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Posts posted by EimajOzear
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I'm thinking it's related to vessel attitude control after testing it. Manually control your orientation and the orbit drifts too. Turn off SAS after stabilising your vessel and the orbital drift/decay stops.
It also seems like the game has a really bad time simulating the trajectories of non-active vessels like stage debris; a booster from a launch somehow escaped Kerbin's SOI before I did despite the booster being on an impact trajectory with Kerbin.
I noticed this same issue in KSP1 with larger craft when re-orienting them but didn't happen often enough for me to care. Now it seems to be the default in the current state of KSP2.
Edit: this seems to happen regardless of what celestial body you orbit, so I doubt it's a Mun-only issue.
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On 6/3/2022 at 4:53 PM, ballisticfox0 said:
Hmm, maybe try changing Rhode's initialRotation?
That did the trick, thank you!
@Morphisor, just in case you want to implement this into your config for other people to use, for Rhode, it should be @dayLengthMultiplier = 1.87055837563452 and initialRotation = 70 (give or take)
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Thanks for the help, @Morphisor! The modification to Kerbin (Rhode) to make it synchronous with Lua seems to be @dayLengthMultiplier = 1.87055837563452
Now there is a slight snag where Lua is no longer visible from the KSC (due to being obscured by the mountain range to the East and the horizon), so I tried editing Lua's LAN with HyperEdit to move it above the horizon, but this has the strange effect of changing Lua's orbital period to that of Rhode's *before* the dayLengthMultiplier change (3days 3hrs 36mins) which breaks the synchronicity again, so I've settled with what I have. Besides, Lua very quickly becomes visible on the way to orbit!
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So I'm trying to set up a BH 3.5x rescale game, but the configs seem to remove Lua's property of being synchronous with the rotation of Rhode.
If I want the synchronicity of Lua to be preserved, is it a case of changing the "rescale" value?
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7 hours ago, king of nowhere said:
according to kerbalism, liquid fuel is already liquid methane.
In name only, AFAIK! There is a clear difference in dV and total mass when I compare Liquid Fuel and LqdMethane in the same tanks.
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Now that Cryogenic Engines features methalox engines, would it be possible to have a patch which modifies the Sabatier Process to produce LqdMethane instead of Liquid Fuel?
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@JadeOfMaar So de/compressors still not working for me; they work in flight, but they default to Ammonia and cannot be toggled to other forms in the VAB/SPH. Clicking "configure quick heater" and "configure flash freezer" does nothing for me with Kerbalism installed.
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On 3/8/2021 at 2:42 AM, DatSparrow said:
However, ingame VAB/SPH, there is no additional options (processes as they are called) added under configure by Rational Resources over the default ones included with Kerbalism.
I have this issue too, but it only applies to the boxed de/compressors in my case. My chemical plants and all of their associated processes work just fine with Kerbalism installed.
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2 hours ago, Ollz said:
So No Sustainable Crewed Stations?
Depends how you define "sustainable" I suppose... If you're in orbit of a body that can provide all of the resources you need, then mods such as Rational Resources provide propulsion options that use Nitrogen, CO2, Ammonia, etc as reaction mass, so in Kerbalism the only thing you're technically consuming is engine reliability which can be repaired by your crew. Critical failures (engine explodes during use) will require replacements from Kerbin, however.
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21 minutes ago, Ollz said:
Can Kerbalism Create Sustainable Planetary and Orbital Bases?
Yes, if the required resources are present on the planet. The only long-term limit is crew sanity.
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46 minutes ago, Factor_X said:
Is it optional?
Yep, completely optional. Just move the ones you want (if any) into your gamedata folder.
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17 hours ago, tater said:
It needs to be one every few million departures to be "airline level" safety, so it needs to be 10,000X safer than crew Dragon. That's a high %$@#in bar—and SpaceX talks about Point to Point. Mass use of rockets for P2P, or even mass flights of people into space requires a sense of safety that is substantially higher than 1:270.
Refreshing to see this as I just finished explaining to someone on Youtube how airline failure rates are unlikely to be achieved any time soon given the nature of rocket engines.
