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captinjoehenry

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Posts posted by captinjoehenry

  1. Just now, JadeOfMaar said:

    Ahhhh. It's great to see this mod alive again. @captinjoehenry

    It looks like this build will actually work for me if I install it. I've learned a bit from having to roll my own because of, and in the absence of this mod. :) My ablation mod is only for personal use but I'll contribute any knowledge to this publicly open mod. My preferred version keeps generation and tankage out of the individual lift surfaces and only lets them all have the ablator module for concern of having loads of computations running on the wings alone, (let alone crewed parts with lifting surface) and potential conflicts with tank modules provided by tank switching mods.

    If you will, make the resource flow non-restrictive by default and add the converters only to parts that have lifting surface and (tankage or crew capacity).

    First of all it's great to hear you like this mod!  Also the mod didn't need any changes from what I last posted I just needed a thread I controlled to make maintaining the mod easier for others to see :P

    Ok a few things.  First I have not noticed any lose in performance with the active ablator on all the parts.  It doesn't seem to have any notable impact for my massive spaceplane at least.  Second this mod doesn't actually conflict affect fuel tanks already in the parts that this patches.

    So what you are asking for is to keep the ablator in all the parts they are in now but only have the producers on other parts?  Sorry I can't quite figure out what you're asking for :P

  2. Oh on the subject matter of SSTO spaceplanes for Tellumo I made a mod that could prove useful:

    It adds basicly active cooling to all aero parts which will quite handily protect your space plane against hyper sonic speeds easily above mach 13.  As it is at that point the issue more becomes the engines burning up.  If there is interest in using my mod please provide feedback as I am almost 100% sure it is unbalanced right now so feedback is very welcome.

  3. So I came up with the idea to add something that functions as active cooling to space plane parts to help them survive high speed reentries like you would find in a real scale system and @Esquire42 and I made the mod.  He hasn't been around lately so I'm continuing to host the mod and provide support.  

    Original thread:

    Download: https://github.com/NizholasZ/Active-Cooling-Continued

    What this does is add an active cooling module to every part that has a control surface, airbrake surface or lifting surface.  This adds a tank that starts off empty but can hold 100 units of active cooling liquid (ACL) which is used in an ablator module.  In addition it adds a converter that takes up to 30 ec a second and produces 1000 ACL a second.  This is supposed to represent the fancy types of active cooling that hypersonic aircraft have in real life.  

    The values for ec usage and ACL generation and ACL storage (this when full represents the weight of the system) are flexible and balancing suggestions are welcome.  

    If people are interested I can make other versions of this that add different patches for different versions of the active cooling system.  So there could be one that just uses water as the ablator and you just need to have water on board the plane to maintain cooling.  Or another version that just adds plain old fashion ablator.  Or different versions of the EC cooling system that have different masses and effectiveness.

    Versions of mod:

    V1 Adds all modules to all aero parts

    V2 Adds ablator to all aero parts but generators are only on parts with crew capacity or tank space

    License:

    https://creativecommons.org/licenses/by-nc-sa/4.0/

    Change Log:

    Spoiler

    10/30/2017 Added V2 in which the generators are only in aero parts with crew capacity or fuel tanks

     

  4. 4 minutes ago, RexPowerColt said:

    @Starwaster Thank you for your reply. I know that in current nuclear reactor operations IRL nuclear reprocessing is not a thing that is being done often. (I'm not sure, maybe none at all? Speaking of actual power production reactors of course, not the ones that are being run for R&D purposes) It's just that in the latest release of KPBS says "Added mechanic to transfer Enriched Uranium and Depleted Fuel". So I thought the mod would allow me to transfer depleted fuel automatically. I didn't know that resource specific changes including transfer can be done by editing Community Resource Pack. That's not really a surprise for me, I'm a noob when it comes to mods.

    Thanks!

    I believe this mod uses something similar to Near Future method where the parts have a transfer button on them and you need to have an engineer on board at a certain level to be able to do so.

  5. Oh man I am super happy that I reinstalled this mod.  Now that I have it installed I am very happy to see that the adjustable landing gear is no longer in league with the Kraken!  This is great news as they are exactly what I needed for my newest super spaceplane.  Keep up the great work and it's fantastic to see  this fully functional since I last used this about a year ago and it's fantastic that it's working perfectly now.

  6. 7 minutes ago, Shadowmage said:

    Yes.  The parts will then use the built-in SSTU method for resource configuration, which has a different GUI and options compared to MFT.

    Great to hear!  Maybe think about not having the MM patch in the download till it is fixed so others don't have this issue?

    Also the SSTU reentry capsule styled off the Orion is fantastic!  The only thing is that I wish I could use stock monoprop instead of the realistic fuels it uses now as basicly all the RCS systems I have run off of stock monoprop :P

  7. 1 minute ago, Shadowmage said:

    1.)  Those are the 'paneled' variants, that can be seen on many of the 'Altair' or LSAM concept renders.  As such they won't really have much detail, being a simple paneled box.  Also intended for use for storage of resources that wouldn't make sense in a standard liquid/gas fuel tank (e.g. minerals, snacks, etc.).

