun and then beam that power everywhere else but all solar panels produce electric charge which is not easily convertible to mega watts even though they both more or less measure the same thing. -
SSTO Interplanetary Spaceship?
captinjoehenry replied to RenegadeRad's topic in KSP1 Challenges & Mission ideas
@RenegadeRad Sure thing here you are! Be advised that I used snipping tool to get the images so while they look great they are all different sizes and widths and heights -
[1.3.0] Inline Ballutes [IB] (v1.2.8) [30.05.2017]
captinjoehenry replied to riocrokite's topic in KSP1 Mod Releases
Ok so my Ballutes are over heating a lot more than I would like. What setting in its cfg should I mess with to stop them from heatsploding? Also does having more than one of the same diameter Ballute help? Ok i managed to fix it. The issue was actauly the ballute container overheating. The ballutes themselves were more or less fine but the container heatsploded.- 220 replies
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Ok well this is easy actually. I just used procedural parts and made a 4.5km long structural cylinder and it sits happily on the launch pad. and in orbit Now I just need to put this on Dres and I can show you guys it on the canyon. Any good mods for that? And here it is across the canyon. Sadly its ends are not exactly as solid as I would like so its ends are phased quite a bit through the solid rock of the canyon. But it is across and while it is vibrating rather fast back and forth the wobble is quite small and only really noticeable at the ends of this 4.5km long cylinder. I do not think anyone or anything will be able to use it to cross though.
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Jool 500 Kolonization Challenge
captinjoehenry replied to septemberWaves's topic in KSP1 Challenges & Mission ideas
A newish mod I would recommend that you add would be the Sea Dragon mod. It adds the real life proposed and designed super heavy sea launched sea dragon launch vehicle. It was confirmed to in real life cost between 50 and 600 dollars per pound to orbit which is about 1/4 the cost of the saturn 5 launch vehicle. It is also 23m in diameter and 150m long and can easily lift over 1000t to kerbin orbit and beyond. mod: wiki page: https://en.wikipedia.org/wiki/Sea_Dragon_(rocket)- 171 replies