Here are some excerpts for anyone who wants a more grounded and evidence-based approach to Starship and the current state of reliability in spaceflight:Spoiler"...for the simple case of when 1 engine failure is allowed, you would require a Raptor failure rate of 0.535% to achieve the 100 consecutive successful flights (99.01% success rate)"
"Alright, so at a 2% Raptor failure rate, we get a 89.25% success rate if allowing for 1 engine out event for the Super Heavy (28 x Raptor SL) and a 99.88% success rate for the Starship (3 x Raptor vac), multiplying them together gets us 89.15% for the whole launch. At this rate, you would expect around 11 MISSION failures in every 100 launches. Also, keep in mind this does not include the landing burns for both vehicles, but based on a quick analysis I did, this does not incur much of a penalty to the overall success rate, possibly only causing 1-2 extra failures per 100 flights." ~ the 2% Raptor reliability rate came from the other commenter, but is similar to current Merlin reliability, so I didn't change it."How Many Engines Should a Rocket Have?" by Geoffrey Landis is a great resource for anyone else wanting to do their own sums relating to engine reliability.
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17 minutes ago, JadeOfMaar said:
@EimajOzear The quick and dirty would be to delete the commands to delete untagged resources. The long way around is to tag every instance of planetary and biome resource that have GPP planet names in them, which I could do as part of an update. Due to my having to quickfix something some time ago, I chose to place the B9 tank definitions in RR and not RR parts, and RR parts is not meant to be use-able standalone so I wouldn't have looked out for that exception.
Your first suggestion worked like a charm, thank you kindly!
While we're on the subject, is deleting the resource distributions as defined in GPP_Resources a painless way to de-clutter the resource lists? There are many resources such as metallic ore, gypsum, dirt, etc which I never use and would rather not be there. -
On 10/6/2020 at 11:57 AM, JadeOfMaar said:
@hemeac Resources are placed at known planets according to their chosen templates. Then resources placed by the RNG are removed in a pseudo-final pass :FOR[zRationalResources]. That leaves non-configured planets with no resources as if CRP itself was not installed. GPP and GEP have resources placed in a would-be template system that preceded RR. They are tagged (by OhioBob and at his request) that RR does not override them when installed together. So as you said, " GEP and GPP support is out of scope." I'm happy with the Grounded support too. I'll accept that.
Sorry to reply to an old comment, but I am trying to use GPP and RR together. RR seems to overwrite the effects of GPP's resource configs, but the GPP configs work fine without RR. However, I would like to use your RR parts in GPP, is there any way for this to work? I have tried uninstalling RR and keeping RR parts, but then RR parts causes an exception with the B9 reconfig due to the absence of the RR mod (I think?).
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On 1/7/2021 at 9:15 AM, Ollz said:
Do You Have A Delta V Map for This mod?
I haven't seen one, but given the eccentric and/or inclined orbits of the bodies in this mod, you'd probably be better off downloading transfer window planner:
This way you can know the amount of dV you need on any given the desired launch date & travel time and it even paints lines in the map view to visualise the phase angles!
The limitations of a dV map really show themselves once you start trying to go to bodies like the ones in MPE. -
3 hours ago, king of nowhere said:
Are ships inside a planet's magnetopause protected from solar storms?
From the Kerbalism Documentation (https://readthedocs.org/projects/kerbalism/downloads/pdf/latest/) page 16 :
"Coronal Mass Ejection events are generated in a stars corona, and move toward either a planetary system or a starorbiting vessel. A warning will be issued as soon as the CME is ejected towards a body of interest. When the CME hits a planetary system or a star-orbiting vessel, all vessels outside of a magnetopause and in direct line of sight of a Star will receive extra radiation. Vessels inside of a magnetopause will suffer a communications blackout. The effects last for some time until the situation returns to normality." -
Love the pack! IMO, the way you handle the inclinations of Earth's Moon and the planets is perfect for me. Being able to zip around the Solar System with the same ease as the stock system is also great.
I've been making rough and ready configs to add Kerbalism radiation belts to the KSRSS planetsbut I can't seem to get Earth's belts to exist. I posed this over to the Kerbalism guys and they suggested I use the name "Kerbin" as opposed to "Earth" in the config file, but this didn't work either... @tony48 are there any naming conventions for the home planet or known mod conflicts I should know about when it comes to your KSRSS Earth planet?
