Jump to content

JebIsDeadBaby

Members
  • Content Count

    115
  • Joined

  • Last visited

Everything posted by JebIsDeadBaby

  1. Hi, how does FAR deal with CoPOffset and CoLOffset? I've recently removed an ablator from Mk1 pod to make use of a heat shield necessary. And to my surprise a pod with a heat shield is very unstable. In the thin upper atmosphere it has tendency to fly sideways, which with Deadly Reentry ends really bad really fast. I expected it to be even more stable as the heat shield adds mass to the bottom while preserving shape. Now I realized that all stock heat shields have an offset to CoL and CoP, which probably are the cause of the problem. I'd like to correct them as now they obviously l
  2. @Starwaster - how does DR calculate if parts are in the heat shield's aeroshadow? I dunno if I accidentally changed something but Restock's Mk1 Pod with Restock's 1.25 m heat shield burns instantly unless perfectly aligned with surface retrograde. I had no such problem in my previous game. EDIT: damn, I think maxTemps are screwed again. In game I get skinMaxOperationalTemp at only 1147.50 K on the Mk1 pod. How the hell do you trace which mod changed what? EDIT 2: OK, so I'm testing a minimum configuration: Squad + Squad Expansion + Deadly Reentry. Some time ago I decided to delete
  3. One more thing I've just found out - if you change EC utilization, you need to change EC unit mass in all tank definitions that can hold it. Otherwise EC starts adding TONS to the total weight of a tank. If you want to stay in line with battery power/weight ratio of 100EC/5kg, unit mass of EC should be utilization/20/1000, so in case of utilization of 7 it should be 0.00035. @TANK[ElectricCharge] { @utilization = 7 @mass = 0.00035 }
  4. This may be heavily dependent on TWR of your rocket. Imagine, you have a 100 kg rocket capable of 1200 N of thrust. From the Newton's 2nd law of motion we know it will be capable of initial acceleration of 12 m/s^2. BUT... when your rocket goes straight up, there is gravity which accelerates it in the opposite direction at ~10 m/s^2 (on Earth). This means your rocket accelerates at 2 m/s^2, 6 times slower than expected, while still burning fuel at full rate. A 1000 N engine (which gives TWR of 1.0) not only wouldn't be able to reach the Mun or even 80 km, it wouldn't go anywhere at all.
  5. I'm not sure what case you're arguing here. IMO it should be possible within 18t limit with Tier II (General Rocketry) parts tops. I must admit I haven't played stock in ages and I'm out of touch with stock difficulty level but IIRC it was possible in stock (Mk1 to orbit is rather basic achievement after all). Regardless of how modded is your game, you'll be stuck with T1 VAB and T1 launchpad for a while and your ability to milk science and funds with basic parts may be limited.
  6. Hi linuxgurugamer, there seems to be a bug in CTB since 1.10 at least. If you launch a pod without any crew, no locks are applied and you control such a vessel. In case of crew leaving a pod, locks get applied and the pod becomes uncontrollable. Not a game breaking bug but triggers my OCD. Cheers.
  7. Huh, I started to wonder where the original value of basemass = volume * 0.000016 actually comes from. I guess the original creators did their research but I thought I'll check the numbers. It's surprisingly hard however to find fuel tank volumes for common boosters. Finally I've found this paper titled Analysis of Propellant Tank Masses, which is exactly what I was looking for. It deals with LOX/LH tanks. Long history short, it shows that tank mass to propellant mass ratio is usually about 1/10, with 1/20 being the best one could aim for in their design. Now, LH tanks tend to be huge and thus
  8. As I said - barely possible with a simplest rocket. This Real Fuels example of yours: the rocket has only 400 m/s excess of Delta-V (I assume JSNQ of course) and just 1.12 TWR on launch. I'm willing to bet it will burn these extra 400 m/s just trying to get off the ground. Even if it gets to the orbit it probably won't be able to return. Add Kerbalism and Deadly Reentry to the mix and you're stuck. I don't want to argue about exact values, just want to point out that in a career mode with some realism mods, this can lead to being unable to progress in the early game. Although I understand you
  9. For Mk1 50 l makes sense visually (could be even lower, like 30 l) and in the early game works perfectly in terms of difficulty. I play with Kerbalism however, so I get lower EC consumption by antennas, I use EC utilization of 4 though, so I can fit less EC to begin with. This way I get a pod capable of a few orbits. Once you upgrade VAB and get service tanks, pod tanks are not a concern anymore. Pod patches need to be revised anyway as now they look for pods with either monopropellant or LF. New KV pods that were just added with Restock+ have only EC, so they don't get patched at all.
  10. Another question: in Fuel_Conversions.cfg since 5.0.0 there is a new basemass definition for Default and Cryogenic tanks // set drymass of all RealFuels configured tanks dependent on max volume @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#type[Default]]]:AFTER[RealFuels] { @MODULE[ModuleFuelTanks] { %basemass = volume * 0.00015 } } @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#type[Cryogenic]]]:AFTER[RealFuels] { @MODULE[ModuleFuelTanks] { %basemass = volume * 0.00015 } } The problem I have with this is that it's 10x higher that original RF setting (which was 0.000016
