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kerbnub

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Everything posted by kerbnub

  1. Thank you for the detailed response! I'm still unclear on this part. So would it be correct to say (maybe I'm just restating you) these are supposed to essentially be ramjets with some turbines in front for lower speed function? And they can function up to mach 9 (while chemical combustion based engines would top out around 6) because a nuclear engine core can get the air much hotter, making the break point higher? I assume they're not meant to actually be functioning as scramjets, otherwise they'd go faster than mach 9 (I think?). I mostly wonder about the mach 6-9 part, as I don't know of any concepts that can go from mach 0-6 but also mach 6+. I also thought turbines would get in the way of a functional scramjet cycle. Or is it all more abstracted for you? I just would like to be clear on where the handwavium is and maybe learn about some new cool propulsion concepts . Oh, nice! I was making custom configs do the same. Do you know if the RRNF configs play well with Nertea's SystemHeat? I'm relying heavily on Nertea's mods in this career. I started copying and editing some SH engine configs to get that functionality, but I think something is bugged and am not sure how to get the power/heat functionality I want (I'm also not very experienced at config editing, so I'm probably missing something). My ideal behavior is that engines should generate heat/electricity based on power level and be cooled by propellant. So while the reactor is running, you don't need radiators to prevent overheat while the engine is thrusting, but you do need radiators if running them just for EC.
  2. So I'm playing with the SystemHeat reactor patch for Kerbal Atomics and am a bit confused about heat production. Are the trimodal engines (Eel, Neptune, and Poseidon) supposed to require radiators to operate even while producing thrust? It seems like their heat production doesn't vary at all depending on reactorpower/thrust level (even with 0 thrust), but I thought the propellant was supposed to cool the reactor while engines are firing, only requiring radiators if you leave the reactors on afterward for power generation. I've also noticed that the atomic engines(and stock NERVA) reactors seem to behave as one would inspect; they activate and get up to rated temp while thrusting, and the core seems to be inactive while not thrusting, but they never show as generating any heat whatsoever. I see there was some discussion about this earlier in the thread, that propellants should cool the reactor. Was that idea abandoned, and the reactors with no EC generation just had their heat removed as a bandaid (since you get the same behavior anyway)?
  3. Hey, I love the idea of nuclear airbreathing rocket and I like the models and animations for these engines the most. I've been wanting to add them to my semirealistic career (mostly stock balance with JSNQ and Kerbalism). I'm just curious as to your thinking behind your engines' performance, and if you know what might be realistic performance for such engines (if these are not). The few engines I've seen from similar mods seem to be all over the place, so I don't know what's realistic to expect. IIRC, airbreathing nuclear engines from KSPI had similar performance to these, with thrust dropping off around past mach 8 or 9, while the Near Future Aeronautics engines have worse performance, dropping off around mach 6 like rapiers. Do you have any idea what is realistic? Have any reasoning how how these would be so good at hypersonic speeds? Or how did you decide on your thrust and isp values?
  4. I've encountered the same. I believe it only happens if you redo a booster landing by hitting "return to separation" or redo the entire mission with "revert to launch" before finalizing everything by using "return to main mission." After further testing, I've done the above without issues, so I'm still not sure how to replicate it. I've also found that it wont save the first stage after you "return to main mission" if the root part breaks during landing, forcing you to "revert to launch." This has happened a few times to me now, as I'd land a large first stage in the water by parachute, but it ends up breaking the decoupler (which was the root part) when it tumbles over to land sideways.
  5. How does one get the reddish tinted terminators like here? Is it from scatterer, and if so, in the UI here or elsewhere? I tried changing all the values in the UI here and was able to affect some things, but not the terminator color. JSNQ with the defaults
  6. Hi. Might anyone have some insight into these artifacts? Seems to be an issue with Scatterer+JNSQ. In low orbit or on the surface of airless bodies (tested on Mun and Minmus at least), I get this: https://i.imgur.com/X3Ywexz.mp4 In LKO or landed on Kerbin, I get these weird afterimages most obvious when moving the camera quickly : https://i.imgur.com/4TbGEOC.mp4 This began about halfway into my heavily modded JNSQ install. I'm sorry as this will be annoyingly vague, but it began a few months ago, presumably after updating something, after which I got wrapped up in IRL stuff, so I don't remember the exact sequence of events. It *may* have begun after installing the new parallax 2.0 just to try it out, which involved updating Kopernicus and scatterer. After uninstalling, I've been stuck with this. Things I've tried: -If I update scatterer beyond .0772 or uninstall scatterer, these disappear (but updating leads to other known issues with JNSQ). -Removing/trying different versions of kopernicus and TUX make no difference I'm hoping it might be obvious to someone before I commit to reinstalling 100+ mods and hoping nothing breaks in my main career save in the the move.