For anyone who wants to play KSRSS with Kerbalism radiation belts, my radiation.cfg file is below in the spoiler:Spoiler// ============================================================================
// Distance-field models
// ============================================================================// Use this when you tweak radiation belts, it helps. Promise.
// https://www.desmos.com/calculator/rxhsef6cxq - inner Belt
// https://www.desmos.com/calculator/ocj0mqx2m0 - outer Belt// More Info about the Belts at
//
// https://www.nasa.gov/pdf/678135main_rbsp_pk_final_hi.pdf
// https://www.nasa.gov/feature/goddard/2018/studying-the-van-allen-belts-60-years-after-america-s-first-spacecraft
// https://en.wikipedia.org/wiki/Van_Allen_radiation_belt
RadiationModel
{
name = earth // unique name for the modelhas_inner = true
inner_dist = 0.813 // orginal inner torus 'a' radius * inner_deform_xy
inner_radius = 0.7000 // inner torus 'b' radius
inner_deform_xy = 0.5720 // wanted (high / diameter) ^ 2
inner_compression = 1.01 // deformation on the dayside
inner_extension = 1.00 // deformation on the other side
inner_border_dist = 0.0001 // original center of the inner torus we substract * inner_border_deform_xy
inner_border_radius = 0.915 // radius of the inner torus we substract
inner_border_deform_xy = 0.5 // wanted (high / diameter) ^ 2
inner_quality = 50.0 // border quality, used at generation timehas_outer = true
outer_dist = 2.6338 // orignial outer torus 'a' radius * outer_deform_xy
outer_radius = 2.48 // outer torus 'b' radius
outer_deform_xy = 0.7225 // wanted (high / diameter) ^ 2
outer_compression = 1.01 // deformation on the dayside
outer_extension = 1.00 // deformation on the other side
outer_border_dist = 1.4412 // original center of the outer torus we substract * outer_border_deform_xy
outer_border_radius = 1.4875 // radius of the outer torus we substract
outer_border_deform_xy = 0.7225 // wanted (high / diameter) ^ 2
outer_quality = 60.0 // border quality, used at generation timehas_pause = true
pause_radius = 20.0 // pause sphere radius
pause_compression = 1.30 // deformation on the dayside
pause_extension = 0.20 // deformation on the other side
pause_height_scale = 1.8 // 'vertical' deformation
pause_quality = 30.0 // border quality, used at generation time
}// http://evildrganymede.net/work/magfield.htm
// the magnetopause lies at a distance of between 60 and 70 RJ
// Within 20 RJ are immense radiation belts similar in nature to the Terran Van Allen
// belts, but over 10,000 times as powerful. Highly energetic particles are trapped
// within these belts - Pioneer 10 (the first spacecraft to fly through the belts) was
// very heavily irradiated, receiving a total dose of over 250,000 rads from the protons
// and electrons therein. For comparison, a whole body dose of 500 rads would be fatal
// for a human. These belts were so intense that they seriously jeopardized the Pioneer 10
// mission, damaging several circuits and darkening optics. As a result, subsequent
// missions had to be redirected to bypass the radiation belts.
