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p1t1o

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Everything posted by p1t1o

  1. I just want to report that I had the exact same problem: after installing FASA, loading took several seconds PER ITEM on startup, probably would have taken several hours to load completely. I do have quite a few mods installed but have never ran across this kind of error before. Many thanks to Exposure for doing the legwork, removing the Gemini Lander Pod removes the problem completely. The config looks normal to my untrained eye, can't think what would be conflicting. Oh, and if anyone wants a config file that adds the FASA tanks and engines to ModularFuels, PM me.
  2. Presenting my homage to the ever-popular SR-71 blackbird, the Spaceplane markIIB - I will take suggestions on a better name The result of countless (and ongoing) design iterations, I initially wanted to build a cargo variant and a tanker variant (for filling up my fuel depot)but settled on a large cargo variant capable of carrying 10xvol960 KWrocketry tanks. In the below mission, I intended rather ambitiously to tow my orbiting fuel depot to a more inclined orbit, for better scanning with the "science module" I was also carrying up to mate with the depot. Lets see how it turned out:
  3. I've balanced mine simply by upping the electricity requirement - no point in all these fancy generators and solar panels if nothing uses much juice! EG: my HF-2500 uses 40 electricity per second at max thrust I've also added modular fuels to the hybrids as well.
  4. Thats odd, thats the opposite of my experience, it also makes little physical sense (agree with the g-force statement though).
  5. Every problem with DRE (w/FAR) can be solved in the following ways: higher in-atmosphere periapsis come in from a lower apoapsis move centre of mass toward heatshield (you are essentially an aircraft with all the drag at the front, this is less than stable without taking this into account) increase aerodynamic stability (eg: add fins or brakes to the rear) otherwise increase control authority (rcs, gyros etc.) deploy chutes at a lower velocity or employ brakes or drouges to help slow down. If you cant achieve this, you need a re-design. In this way, if you are deorbiting something small, you can even avoid the "fiery" phase entirely.
  6. Yeah, I've seen this happen. You get the optional payouts as soon as the objective is met. Ie: if you are putting a satellite into orbit and there is an optional target to put it into a polar orbit, you get the money as soon as your inclination fits the figures, I think even if you have not yet met altitude targets.
  7. Craft file: Spittlefire That looks a lot more like early MiG designs, no kidding! http://www.aviastar.org/pictures/russia/mig-1.gif
  8. Yeah, true, but this is one of the areas where I'd like KSP not to reflect reality exactly. With costs like this, mission controller totally precludes the use of spaceplanes, and considering how much effort has gone into "reclaiming" reusable components, it makes little sense to ignore an entire facet of the game for the sake of "realism" (not that jet engines are so many orders of magnitude more expensive than rocket engines in reality anyway).
  9. I agree, the price of jets should be adjusted, even with TOTAL recovery, you only get 85% back. If you dare to use a single SABRE-M (costs over 1.2million...) that means it will cost you upwards of 200K at least!! I know the SABRE is a super awesome engine, but for that price I can launch a fleet of boring disposable rockets. Flying and recovering spaceplanes is fun, but THE RENT IS TOO DANG HIGH!!
  10. Actively cooled engine parts can operate in environments that exceed their melting point, there are also techniques that can be used to prevent fuel or hot propellant from contacting engine parts at all. Any exhaust moving through a rocket nozzle MUST cool down (at a very basic level, it is that energy taken from the exhaust which is moving your ship) - UNLESS there is further energy input. Unburned fuel igniting in the nozzle area might account for this but indicates an inefficient cycle. Nuclear rockets of course do not use combustion so thats out. In-atmosphere, interactions with the surrounding gas (air) can cause shockwaves to be set up within an exhaust plume which can re-compress and heat the gases (google "shock diamond"). The only possibility I can think of is chemical reactions within the exhaust between various disassociated species, but I'm not sure that this would account for it. Any idea what sort of engine you were looking at?
  11. Go here: http://forum.kerbalspaceprogram.com/showthread.php/43645-%280-21%29-Mission-Controller-Extended-%28Version-18-1%29-%28FORK%29-%28ALPHA%29 Get that instead. If Im not mistaken, you should just be able to write it over your current install, and keep your save data, not sure though.
  12. Hi guys, if one of you does make a part that can halt/slow boiloff and uses electricity, would it be possible to make it available to us? I'd certainly find it useful Not enough uses for electricity yet IMO, and this use would be really...well, useful. Cheers!
