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DA299

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Everything posted by DA299

  1. What is required to use this mod with the latest version of BDB(v1.10.3). I tried it and it throws the following errors in the loading screen: 4 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Scout.cfg 10 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Vega.cfg EDIT: Its also showing a lot of errors related to B9 Part Switch.
  2. Is BDB not compatible with RealFuels-Stock? I've tried it and it shows the following errors on the loading screen: 4 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Scout.cfg 10 errors related to GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Vega.cfg EDIT: Its also showing a lot of errors related to B9 Part Switch.
  3. Has anyone tried this with the "Tilt'em" mod?
  4. @ValiZockt I have one more question; why do some engines have different fuel ratios? For example; the vector-which is made cryogenic by this mod- uses 23% Lqd. Oxygen and 77% Lqd. Hydrogen; while all the engines from BDB and cryogenic engines (the mods) use a ratio of 93% Lqd. Hydrogen and only 7% Lqd. Oxygen. I did some research and it seems like the optimal ratio for hydrolox engines is 5-6 parts hydrogen to 1 part oxygen; which equates to 83-86% Hydrogen and the rest Oxygen- so why these numbers are not used? RF-stock's hydrolox fuel ratios makes rockets which use vector( based on the SSME, which is basically a jack-of-all-trades cryo-engine) engines have better mass-fractions are more deltaV than the rockets(or stages) which use the Vacuum optimized engines from Cryo-engines and BDB; I think this should be the other way around. @ValiZockt could you tell me the reasoning behind these two differing mass ratios?
  5. Hi Everyone, I have a question; does anyone know how to (globally) edit the engine dry mass in this mod? I'm playing with RF-stock in RSS, and I really need to have low engine masses, this mod doesn't touch the engines' masses-because they remain their stock values. So, I downloaded SMURFF to solve this problem, but apparently it doesn't work alongside RealFuels-Stock. How do I edit the engines masses so to make them to closer to reality? I don't want to play with RO (it's great but too hard for me), but to really enjoy a RSS playthrough, I need low part masses.Any help would be appreciated. BTW, I really love the mod, it's the perfect blend of realism and playability.(IMO)
  6. Hi Everyone, I have a question; does anyone know how to (globally) edit the engine dry mass in this mod? I'm playing with RF-stock in RSS, and I really need to have low engine masses, this mod doesn't touch the engines' masses-because they remain their stock values. So, I downloaded SMURFF to solve this problem, but apparently it doesn't work alongside RealFuels-Stock. How do I edit the engines masses so to make them to closer to reality? I don't want to play with RO (it's great but too hard for me), but to really enjoy a RSS playthrough, I need low part masses.Any help would be appreciated. BTW, I really love the mod, it's the perfect blend of realism and playability.(IMO)
  7. I have B9-PS v2.14, so should I update it to v2.16+?I haven't used the VTOL engines yet, but besides that I didn't notice any issues. Also, yes forcing CKAN to install KSP 1.9/1.10 compatible versions is the only way to get the latest version(s) of OPT.
  8. @JadeOfMaar so I just checked and it turns out that that CKAN lists OPT Legacy 1.6.2 and OPT Reconfig 1.9.2 as the latest version compatible with KSP 1.8.1, I don't know which versions are latest exactly, but they are both 2.0.0+, so I figure this might be what's causing the issue.
  9. I mean you're gonna have to give a bit more info, such as which KSP version etc; but I think you're issue is that You want a different reference frame than the surface-fixed one. If that is correct, then you can only do that(change inertial or reference frames) once you are in orbit, I don't know the reason for this, but principia is a complex mod. The Solar system is the same, the earth is not the center-it orbits the sun- it's just that Principia shows you views from different reference frames, and the default frame is surface-fixed inertial. Once you're in LEO(low earth orbit), you should be able to choose whatever reference frame you want.I recommend that you read the Principia github Wiki though.
  10. I don't think it was too old, I mean it could be one or two updates ago but not older than that, because I checked in the GameData folder and both Legacy and Reconfig had been installed.
  11. Thanks a lot for the reply, but that was not the issue, no detail at all was showed for the tanks. But I did manage to find the issue; turns out that I had installed OPT using CKAN and it somehow messed up the install, so I installed manually and now everything is good. @JadeOfMaar I reaaally love this mod, big thanks to you for maintaining it!
  12. Guys I have a problem, I have a lot of mods installed(major ones include Kerbalism, KSP-IE, configurable containers), but when I install OPt legacy with OPT Reconfig, none of the fuel tanks( from OPT) appear to hold any fuel. I've double-checked everything and I have all of its dependencies(B9-PS, CRP) installed, but this issue persists, can somebody tell me how to resolve this issue??