RadiationModel
{
name = gianthas_inner = true
inner_dist = 2.2
inner_radius = 1.0
inner_compression = 1.05
inner_extension = 0.8
inner_quality = 30.0has_outer = true
outer_dist = 6.0
outer_radius = 6.0
outer_compression = 1.05
outer_extension = 0.7
outer_border_start = 0.1
outer_border_end = 1.0
outer_quality = 30.0has_pause = true
pause_radius = 60
pause_compression = 1.05
pause_extension = 0.1
pause_height_scale = 1.02
pause_quality = 20.0
}// some unknown mechanism is producing a very weak, irregular field
RadiationModel
{
name = irregularhas_pause = true
pause_radius = 1.25
pause_compression = 1.1
pause_extension = 0.75
pause_deform = 0.1
pause_quality = 60
}// lacking internal dynamo, the upper strate of atmosphere is ionized into a rarefield plasma by the solar wind
RadiationModel
{
name = ionospherehas_pause = true
pause_radius = 1.1
pause_extension = 0.2
pause_quality = 60
}// dummy radiation model for bodies with surface radiation
RadiationModel
{
name = surface
}// the body is deep in the star gravity well, and rich in heavy elements
RadiationModel
{
name = metallichas_inner = true
inner_dist = 1.25
inner_radius = 0.15
inner_compression = 1.15
inner_extension = 1.0
inner_deform = 0.05
inner_quality = 50.0has_pause = true
pause_radius = 2.75
pause_compression = 1.75
pause_extension = 0.1
pause_height_scale = 1.5
pause_deform = 0.1
pause_quality = 30.0
}// radiation model for a giant's moon
RadiationModel
{
name = solidironhas_inner = true
inner_dist = 1.38
inner_radius = 0.2
inner_compression = 1.1
inner_extension = 1.0
inner_deform = 0.05
inner_quality = 45.0has_pause = true
pause_radius = 2.5
pause_compression = 1.05
pause_extension = 1.2
pause_height_scale = 1.1
pause_deform = 0.04
pause_quality = 20.0
}// some not completely understood phenomena is generating a small but intense field at the poles
RadiationModel
{
name = anomalyhas_pause = true
pause_radius = 0.5
pause_extension = 0.8
pause_height_scale = 0.45
pause_deform = 0.05
pause_quality = 50.0
}// the sun magnetopause
RadiationModel
{
name = heliopausehas_pause = true
pause_radius = 10000.0
pause_quality = 0.05
}
// ============================================================================
// Radiation environments for bodies
// ============================================================================RadiationBody
{
name = Sun
radiation_model = heliopause
radiation_pause = -0.025// we want ~0.01 rad/h at Kerbin (d = 1 AU)
// d = 13.599.000.000 m
// r = sun radius = 261.600.000
// surface radiation = 0.01 / (r^2 / AU^2)
radiation_surface = 27// 8 kerbin years
solar_cycle = 72576000
}RadiationBody
{
name = Mercury
radiation_model = metallic
radiation_inner = 1.0
radiation_pause = -0.002
geomagnetic_pole_lat = 96
geomagnetic_pole_lon = 0
}RadiationBody
{
name = Venus
radiation_model = ionosphere
radiation_pause = -0.005
}RadiationBody
{
name = Earth
radiation_model = earth // model used to determine zones
radiation_inner = 10.376 // rad/h inside the inner belt
radiation_inner_gradient = 3.3 // how fast does radiation increase when you go in the belt
radiation_outer = 2.214 // rad/h inside the outer belt
radiation_outer_gradient = 2.2 // how fast does radiation increase when you go in the belt
radiation_pause = -0.011 // rad/h inside the magnetopause
geomagnetic_pole_lat = 80.37 // lat of the geomagnetic north polegeomagnetic_pole_lon = -72.62 // lon of the geomagnetic north pole
// ...the Earth's magnetic field is currently ... and offset by 462 km.
geomagnetic_offset = 0.07
}RadiationBody
{
name = Mars
radiation_model = irregular
radiation_pause = -0.003
}// The Jovian field is aligned at an angle of 10.8° to its rotational axis,
// and is currently 'reversely' polarizedRadiationBody
{
name = Jupiter
radiation_model = giant
radiation_inner = 200.0
radiation_outer = 11.0
radiation_pause = -0.012
geomagnetic_pole_lat = -79.2
geomagnetic_pole_lon = 0
radiation_surface = 15
}RadiationBody
{
name = Saturn
radiation_model = giant
radiation_inner = 150.0
radiation_outer = 6.0
radiation_pause = -0.012
geomagnetic_pole_lat = -79.2
geomagnetic_pole_lon = 0
radiation_surface = 15
}RadiationBody
{
name = Uranus
radiation_model = giant
radiation_inner = 100.0
radiation_outer = 3.0
radiation_pause = -0.012
geomagnetic_pole_lat = -79.2
geomagnetic_pole_lon = 0
radiation_surface = 15
}RadiationBody
{
name = Neptune
radiation_model = giant
radiation_inner = 100.0
radiation_outer = 3.0
radiation_pause = -0.012
geomagnetic_pole_lat = -79.2
geomagnetic_pole_lon = 0
radiation_surface = 15// ============================================================================
// Radiation emitters
// ============================================================================@PART[nuclearEngine]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault]
{
MODULE
{
name = Emitter
radiation = 0.0000277775 // 0.1 rad/h
@radiation *= 2.5 // 0.25 rad/h
}
}@PART[rtg]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault]
{
MODULE
{
name = Emitter
radiation = 0.0000277775 // 0.1 rad/h
}
}@PART[kerbalism-activeshield]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault]
{
MODULE
{
name = Emitter
radiation = -0.00000277775 // 0.01 rad/h
@radiation *= 4 // 0.04 rad/h
toggle = true
ec_rate = 2.5
active = e10
}
}
Edit 1: I forgot to ask; do you have any plans to add atmospheres to both Triton and Pluto?
