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Apricot

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  1. I don't think 0.9.0.1 would be a suitable version name. Too many commits, including Bop rotation fix for Principia. I am afraid upgrading silently would break some existing games.
  2. I have JNSQ and Principia installed. The ship was on a trans-munar injection trajectory, soon will entering Mun's SOI. Mun perigee was ~20km (principia calculated). I didn't notice what patched conics looked like.
  3. This mod makes my in-game flight performance jitters every second. Is there a timer that triggers every second doing a lot of computation?
  4. Totally. That's what this mod achieves. I was just complaining about stock CommNet behavior.
  5. This mod rocks! The stock behavior tends to prefer fewer hops to stronger signal or Kerbalism data rates, which is quite annoying for Kerbalism science transmission. Sometimes a LKO vessel at the backside is reluctant to connect through local KSO relays, it instead relays through Mun with very weak signal just because it takes only one less hop! Maybe we can advertise this mod to the Kerbalism team?
  6. Some engines like LV-45 seeme updated and named differently (liquidEngine2 => liquidEngine2_v2) in KSP 1.12. Needs configurations.
  7. My KSC is floating after a game crash. Creating new games or reinstalling JNSQ/Kopernicus won't fix the problem. I don't have rescaling mods installed.
  8. Quite a few parts of BDB still goes into the wrong node. For example, MOS-DOTD-F2 Fixed solar arrays goes into "survivability". Any plan to improve this?
  9. I also came into this problem. Just update R-T-B Kronometer patch and it should work. Btw, new JNSQ release when?
  10. RealFuels says However I can use the default tank (not "highy pressurized") for RCS to work, as long as I configure them to use Aerozine50 instead of Hydrazine. I think RCS are OP compared to "Propulsion Systems" small engines, which suffers from ullage and most are pressure fed. Is this intended? Also RealFuels says that RCS should be configured to type "L" for RCS-specific multipiers. The "HotGasThruster-M" and "L" engines however are configured to "O" instead.
  11. StnSciExperiment2.cfg titled #autoLOC_expPrograde_title which is "Experiment: Prograde Kuarqs" in English localization. exper02ProgradeKuarqs.cfg in ArcanumIndustries dir also titled "Experiment: Prograde Kuarqs"
  12. I also came into contract issues. Contract generator (StnSciContract.cs) generates contract for "Experiment: Seed Growth" (/GameData/StationScience/Parts/StnSciExperiment1.cfg). However this part is not avaible at all in the tech tree (idk why). There is another part called "Experiment: Plant Growth" (/GameData/StationScience/ArcanumIndustries/Parts/exper01PlantGrowth.cfg) available instead. These two parts are definitely not the same part. Thus the contract cannot be completed. I think many others running into "Kuarqs" might share the same issue, because the Kuarqs experiment parts happen to be named the same in (/GameData/StationScience/Parts/) and in (/GameData/StationScience/ArcanumIndustries/Parts/). @linuxgurugamerPTAL.
  13. I'm afraid changing the value would affect all users. Vessel mass will decrease and delta-v increase on existing vessels. From my limited experiments in Kerbal-Mun-Minus system, I would say that JNSQ + current version of RealFuel is the hardest. Mass proportion of tanks (Dry mass : Wet mass ratio, not accounting engine) takes up over the stock 1:9 for most types of propellant. Low-density high-Isp propellants (especially LH2+LO2) are counter-productive. The current config (0.00015) needs 150kg tank per 1m^3 propellant, LH2 is less than 100kg/m^3 dense. Single stage delta-v is limited With a staging ratio (m_upperstage / m_everything) of 1:6, Isp = 300s, propellant density = 1t/m^3, we can achieve only 4km/s for an infinite heavy stage. In fact, 3km/s is already too heavy. (RIP Falcon 9) This is on par with real-life difficulty early days (3.5 stage Vostok), not a great experience for gaming, huh? JNSQ + stock (including Restock+, or other stockalike) engines/fuels is modest difficulty. JNSQ is designed for that. JNSQ + 0.000016 RealFuel, easier than JNSQ + stock parts. With 1.25m parts, I achieved 2.5 stages for minimal crewed launch(1.5t), 3 stages (3rd stage is RCS) for a minimal Mun lander probe (300kg). Stock world + stock engine is OP, everyone agrees. Stock world + current version of RealFuel, not tried this yet, but it should be the same that LH2+LO2 is no-go. Stock world + 0.000016 probably too easy, 6km/s dv can do a lot of fancy things. Besides JNSQ, I also have Principia, FAR, RealHeat, and Kerbalism, TETRIX tech tree (for uncrewed probe early-game) installed, which might affect rocket design and tech planning. Conclusion: current difficulty is acceptable, though not very entertaining for JNSQ. The fact that LH2+LO2 is the worst propellant really annoys.
  14. I removed those two blocks, falling back to 0.000016 RealFuels default. In JNSQ world, this enables 2STO for LKO crew cabs (5000m/s), 3STO huge rockets for crewed Mun mission or deep space probe/landers, and makes LH2/LO2 upper stage a feasible option. Now Isp matters more than propellant density. I suggest JNSQ players removing these two blocks for better realism/experience.
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