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mythbusters844

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Posts posted by mythbusters844

  1. the COM for jet engines is offset to because there's also a (hidden) turbine in front of the nozzles which weighs quite a bit, which also in effect helps with making planes.

  2. how are you doing your gravity turn? if you're going to 10km or so and turning 45 degrees, then there's pretty much nothing you can do to stop it from flipping over. you have to do a real gravity turn in order to not flip over. wait until you get up to about 100 m/s or so, then just barely pitch your rocket towards the horizon in the heading you want to go (5 or so degrees should be enough). then maintain prograde as closely as possible and keep slowly pitching down (but make sure to not stray too much off the prograde vector or you'll make your ascent less efficient and you'll risk flipping over) so you're at about 50-40 degrees or so above the horizon at ~10km and you should be only a few degrees over the horizon by the time your apoapsis gets to your target altitude.

  3. Reposting this from the previous page for visibility

    On 3/29/2016 at 5:18 PM, PocketBrotector said:

    If you want to use StockFuelSwitch, it's just this config plus the dependencies (InterstellarFuelSwitch and ModuleManager):

      Hide contents

     

    
    
    // Code by Badsector, Nertea and veryinky
    // LF tanks added by Bigglesworth, 24th July 2015
    // Keep resource nodes, fix LF changed by SpaceNomad, 23rd August 2015
    // moved to InterstellarFS, refactored, cleaned log warnings and made to work with tanks that aren't full by default by TRauMa, 29th August 2015 
    
    // we could add :NEEDS[InterstellarFuelSwitch], but as we only touch the InterstellarFuelSwitch node, it's not really necessary  
    
    // -----------------------
    // LFOX tanks
    // -----------------------
    @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[FSfuelSwitch],!MODULE[InterstellarFuelSwitch]]:FOR[InterstellarFuelSwitch] {   
    
        // temporary variables - if you add one here, add it below in cleanup, too
        %tempVar = 0
        %resCost = 0
        %totalCap = 0
        %dryCost = 0
        %LFCost = 0
        %OXCost = 0
    
        // Total tank capacity
        @totalCap = #$RESOURCE[LiquidFuel]/maxAmount$
        @totalCap += #$RESOURCE[Oxidizer]/maxAmount$
    
        // compute cost of fuel fitting in part
        @tempVar = #$RESOURCE[LiquidFuel]/maxAmount$
        @tempVar *= 0.8
        @resCost = #$tempVar$
    
        @tempVar = #$RESOURCE[Oxidizer]/maxAmount$
        @tempVar *= 0.18
        @resCost += #$tempVar$
    
        // and get dry cost as total cost - resource cost
        @dryCost = #$cost$
        @dryCost -= #$resCost$
        // we don't really use dryCost yet, but as LF tanks are more expensive in stock than their LFOX counterparts, this may change
    
        // Now compute tank costs adaption as new res costs - old res costs
        // - LF
        @tempVar = #$totalCap$
        @tempVar *= 0.8
        @LFCost += #$tempVar$
        @LFCost -= #$resCost$
    
        // - OX
        @tempVar = #$totalCap$
        @tempVar *= 0.18
        @OXCost += #$tempVar$
        @OXCost -= #$resCost$
    
        MODULE {
            name = InterstellarFuelSwitch
    
            # the first option should leave the tank like it is in stock
            resourceGui = Rocket Fuel;Liquid Fuel;Oxidizer
            resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer
            resourceAmounts = #$../RESOURCE[LiquidFuel]/maxAmount$,$../RESOURCE[Oxidizer]/maxAmount$;$../totalCap$;$../totalCap$
            initialResourceAmounts = #$../RESOURCE[LiquidFuel]/amount$,$../RESOURCE[Oxidizer]/amount$;$../totalCap$;$../totalCap$
            tankCost = #0;$../LFCost$;$../OXCost$
    
            displayCurrentTankCost = true
    
            hasGUI = true
            showInfo = true
    
            availableInFlight = false
            availableInEditor = true
    
            basePartMass = #$../mass$
            tankMass = 0;0;0;0;0
        }
    
    }
    
    
    @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[FSfuelSwitch],@MODULE[InterstellarFuelSwitch]]:AFTER[InterstellarFuelSwitch] {   
    
        // temporary variables cleanup to supress PartLoader warnings
        !tempVar = DELETE
        !resCost = DELETE
        !totalCap = DELETE
        !dryCost = DELETE
        !LFCost = DELETE
        !OXCost = DELETE
    
    }
    
    
    // -----------------------
    // LF tanks
    // -----------------------
    @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!MODULE[FSfuelSwitch],!MODULE[InterstellarFuelSwitch]]:FOR[InterstellarFuelSwitch] {   
    
        // temporary variables - if you add one here, add it below in cleanup, too
        %tempVar = 0
        %resCost = 0
        %dryCost = 0
        %mixCost = 0
        %OXCost = 0
        %LFcap = 0
        %OXcap = 0
    
        // compute cost of fuel in part if at capacity
        @resCost = #$RESOURCE[LiquidFuel]/maxAmount$
        @resCost *= 0.8
    
        // and get dry cost as total cost - resource cost
        @dryCost = #$cost$
        @dryCost -= #$resCost$
    
        // Now compute tank costs as dry costs + res costs at capacity
        // - LFOX (also calculate caps: 45% of full cap for LF)
        @LFcap = #$RESOURCE[LiquidFuel]/maxAmount$
        @LFcap *= 0.45
        @tempVar = #$LFcap$
        @tempVar *= 0.8
        @mixCost += #$tempVar$
        @OXcap = #$RESOURCE[LiquidFuel]/maxAmount$
        @OXcap *= 0.55
        @tempVar = #$OXcap$
        @tempVar *= 0.18
        @mixCost += #$tempVar$
        @mixCost -= #$resCost$
    
        // - OX
        @tempVar = #$RESOURCE[LiquidFuel]/maxAmount$
        @tempVar *= 0.18
        @OXCost += #$tempVar$
        @OXCost -= #$resCost$
    
        MODULE {
            name = InterstellarFuelSwitch
    
            # the first option should leave the tank like it is in stock
            resourceGui = Liquid Fuel;Oxidizer;Rocket Fuel
            resourceNames = LiquidFuel;Oxidizer;LiquidFuel,Oxidizer
            resourceAmounts = #$../RESOURCE[LiquidFuel]/maxAmount$;$../RESOURCE[LiquidFuel]/maxAmount$;$../LFcap$,$../OXcap$
            initialResourceAmounts = #$../RESOURCE[LiquidFuel]/amount$;$../RESOURCE[LiquidFuel]/maxAmount$;$../LFcap$,$../OXcap$
            tankCost = #0;$../OXCost$;$../mixCost$
    
            displayCurrentTankCost = true
    
            hasGUI = true
            showInfo = true
    
            availableInFlight = false
            availableInEditor = true
    
            basePartMass = #$../mass$
            tankMass = 0;0;0;0;0
        }
    
    }
    
    @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!MODULE[FSfuelSwitch],@MODULE[InterstellarFuelSwitch]]:AFTER[InterstellarFuelSwitch] {   
    
        // temporary variables cleanup to supress PartLoader warnings
        !tempVar = DELETE
        !resCost = DELETE
        !dryCost = DELETE
        !mixCost = DELETE
        !OXCost = DELETE
        !LFcap = DELETE
        !OXcap = DELETE
    
    }

     

    Copy and paste that into a text editor like Notepad, save it as something like StockFuelSwitch.cfg, and drop it and the dependencies into your GameData folder.

     

     

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