  11. Hi, I see that DSN ranges patched for JNSQ are about half of those you set for stock system. JNSQ recommends quadrupling DSN range in settings. Does your JNSQ patch takes this into account and I'm still supposed to quadruple DSN range in settings?
  12. @siimav Huh, you mean 1.1.21 should work? Because it doesn't for me. However, after reading your comment I reverted to 1.1.20 to give it a try and it works! Back to the game then!
  13. Was looking through KSP.log again and found this: [ERR 16:37:17.401] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class CustomBarnKit:System.ArgumentException: The Object you want to instantiate is null. at UnityEngine.Object.Instantiate[T] (T original) [0x0003d] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at CustomBarnKit.CustomBarnKit.LoadUpgradesPrices () [0x0015e] in <d1abfd90e526443c9289aaa81ce9b36e>:0 at CustomBarnKit.CustomBarnKit.LoadUpgradesPricesSceneChange (GameScenes data) [0x0000d] in <d1abfd90e526443c9289aaa81ce9b36e>:0
  14. Does CBK work with 1.10? I use it with Bureaucracy but in-game values for upgraded buildings are a weird mix of both. VAB for example: CBK - VAB { levels = 3 upgradesVisual = 1, 2, 3 upgrades = 56000, 225000, 845000 partCountLimit = 30, 255, -1 } BUREAUCRACY - @VAB { @levels = 5 @upgradesVisual = 1, 1, 2, 2, 3 @upgrades = 56000, 112000, 224000, 448000, 896000 @partCountLimit = 30, 60, 120, 240, -1 } What I get in-game for the first upgrade: cost 450000, parts 120. Or Mission Control CBK - MISSION { levels = 3 upgradesV
  15. @theJesuit - stock. All three have simply TechRequired = start set in their config files, that's all.
  16. All spherical modules are available in Start tech node.
  17. Hi, can you explain reasoning behind volume multipliers for tanks integrated into pods? Here's the code: name = ModuleFuelTanks volume = 0 // creates a blank volume for utilization @volume += #$/RESOURCE[ElectricCharge]/maxAmount$ // searches for electric charge @volume *= 1.7 // RF has charge at 1000 units per liter (gets multiplied later) @volume += #$/RESOURCE[MonoPropellant]/maxAmount$ // searches for previous amount of MonoPropellant to use as volume @volume *= 5
  18. Huh, I was literally about to propose this, since I liked this feature in BARIS (-nauts that don't fly get frustrated and leave the program eventually). Maybe you could add to this random events like "Jeb Kerman is tired of idleness and expects to get an orbital flight within next 120 days or will get -20% Morale drop". You could actually replace retirement date with Morale system, since it's already here and serves more or less the same purpose. Say each Kerbal looses 0,5±0,4% of Morale per day when on Kerbin and gains 5±4% per each day in space.
  19. Hi, sometimes I get doubled rewards in rescue contracts. Pic. Is this Bureaucracy bug?
  20. Hey, I thought I'll share my take on Restock Plus' Pug with you, maybe you'll like it. Here is a config I use: @PART[restock-engine-125-pug]:FOR[RealFuels_StockEngines] //Pug { @mass = 0.12 @cost = 118 %entryCost = 590 @maxTemp = 1450 @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 30 @heatProduction = 88 @atmosphereCurve { @key,0 = 0 298 @key,1 = 1 106 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = MMH ratio = 48.782129
  21. Huh, it makes it literally unplayable for me. Maybe realistic masses spoiled me but with Tier 2 parts I simply cannot build an orbit capable rocket within 18 t limit. The best I was able to do was about 3000 m/s ΔV (vacuum), which is about 400 m/s ΔV short of what is needed just to get to the orbit. And I need to return too. I don't remember stock KSP being so hard...
  22. And what's the difference between these two? I've just realized I played stock scale with realistic mass enabled all this time. BTW, one thing you could update is Electric Charge utilization (this needs to be addressed in Reafl Fules too). 1000 is waaaay to much. Mk1 pod gets 50 l internal service tank - you can put 50.000 EC in there!! This makes batteries, fuel cells and even solar panels obsolete from get go. I personally use 4. This allows for an equivalent of two Z-100 batteries in the pod.
  23. My first rescue mission with this mod and what I get I a Kerbal floating in space without any pod whatsoever. Is this intentional?
  24. I second that. Ideally I'd see in it's place some very basic conical 0.625 part (say just 3 EC and internal antenna), so one could complete some early missions with sounding rockets made of those sweet 0.625 SRBs.
  25. @severedsolo - a little update as this may be a Contract Configurator bug after all. Today I decided I'll play with CC and Exploration Plus. When configuring the game I thought that even though I've installed Exploration Plus, why not disable it and enable stock exploration contracts and give it a try. And lo and behold, stock contract worked!. So i thought that maybe by doing this I unlocked something locked by CC earlier (even though it should be near impossible taking into account that I made a clean install of KSP and all of the mods since then). So I uninstalled both CC and E+ but the bug
×
×
  • Create New...