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Mike`

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  1. Hey. Thanks for this interesting mod. I've been wondering about making communications more realistic lately when i heard this mod already supports variable data rate based on distance, so i tried it. Works nicely, but the formulas used are still somewhat unrealistic i guess. Kerbalism by default scales data rate linearly by KSP's default signal strength, which itself scales roughly with distance. IRL, your signal strength and data rate change by a factor of 1/4 though when you double the distance. This can be corrected by adjusting the way KSP calculates signal strength, it can be done by giving each antenna and the DSN a custom rangeCurve with an MM patch. I got this working already, even though it was harder than expected due to a stock KSP bug. There's another problem though: The way multiple antennas stack in Kerbalism. IRL, two antennas either work together, thus the total signal strength rises, which allows a higher data rate. Or the antennas could work by creating two parallel connections, which would leave signal strength alone but would double the data rate for equal antennas. In Kerbalism however, both is done at the same time - the signal strength rises with an added antenna, which already leads to a gain in data rate, and on top of that, the raw data rate of the added antenna is added on top. This results in the data rate rising more than what's realistic. I intend to change that, and wonder what you think about it - are you interested in such a change (more realistic data rate attenuation and proper data rates for stacked antennas)? If so, i would try to implement that and could then provide a PR. regards and a happy new year Mike
  2. Does it work with RSS/RO/principia? :) Also, the name somewhat confuses me. Is it a trajectory optimizer or launch vehicle optimizer? Because launch vehicle designer hints at the latter, imo.
  3. You need to install the latest RealFuels version for 1.3.1 (https://github.com/NathanKell/ModularFuelSystem/releases/tag/rf-v12.6.0), it includes MLI.
  4. What do you mean by "not cut part count"? You can add as many parts to your rockets as you like, even with this mod. And if you want more parts, you can combine this with other mods.
  5. I somehow have trouble with the n-body coast not detecting SOI transitions. I do an escape burn and an n-body coast and i keep "orbiting earth". Replace n-body coast with normal coast and everything works, eg orbiting sun or orbiting venus after i optimize the plan to find a venus encounter. Also, the selective SoI search dialog behaves weirdly, when i select something, close the dialog, open it again, everything is reset to everything selected, in the case of n-body coast it is reset to everything but the gravitational bodies selected.
  6. Really no worries, take the time you need, i didn't want to sound impatient. I'm glad you found the wrong transform and now curious how the fixed/moved transform part behaves, but i'll happily wait until you get around to provide it. After all, modding as a hobby shouldn't become stressful.
  7. If FAR calculates/estimates the higher drag correctly, then there is nothing wrong/nothing to fix, i guess. The unfixed LR-101 was clearly broken drag-wise, i haven't seen the fixed part yet and how much more drag it has compared to the old LR-101. I cannot try flying a new atlas because the unfixed new LR101 has so much drag the rocket immediately crashes.
  8. If you could provide me with the updated lr101 i'll load it up in far and try to see if the debug view will work now and might give a clue where the problem is. Well, the fuel consumption of your rocket increases to reach a certain orbit, but the fuel consumption per second didn't increase - so talking about fuel consumption when in fact it looks to be a drag issue can be misleading. But i guess we all got it now so it's fine.
  9. Thanks, glad you found it! That sounds weird. If you want, i can take a look and test it aswell (in a Realism Overhaul install though). FAR allows you to analyze the drag of your rocket directly in the VAB including debug voxels etc, so i could try to check if drag is still higher than it should be.
  10. I asked ferram about it, here's what he had to say: "There's probably a random transform floating somewhere far from the rest of the mesh that's screwing it up". If you haven't done so already, would you be so kind to recheck the model for that?
  11. Hey @CobaltWolf, really liking the new Atlas parts. Sadly, the new LR101 vernier seems to have some trouble when used with FAR - it has a gigantic drag. Do you have any idea why that might be? If not, i guess i'll ask ferram about it.
  12. Well, one small thing that comes to mind is support by Testflight. Supporting testflight/manipulating the thrust of single engines of a cluster would probably require some extra work/an API, if it is easily possible at all.
  13. Can anybody say 1-2 sentences about what extended-body gravitation means for principia? Are the bodies modeled as oblated spheroids, or is the simulation even more precise with measured gravitation maps, taking continents etc into account?
  14. Does anybody know if there is a permanent/persistent way to increase the game's warp speeds, eg. setting better timewarp's hyperwarp as the default warp levels? Sadly, the game keeps resetting to it's default warp speeds on some screen/building changes.
  15. You can fix it by modifying GameData\RealismOverhaul\RO_SuggestedMods\SSTU\SSTU_Engines_GLOBAL.cfg and make sure it contains a part looking similar to: @MODULE[SSTUModularEngineCluster] { @diameterIncrement = 0.1 // Allow increments of 1 cm %adjustMass = false } The %adjustMass part is the important bit which needs to be added.
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