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EimajOzear

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Posts posted by EimajOzear

  1. 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

    cK1lshD.png

  2. 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.

  3. 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!

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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?).

  9. 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.

  10. 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."

  11. 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 planets but 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 model

      has_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 time

      has_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 time

      has_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 = giant

      has_inner = true
      inner_dist = 2.2
      inner_radius = 1.0
      inner_compression = 1.05
      inner_extension = 0.8
      inner_quality = 30.0

      has_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 = 30.0

      has_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 = irregular

      has_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 = ionosphere

      has_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 = metallic

      has_inner = true
      inner_dist = 1.25
      inner_radius = 0.15
      inner_compression = 1.15
      inner_extension = 1.0
      inner_deform = 0.05
      inner_quality = 50.0

      has_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 = solidiron

      has_inner = true
      inner_dist = 1.38
      inner_radius = 0.2
      inner_compression = 1.1
      inner_extension = 1.0
      inner_deform = 0.05
      inner_quality = 45.0

      has_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 = anomaly

      has_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 = heliopause

      has_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 pole

      geomagnetic_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' polarized

    RadiationBody
    {
      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.

  12. 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:

    Spoiler

    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 pole

      geomagnetic_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.

  13. 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.
     

  14. 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? 

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