  13. It helps for those times when you don't quite have enough fuel for a given task, or if you accidentally use too much. I make sure mine is stocked with plenty of monopropellant because Im prone to using too much, especially if docking is involved. It can mean the difference between a scrubbed mission and success. Also, keeping it stocked (using a reusable tanker SSTO) is a fun thing to spend my extra cash on. I do also plan on a Kethane mine/base/station at some point too, maybe involving an extraplanetary launchpad...
  14. There are actually two centre nodes - one on either side of the plate - they are quite close together so its hard to tell but if you look close you should see.
  15. Am so totally impressed with this mod, and for the rapid updating and development. I was obsessed with modding Skyrim, there was ALOT of content, and mods there were updated about every month or so... Can I ask that you guys make sure that the recovery feature is disabled in test mode - if possible, even if the game is switched from test mode to flight mode after a test flight? Is that possible? Do I need self-discipline? Cheers
  16. Bit of a bug report: I was in test mode trying to see if I could use jets as a disposable, recoverable booster. I had a rocket that cost 858 at the 3% rate, the boosters were chuted and accidentally jettisonned at launch, woops. Rocket crashed into the sea after its chute failed. It wasn't my day. Went to the tracking centre wondering if the recycle thing works when you're in test mode (didn't see any recycle dialougue) and recovered the debris from the launch. Went to the VAB, checked MC and found I had been credited with over $40,000! I repeated the exact same flight, replicating the lost boosters and cutting my chute, to check if it wasn't something I read wrong. I found that my account was immediately credited with around $10,000 on booster seperation (and touchdown). Then again with about 13,000 when the rocket splashed. And again with another 17,000 after i recovered the debris from the tracking centre. And to top it all, I ran the "rewind" thing - and was credited with another $1,000! I'm gonna spend it all on a space station hub so the krones won't go to waste, but test mode is effectively broken :sadface:
  17. After you install, look inside your gamedata folder. If you have installed it correctly (for windows), you should have: A folder called ModularFuelTanks, which contains a RealFuels.ZIP file and the following folders: .git Resources Plugins If you want to install RealFuels, look inside RealFuels.ZIP and pull the folder out of there and into your ModularFuelTanks folder. Your ModularFuelTanks folder now contains a fourth folder, called RealFuels. Advanced fuels are now active. Chestburster has written some extra .cfg files for some of the more popular mods that contain fuel tanks or engines, here. If you want to use them (for example, this mod will have no effect on the tanks and engines from KW rocketry without Chestbursters configs), unzip the entire contents of his archive into your ModularFuelTanks directory.
  18. Simplest way would be to increase Kerbin's gravity, or increase the depth of its atmosphere, or both, so you wouldn't have to make changes to every engine, some of which would get missed. Not that I think its too easy to get to orbit, besides, playing with MissionController, the challenge is to build the cheapest rocket for a given payload/mission as opposed to "how much mass can I orbit in one go".
  19. I've had no problems, spaceplanes re-enter absolutely fine, Deadly re-entry successfully adds heatshields to the underside of fuselage sections (including things like undercarriage, I've also had no probelm with ventral intakes or fins). For probes and landers etc, I use the Planetes corp. heatshield cos they're fancy.
  20. I just installed 0.14 and the Flight testing mode seems to be playing up, testing rockets is sometimes about 2/3 of full price, sometimes there is only a hundred or two bucks difference. I'm just re-installing 0.13 to see if that switches it back. *edit* Just a thought, is there anything special you need to do when updating to a new version (or rolling back to an old one)? I've just been deleting the old MissionController gamedata folder and replacing it. *edit #2* I thought that the same problem was happening with 0.13 but when i detached and re-attached a part, the price updated to what it should have been. I have a $35k-ish rocket for stock mission #2, in 0.13 it costs around $600ish for a flight test, in 0.14 it costs around $23k. Detaching/reattaching parts didn't to make a difference as in 0.13. Im gonna have to stick with 0.13 for the time being. If there is any further info that could help, just let me know.
  21. No, I wasn't expecting advanced high-sonic effects like that, but hopefully it will increase yaw stability along with the CoL effect. Its not deliberate, but all my spaceplanes end up looking like a fat B70 anyway, may as well go the whole hog and see if an attempted replica has any Kerbal-legs.
  22. Can I just check I've installed all this correctly: Unzip MFS 1.3 I should have a "ModularFuelTanks" folder in Gamedata now I also need the ModuleManager DLL in Gamedata Can someone confirm that I DONT need the "ModuleManagerSource" directory? Unzip "RealFuels.zip" contained in the MFS directory, giving a "RealFuels" subdirectory Acquire updated config files from Chestburster (cheers!) Unzip entire contents of zip file into MFS folder and merge. Thats right, right? Just installed mission controller, FAR and Modular fuels in the last 2 days. Combined with deadly reentry, time for some HardMode!!
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