  7. Hi. Might anyone have some insight into these artifacts in my JNSQ install? In low orbit or on the surface of airless bodies (tested on Mun and Minmus at least), I get this: https://i.imgur.com/X3Ywexz.mp4 In LKO or landed on Kerbin, I get these weird afterimages most obvious when moving the camera quickly : https://i.imgur.com/4TbGEOC.mp4 This began about halfway into my heavily modded JNSQ install. I'm sorry as this will be annoyingly vague, but it began a few months ago, presumably after updating something, after which I got wrapped up in IRL stuff, so I don't remember the exact sequence of events. It *may* have begun after installing the new parallax 2.0 just to try it out, which involved updating Kopernicus and scatterer. After uninstalling, I've been stuck with this. Things I've tried: -If I update scatterer beyond .0772 or uninstall scatterer, these disappear (but updating leads to other known issues with JNSQ). -Removing/trying different versions of kopernicus and TUX make no difference I'm hoping it might be obvious to someone before I commit to reinstalling 100+ mods and hoping nothing breaks in my main career save in the the move.
  8. Is it not these? rangeMultiplier = 1.0 //Adjust the max range (and range of LODs) of the scatters lodRangeMultiplier = 1.0 //Adjust the range at which LODs change
  9. Does anyone know what the Tranquilizing Vortex (TV) does? It says it relieves stress, but turning the TV on in the SPH has no effect on the stress duration in the planner. I also don't know what it's supposed to cure.
  10. I'd been frustrated by the same issue (though it's usually more like 81% edited upon recovery) and incidentally found it had been fixed after installing
  11. If you try to launch a craft to the Runway while there's another craft already on the Runway, KSP makes you move or recover it first. I want to clear that check to be able to launch a craft anyway. This is partly because with Omega's Stockalike Structures, craft landed on other Runways seem to still conflict with the KSC Runway, but I'd also like to have multiple on the main Runway if possible.
  12. What is the thinking behind higher reliability parts taking more mass as well as cost? Can the mass factor be edited globally or would I have to modify every part's config?
  13. I'm pretty sure it works for NFE and will do nothing for parts it has no configs on. I have both NFE and kerbalism in my current career, and I can resize engines and tanks (and they preserve their mass ratios, ISP, or TWR), while kerbalism parts just have no option to change their sizes, but I see nothing gamebreaking with it.
  14. I know this is basically over now and you've implemented your own solution but am curious as to why Tweakscale wouldn't have worked for your purposes.
  15. I recently started a new career with kerbalism and unmanned before manned and think I'm running into a similar issue. Due to the rearranged tech tree, the MK1 inline cockpit is the first crewed command pod I can get, and the tech required for scrubbers comes later in the tree. The cockpit is also listed as "unpressurized," but CO2 builds up in the cockpit to the point that my pilot starts to get CO2 poisoning. There seems to be no way to clear the CO2, even while flying low in the atmosphere, and it gets to the point that I need to EVA my kerbal to get its own suit to lower its poisoning levels back to 0 before flying again... but the cockpit CO2 levels can only accumulate, so I'd have to keep doing that for any longish flight. What's worse, I'm running KCT and using its whole vessel recovery feature, and it seems that the cockpit CO2 levels are saved and are not reset if I launch the same craft again.
  16. Is the terrain on the night side of airless bodies supposed to be pitch black except where lit by artificial means? In this screenshot, the downed craft next to me is visible, but terrain is solid black except in the eva helmet's light. Happens on mun and minmus but not kerbin.
  17. Ok, thanks. I hoped it wasn't so, and thought not, because I'd have expected more complaining about something so common being broken =/ Can't test atm, but do you know if placing them with symmetry then removing symmetry before assigning them in KAL would work?
  18. So I made a rover with folding legs for low gravity bodies, but for some reason, half the hinges on one side don't work. In the pic on the runway you can see they're not folded. I built the wheels parts with mirrored symmetry, and the other hinges do fold properly. I've tried rebuilding them from scratch but get the same thing and it's driving me crazy now. Anyone seen something like this? I'm on a heavily modded ksp 1.9.1 and just got breaking ground, so I'm not sure if there's something simple I'm missing or it's a bug. https://imgur.com/a/3PliR68
  19. Maybe this doesn't require a mod, but I would like to be able to launch new vessels while the runway isn't totally clear. I understand this would allow things to be spawned inside each other if I don't move them away, but don't like how far I have to move things before I'm allowed to launch. Is there a mod or cfg that can allow this?
  20. I've been play a JSNQ career for a while (loving it) and am about ready to add GEP. I'm sure you guys know what you're doing, so I was wondering why the JSNQ version is rescaled to 2.5x instead of 2.7x. Does it fit better that way (was it originally already harder than stock)? Can that scale easily be changed?
  21. Hm ok. As an avid SSTO builder, I feel like there wouldn't be much room going the other way for a rapier with higher thrust but lower isp, as its isp is already pretty atrocious. At some point it becomes better to simply slap on a vector or rhino. Part of the point of ssto spaceplanes imo is that they don't need such high thrust to get to orbit anyway. Good to know, thanks!
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