Spica

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Posts posted by Spica


  1. I think the problems you're facing come from the fact that all orbits in KSP are measured in a plane parallel to the ecliptic.

    However, the reference plane that inclination and LAN are measured about for planets is the equator of that planet, not the ecliptic plane.

    The angle difference between the ecliptic and planetary equator is messing up the orbital elements.


  2. I'm probably doing something wrong with my install, but for me the 1.2.0 release doesn't work (no axial tilt appears on any planet), the exception that I see in the console is:
    Exception: TypeLoadException: Could not load type 'TiltEm.TiltEm' from assembly 'Tiltem, Version=1.2.0.73, Culture=neutral, PublicKeyToken=null'.
    I'm using it in a fresh KSP 1.7.3 install with the latest Kopernicus and required dependencies, and no other mods for testing.

    I have also tried KSP 1.7.1 with and without Kopernicus, and KSP 1.7.2 without Kopernicus.


  3. That would create just as many issues as it would solve, as syncing with some planetary reference date and time that differs from your own would make all the planets suddenly change places, along with anything orbiting them.

    If you had any other vessels en route somewhere they would immediately miss their destination, as all the planets and vessels would have to change places as the date changed.


  4. Community Resource Pack provides a set of common resources (fuel types and more) that mod authors can use to prevent conflicts/duplicates and also to allow easy inter-mod interaction.

    B9 Part Switch is what enables many parts in the Near Future suite to have multiple variants, say one with and one without an integrated mount.

    I'd strongly recommend not touching either CRP or B9 part switch, as that may break the subset of parts you want to use.


  5. Regarding your first question, after a little bit of poking around encyclopedia astronautica I found the following:

         http://www.astronautix.com/m/m55tx-55tu-122.html : Minuteman I ICBM first stage, Isp 237 s at sea level

         http://www.astronautix.com/s/sr19.html : The second stage of the minuteman II has a pretty high Isp, 288 seconds in vacuum.

    The early versions of the Sprint ABM seem to have used a polymer bound fuel grain containing ammonium perchlorate, nitrocellulose, and small bits of zirconium metal. http://up-ship.com/blog/?p=4971

    NGNC is most likely a mix of Nitroglycerin and Nitrocellulose, and HNIW is another name for CL-20. https://en.wikipedia.org/wiki/Hexanitrohexaazaisowurtzitane


  6. In general, you can get away with just merging the new version with the old one. However, there is a very slim chance that this may not always work as a situation could arise in which this could break a mod. (note, I have never had this happen to me in all my four years of playing KSP).

    You should be fine with just merging though, but if that really breaks things, just delete and reinstall it. Unless a mod undergoes a major update, your craft files should remain intact.


  7. I go for as many realism enhancing mods as I can possibly install before KSP just dies. That is, Real Solar System, Realism Overhaul, RSS Visual Enhancements, all manner of realistic engines available (KW, soviet engines, CMES, KOCMOC), TAC LS, Remotetech, Deadly Reentry, FASA, procedural parts, FAR, Mechjeb (provides more and more accurate info than KER), engine igniter, RPM + VV, and any other well known realism-enhancing mod out there.


  8. I really am fascinated by Boron. It is most definitely not a boring element, as it can form all sorts of compounds and ions with VERY interesting shapes, due to three-center two-electron bonds.

    The Boranes (Boron Hydrides) are especially interesting, given their shapes:

    1. Diborane (B2H6) 2. Tetraborane (B4H10) 3. Pentaborane (B5H9) 4. Decaborane (B10H14) 5. The Dodecaborane Anion (B12H12-2)

    320px-Diborane-3D-balls.png304px-Tetraborane-3D-balls.png286px-Pentaborane-3D-balls.png305px-Decaborane-3D-balls.png230px-Dodecaborane-3D-balls.png

    One of the strongest acids in the world, Carborane Acid, is also based on the dodecaborane cluster.

    All of these compounds, and other Boron compounds also burn with a bright green flame, which is really cool.

    Those reasons, along with many more, are why I am fascinated by Boron, and its chemistry.

    I also have a sample of elemental boron in my element collection, its really interesting.


  9. After messing around with RPA v.1.2 (Rocket Propulsion Analysis), I found that a fuel mixture of Diborane (B2H6) and OF2 performs VERY WELL.

    Practicality aside, I whipped up a config for an engine that burns that fuel, but the engine exhaust is still blue, which doesn't make sense.

    Since there are lots of Boron compounds in the exhaust, and boron glows bright green when it burns, I would like to make the exhaust bright green as well, yet I don't see any options to change the color of realplume exhausts.

    If it is possible to easily change the exhaust color in a cfg file somewhere, I would like some help either finding said file, or changing the color some other way.

    Thanks

    Spica

    p.s I hope I posted this in the right place(I don't post often).