Edit 2: So I have all the planets (including Earth!) to work and have updated the Radiation.cfg above. -
13 minutes ago, Gotmachine said:
Try keeping "Kerbin".
Just tried it thanks, but no luck sadly!
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So I am playing around with KSRSS and have made very rudimentary configs for the real planets; all work fine except for Earth.
Is there any reason why this could be?Here is the config for Earth:
SpoilerRadiationBody
{
name = Earth
radiation_model = earth // model used to determine zones
radiation_inner = 10.376 // rad/h inside the inner belt
radiation_inner_gradient = 3.3 // how fast does radiation increase when you go in the belt
radiation_outer = 2.214 // rad/h inside the outer belt
radiation_outer_gradient = 2.2 // how fast does radiation increase when you go in the belt
radiation_pause = -0.011 // rad/h inside the magnetopause
geomagnetic_pole_lat = 80.37 // lat of the geomagnetic north polegeomagnetic_pole_lon = -72.62 // lon of the geomagnetic north pole
// ...the Earth's magnetic field is currently ... and offset by 462 km.
geomagnetic_offset = 0.07
}Edit: all I did was rename "Name = Kerbin" to "Name = Earth" in the Radiation.cfg file. I used the same approach for the other planets which look fine.
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34 minutes ago, Gotmachine said:
Note that following 1.11, this isn't true anymore...
@Gotmachine Thanks for that, I didn't know as I haven't looked into 1.11; very interesting!
@canisin I'm assuming your game version is pre-1.11 since the mod you linked is listed as being compatible with 1.9.x at most? If so, this shouldn't affect you.
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32 minutes ago, canisin said:
Does kerbalism have similar or same functionality as Eva Fuel?
@canisin Kerbalism changes Kerbal EVA packs to use monopropellant instead of EVA Fuel, so you should probably uninstall the mod you linked. To further clarify, if your command pod does NOT contain monopropellant and you EVA a kerbal, the kerbal will not be able to use their EVA pack.
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11 hours ago, JadeOfMaar said:
@EimajOzear You shouldn't need to update "RR_TankswitchForSquad.cfg" (which is still important) but copy the two config files highlighted in that commit:
@JadeOfMaar That sorted it, thanks! I didn't even touch the RR Parts gamedata file! (Doh!)
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19 hours ago, JadeOfMaar said:
@EimajOzear I've delivered your request. See these two altered files at this commit.
Doesn't seem to be working for me, but I am not sure where I may have made an error.
I have your extra "RR_TankswitchForSquad" installed, could this be interfering in some way? -
What are your thoughts on adding "Select RR Fuel" options for lithium, argon and xenon?
The reason I ask is because I am working on a vehicle which uses MK3 parts, so a seamless integration of tanks would go a long way rather than having to use the corresponding tanks.I am aware this could introduce balancing issues as it could be argued that the Near-Future tanks are specifically there as the only option to restrict your options when working with such exotic fuels, so could introducing a mass and/or volume penalty be applicable?
Rational Resources 2.0.6 [Apr 02, 2024]
in KSP1 Mod Releases
Posted · Edited by EimajOzear
For NTRs with switchable modes like the Scylla aerospike, it seems only the pure LH2 mode "RR_RedAgent" (and not the LOx -augmented mode) eat into the Kerbalism reliability burn time and ignitions.
Edit 1: Also, for Engines such as the Cherenkov, there are two options for selecting engine reliability, one with a MTBF and the other like a standard NTR
Edit 2: I've narrowed down the duplicate "engine quality" to Kerbalism Side Patches, but the issue where the LH2 mode only reduces ignitions/burn time remains