  13. Hello Everyone, First of all, I apologize if this isn't in the right forum. With that out of the way, let's get started; This is (as of now) just a feasibility study, but I want to be able to build a methalox fueled airbreathing SSTO in Real Solar System and Realism OverHaul. To orbit Earth a velocity of 7.8 Kmps and an DeltaV of almost 9000 m/s is required. I will assume a 100 tons total mass for the total vehicle, as it is a nice round number. I want the air-breathing mode of the engines( 'jet' mode ) to get me up to around 3500 m/s or Mach 10.5. I assume this is realistic because scramjets have already been built that can operate at Mach 9 or whereabouts. I will assume a (averaged over the entire burn)Specific Impulse of 2200 sec for the Airbreathing engine mode. This is considerably higher than the 1500-1800 which is quoted as the max for kerosene fueled ram and scramjets... but using Methane gives us some performance boost.( this assumption may or may not be realistic... you are free to critique me on this) Next, The specific impulse of the Closed-cycle (rocket mode) is assumed to be 380 sec... which is well within the realms of reality for a methalox engine (Perhaps I could up this number, Please give me some info. about the vacuum performance of methalox engines.) The TWR(at Takeoff, in jet mode) is assumed to be 0.4. This is reasonable as Airbreathing jets have a very low TWR. The total thrust in airbreathing mode is 392 kN. I will be using two engines, so each engine actually produces 196 kN.Throughout the Airbreathing phase, I will assume an avg. Acceleration of around 1.75 m/s^2. Even though the vehicle gets lighter, the engines also lose TWR as they go faster, as well as the effects of drag; so I figure 1.75 m/s^2 is reasonable.(Again it's open to critique.) Accelerating at a constant 1.75 m/s^2 ( again this is a gross over-simplification), it takes around 2000 seconds for the vehicle to reach 3500 m/s. In these 2000 sec, the engines produce an avg 392 kN of thrust.. and consume around 35 tons of methane as propellant. So now we are going at 3500 m/s, around 30 kms up, and weigh around 65 tons, we need around 5000 m/s more at this point to get into orbit. Before we calculate the payload this thing can haul into orbit.. we need some more calculations- such as the vehicles dry and wet mass. Now Air-Breathing Engines- at best- have a TWR of around 8... I will assume 7 for the ones I'm using... this makes their weight around 5.7 tonnes. At minimum, the entire empty vehicle must weight around 5 tonnes(without engines), and this is assuming that the vehicle is practically one big fuel tank. So the empty weight of the vehicle is at minimum 11 tons. So can we even get into orbit without any payload at all? Using these numbers and inputting them into the Tsiolkovsky Rocket Equation, along with a specific impulse of 380 s, we get a total 'rocket' mode DeltaV of around 6500 m/s... this is way more than the 5000 m/s we need... so again doing some maths with the Tsiolkovsky Rocket Equation reveals that we can take almost 5 tons into LEO. This may not sound like much, but it is a payload fraction of 5 %, which is the same as a high performance staged rocket. So, what do you guys and gals think of my analysis? I've tried to be as reasonable and as conservative as possible... Anyways do you think such a vehicle is possible to build in KSP-RO and/or real-life??
  14. Hello Everyone, I'm playing with Kerbalism (stock configs) in RSS (no RO)... I really love the mod, however I have a question: is it possible to modify kerbalism's planetary radiation configs? I'm asking this becuase I have a station in LEO ~310 km, and it occasionally warns that the station is entering Earth's radiation belt even though according to Wikipedia, the inner Van Allen belt starts at around 1000 km above the Earth's surface. On kerbalism's wiki it states that kerbalim is compatible with RSS, then why this discrepancy. Perhaps @Sir Mortimer can answer my query. Thanks
  15. I'm playing on ksp 1.8.1 RSS without realism overhaul.The heating effects are managed by realheat, so I don't think the heating i a problem.I recently built a perseverance rover replica, and used procedural fairings to make an aeroshell for the rover. A 3.75 m Heatshield(stock) was also used. The fairing has a max temperature of 2600 K and the rover is only 1600 K. I tested it by putting it through Earth Reentry... and the rover overheats even when it is inside the aeroshell. Can anyone help me out on this issue??
  16. Hello Everyone, I have a question. First some context; I'm playin in RSS without RO, and I use SMURFF for balancing the wet/dry masses of most fuel tanks that I use. Now I did quite some reading and I found out that BDB excludes SMURFF in the directory GameData/BDB/Compatibility/Rescale/BlueSmurff. My question regarding this is that if I set ExcludeSMURFF to false(or remove.. whichever works);will SMURFF be able to act on BDB's parts without any issues or not? If anybody has already done this please do tell me. TIA
  17. Sorry my bad. I'm gonna try installing the "microsoft visual studio.." once more and if that doesn't help, then I'll download Process Monitor. Thanks.
  18. @tony48, really love the mod. I have just one question; Will KSRSS(VE) play nice with Principia's n-body mechanics? Theoretically, if all the planetary masses and distances between the bodies have the same ratio as in RSS, it should play nice,right? Maybe if you could give me the orbital distances and masses of every body in the system... I might be be able to calculate if they have the correct resonances or not. I don't know about these details so I decided to ask. I also don't know if Principia has config files for this system but that is a question for the Principia thread. Anyaways, thanks for the mod. On a side note, has anybody here tried the mod with Principia. If so, please do share the details.
  19. Hi, I have an issue. I have Ksp version 1.9.0 clean install. I downloaded principia (latest version Galois). What happens the game loads up fine, but on startup, I get a message in Principia's dialogue box that the Principia DLL couldn't be loaded, because the dependency Microsoft Visual C++ x64 redistributable couldn't be founded. I have tripled checked this and I do have this dependency in my PC. So please help me because I can't figure out what's wrong. I play in Windows 10 x64. Thanks in Advance.
  20. I have a question: Is this mod compatible with Kerbalism?
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