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Grant Exploit

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About Grant Exploit

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  1. Ok then, I then deleted all extraneous GameData, and nope, CKAN still didn't recognize RO as installable, and as previously, still recognizes a couple residual mods as installed. CKAN said that RO and a few other mods (unfortunately, I did not take notes on which) had "updated metadata", and offered an upgrade when I launched the program, to which I selected no, partially as I thought it extremely bizarre that it was offering an upgrade to a mod it didn't show as officially installed or installable. Then I uninstalled all those residual mods using CKAN... Nope. Then I deleted the ent
  2. Hello, I haven't played RO since January, partially as I became disinterested with it, and partly as I sort of assumed that with the accelerated update schedule of "Take Two KSP" the RO team would just give in and the community would wither away. Fast-forward to a week ago and my interest was revived, and I found out that my fear was not true (quite the opposite, in fact). So, I backed up my KSP data, uninstalled, upgraded to 1.6.1, and loaded up CKAN (which I also updated) in preparation to upgrade RSS and RO. They didn't show up on CKAN. So then I briefly thought that though they
  3. I am creating 2 spaceflight-related alternate histories which would include missions directly launched to Mercury. However, there has never been a direct mission to Mercury (all of them have used gravity assists), preventing me from using an existing launch and the synodic period to calculate their launch dates (the only method I know how to use). So, does anyone know any optimal launch dates for direct Mercury transfers?
  4. Hello, Yesterday, I found out that about a week and a half prior, Realism Overhaul had (finally! ) been updated for 1.3.1. So, I did this sequence of events (I'm on Windows 10, BTW): Backed up saves and screenshots for safety, Deleted my copy of CKAN and the CKAN folder, as it was malfunctioning. Recalling the tumultuous experience I had with upgrading to 1.2.2, I uninstalled KSP and reinstalled it as 1.3.1. I reinstalled CKAN. CKAN recognized the mods that still existed in the Game Data folder, but (presumably because I deleted my CKAN folder), they were ma
  5. Thanks @JadeOfMaar! I'll take a look at that mod. I'll experiment on my 100% idea first—I don't think the tangent curves will matter for that.
  6. I'd like to be able to create solid motor configs that have 100% thrust all the time in order to reduce gravity drag for orbital launch vehicles. However, I don't know how the thrust curves in the engine configs are structured. For instance, the AJ-260 FL: thrustCurve { key = 1 0.554323725 -12 -12 key = 0.99425197 0.692904656 -4 -4 key = 0.851189892 0.859201774 -0.952083496 -0.952083496 key = 0.681175941 0.985310421 -0.531426454 -0.531426454 key = 0.63542801 1 0 0 key = 0.498184216 0.985310421 0.255306394 0.255306394 key = 0.323060905 0.914634146 0.285245267
  7. Ion thrusters still require propellant. And I don't know how to move topics to different subforums.
  8. After learning how to make propellers in stock KSP, I wondered if it was possible to make a solar-powered aircraft, like Solar Impulse or the NASA Helios. The problem is, all the propeller engine designs I've seen require the engine to be physically separate from the aircraft, preventing electricity from wing-mounted solar panels from reaching it. Is it possible to make a propeller engine that isn't physically separated from the aircraft, or somehow "beam" electricity into the engine? If not, are there any easy code fixes that can allow either of those things?
  9. Typically, as the thrust produced depends on the propeller used and the airspeed, propeller engine performance IRL is measured in horsepower or kilowatts. As stock propellers require a constant amount of electricity to run, we can find their in-game power consumption in units per second easily—in fact, by just looking at the Resource bars. However, there are 2 potential ways to convert this into real units: A solar panel of a certain area pointed ideally at Kerbol from Kerbin will produce a certain amount of charge per second. An in-game power-per-unit-area figure can be calculated from
  10. I actually found this out a couple of months ago on accident, and thought nothing major of it until recently when I badly had an urge to play stock again for its simpler plane construction mechanics, greater exploitability, etc. The question I have is this: Is it safe? I'm worried playing stock KSP (of course, not on the same savegames) while still having RSS, RO, and RP-0 installed may crash it, or corrupt my savefiles. Will it?
  11. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: http://rsandt.com/me
  12. I just sent Anatoly Zak this question in email form. Let's see what he thinks of it...
  13. This is an effective repost of my question If the Soviet manned lunar program succeeded, how would the missions be designated? on Quora. The only answer suggested I ask Roscosmos people. Unfortunately, there seems to be literally no Soviet space program/Roscosmos employees, present or former, on Quora. Hence, I re-ask this question here to show it to a wider audience, including people who may be super duper knowledgeable about the Russian Space Program. Comment in question source:
  14. [email protected] Thanks, @JadeOfMaar and @Mecripp! Here's the final code: // ================================================== // RS-88 global engine configuration. // Inert Mass: 250 Kg // Throttle Range: N/A // Burn Time: - // O/F Ratio: 1.29 (Ethanol version), 1.65 (Hypergolic version) // Sources: // NTRS - RS-88 Pad Abort Demonstrator Thrust Chamber Assembly: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20050237017.pdf // Encyclopedia Astronautica - RS-88 engine: http://astronautix.com/r/rs-88.html // Bo
  15. To be clear, this is my current version after I saw your comment: For the first time, the gimbal box actually shows up in the Part window, but it still seems to have no or negligible gimbal on ascent (there may have been a tiny bit of eastward shift right before it lunged west and spun out of control). Could it be something to do with the gimbalTransformName such as it not corresponding with a model? Faulty positioning? The things related to gimbal response time I added from other configs? Other things?
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