    260px-Altair-Lander_(latest).jpg

    2.) Was never planned to have that functionality.  I don't have the kind of time necessary to make that many model variants (already I'm at >40 hours of modeling work on these parts; triple or quadruple that to add more variants, as well as needing a ton more textures/RAM usage).

    3.)  See NearFuture mods -- with the SSTU-OptionalPatches setup installed, there is a modular hex truss part :)

     

    Are you using the ModularFuelTanks mod?  If so -- that is the problem.  It incorrectly sets the volume of resources and assumes all resources are specified in 5-liter units, and as such the SSTU parts end up with 5x more fuel than they should.

    This is an error in the MFT mod -- even though I tell it to update the volume in LITERS (the method actually has an input variable called 'liters'), it uses that value as 5-liter UNITS.  Literally, there is nothing I can do about it.  The 'fix' needs to come from MFT -- they need to respect the volume specified in the resource definitions, and actually respect the input of 'liters' rather than assuming 'units'.

     

    Ah good to know as I have that mod installed.  Can I just remove the MM patch for MFT from SSTU and restore reasonable fuel amounts?

  8. 22 hours ago, RaendyLeBeau said:

    hi all, i a just revised the IVA Design and IVA Pilot Seats

    here some pictures

    full album here : https://imgur.com/gallery/EFKpq

    -> this new Pilot Seat fits better than the previous model !

    GFTrp3w.jpg

    LBjRFtc.jpg

     in addition, the pilot cabine was completely separated. in the new pilot division the 3 pilots have an effective FOV. - before they had no view outwards.

     

      iw0HlHo.jpg     XiBiCQ9.jpg

    the new interior uses the space more effectively, there are also 2 additional sections. for the top compartement (ScieneLabor and Medics) I have about an idea how it might look. 

     

    for the central cylinder-shaped I still lack ideas.. - conceptionel it could be a deep-freeze or sleep recovery department.

     

    6QAoA8r.jpg

     

    or much more effective and Higher Plants Compartment like this concept from ESA :

    http://www.esa.int/Our_Activities/Space_Engineering_Technology/Melissa/Compartment_IV_The_photoautotophic_compartment

    MELiSSA_Compartment_IVb_Higher_Plants_Co

     

    btw. here the 'Kerbals Crew' from the last ESA-Melissa Mision 2015  :)  http://www.esa.int/Our_Activities/Space_Engineering_Technology/Melissa/Compartment_V_The_crew_compartment

     

    more about the ESA Melissa Project here ; https://en.wikipedia.org/wiki/MELiSSA

    https://labiotech.eu/extra-terrestrial-ecosystems-the-european-space-agency-melissa-program/

     

    A more logical use in real life would be to have it as a storm cellar.  It wouldn't add any additional seats but it should seat everyone who can be in the capsule as it will protect them from high energy solar storms.

  9. Just now, Nightside said:

    Which parts are you talking about? I've been spending a lot of time digging through the configs lately and I know that the MFT-A tanks are pretty reasonable compared to stock.

    Volume scaling for stock and stock-alike parts is pretty arbitrary, and only roughly corresponds to in game dimensions. I do recall being surprised at capacity of radial tanks at some point but I don't think I checked it out in detail.

     

    I only tried the SSTU fuel tank and SSTU lander tank and both of them hold an insane amount of fuel even on the smallest size.  I can provide some screenshots when I am back at my PC in about 30 minutes.

  10. 11 hours ago, JadeOfMaar said:

    Heh. :D All OPT's engines are gorgeous, but I must tell you they will not return to the main pack. The "other" Mk2 engines on the Duna plane are the new HAE-02 which directly replaces the J-61 (from which I made the S.A.G.E.)

    Alongside the HAE-02, K. Yeon proposed an alternate model which was also short but had twin nozzles like the J-60 and S.U.R.G.E. and which may have directly replaced the J-60.

    Ah yes I do recall that being brought up back when those engines were introduced.  Still though it would be nice to get some high performance engines in the main pack like the ones in the legacy pack.

  11. 1 hour ago, JadeOfMaar said:

    The engines in the screenshot are the J-81 Nacelle and the J-60D dual-mode ScreamJet.

    The S.U.R.G.E. (and S.A.G.E.) are in Legacy, yes.

    S.U.R.G.E. on the left, J-60D on the right.

    lVNnBkY.jpg

    And here's the S.A.G.E. (It performs just fine on Duna, as the S.U.R.G.E. is just fine on Eve.)

    MdChthN.jpg

    Man those legacy engines are gorgeous!  And their performance rocks!  I do hope they make a return at some point in the main pack.

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