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Captain Sierra

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About Captain Sierra

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    Aerospace Overengineer

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  1. Pretty much exactly that, yeah. Terrible handling of heat during warp means you have to wait many IRL minutes for a vessel to cool down or else initiating warp may result in unexpected kabooms since it averages part temperature, and does so with no respect to relative heat temperature tolerances or thermal mass. Also it's worth noting there's only one FFRE in old-FFT and it's not afterburning, in case you were hoping for that. Honestly, I loved old-FFT and originally planned to stay on it when Nertea steadfastly declared that antimatter was not in scope for nu-FFT, but well ... we se
  2. The last release of old-FFT was version 0.3.1 back for KSP version 1.5 and can be found digging through historical github releases. As a general note for anyone reading this, KSP version 1.8 is a breaking update both forward and backward for any mod with plugin components. As a general rule, try to keep your mods to the version of the game you're running. The person I quoted appears to be an advanced user when it comes to legacy version operation. AFAIK the fix will retroactively fix crafts using the combined D-He3 tanks in-editor (though not sure if the tank contents will
  3. I didn't. I took a guess based on the information you had a stable 1.8.1 modded install that you had a decently sized mod load (due to old version) and that if you had the experience to have that kind of a mod load, you've probably played a good bit. Nope that's pretty much what happens. We get jumbo 5 meter tanks for good reason.
  4. In a word, yes. Because of hydrogen's low density, you will need a lot of tank volume in order to store sufficient propellant. However, if you pay careful attention to your vehicle's mass, you will see that it is very low for how large it is. The challenge is the size rather than the mass. As for whether or not to go with monolithic single vehicles or perform orbital rendezvous & assembly, that's ultimately up to you to decide based on whatever your mission needs are. At a certain point, monolithic launches become hideously impractical unless you have access to orbital construction m
  5. I loaded up a test stand to check the engine and I see a nominal propellant flow rate of 101.5 units/second so that's about right. Something important to keep in mind here is that one unit of LH2 corresponds to one liter of volume (plus a fudge factor on the tanks). One unit of stock liquid fuel actually corresponds to about 5.5 liters I believe, and density-wise is close-ish to RP-1 kerosene. The stock value of a "unit" of a resource of completely arbitrary, while Community Resource Pack (where liquid hydrogen is defined) generally tries to define its values against some real-world baseline.
  6. This sounds on the surface like B9PartSwitch isn't working correctly. Do you have an up-to-date version for your install?
  7. @ProfessorPalpatine Regarding full-length frisbees to orbit ... it can be done. I imagine the intended model is extraplanetary launchpads, but brute force isn't impossible. Its more unwieldy than it is heavy. @kspnerd122 For using the fusion tokamaks for ascent, four of the large static square radiator panels is enough to cool them. The static panels won't break under aerodynamic forces so you can mount them like fins (their aerodynamic usefulness is unclear). I had a spaceplane prototype that mounted them on the dorsal side of the wing with good success.
  8. Table of Contents Chapter 1 Humble Beginnings Preparing for Ground (you are here) Preparing for Ground Investor briefing, 1/13/2021 Greetings investors! Before we begin, I am proud to present our new and improved brand! The marketing team is quite pleased with it. Now with the trimmings out of the way, allow me to get into today’s briefing. In the past week U.S.E.C. has successfully conducted two launches from our complex at Shepard Cape, including a vehicle from our new Very Heavy Launch Platform constructed at pad 17A. Able to support upwards of 800 t
  9. Table of Contents Chapter 1 Humble Beginnings (you are here) Preparing for Ground Humble Beginnings Investor facility tour, 1/7/2021 Greetings investors! We here at U.S.E.C. are thrilled to introduce you to our operations. Chartered in 2019 under the United Kerbin Space Alliance, we specialize in extraplanetary construction & long-term operations in the most extreme, distant, hostile environments known to kerbal. Here at the start of 2021, we are proud to announce the completion of a major milestone in our Phase 1 program: the Mu Gateway space station. I
  10. Between Planetary Base Systems (not Nertea's work) and Space Station Parts Expansion redux (Nertea's work) including some nice landing leg options, base-building should be covered. BTW @Nertea I noticed there's two modulemanager DLLs in the NFAero release on github (haven't checked the other mirrors). EDIT: Also caught this on load: duplicate pass identifier [WRN 12:30:14.022] more than one pass specifier detected, ignoring all but the first: NearFuturePropulsion/Patches/Waterfall/NearFuturePropulsionWaterfallHallEffect/@PART[ionArgon-0625]:NEEDS[Waterfall]:FOR[NearFuturePro
  11. My CMTV (cismunar transfer vehicle) is pretty straight forward to replicate. Cabin + adapter from SSPXr, command pod from NFSpacecraft (stock pod also substitutes), tanks & engines from CryoEngines, structural paneling & misc. retextures from Restock. Here's another view if you want to try to rebuild it: Note: the top flat adapter is covered in 24 PX-STAT solar panels for power generation and there's four small radial batteries (the 100s) tucked up behind the structural panels. I found I need to have more battery storage to complete a lunar orbit without going zero-power and
  12. Check out these high quality digs ... And yes, they're already merge requested in for next release. Turns out the font for "PKMC" is not available for free, so I had to recreate it entirely with geometry (which would be easier if I had the software & skills to do vector art). That was of course made possible by having an original. The full words I found a very similar font for free. It's not perfectly 1:1 but I think it looks slick. I made a few different versions: black on transparent, white on black, gray on blue gradient. Aside from being merged to the mod extras, I
  13. There's no true fission torch in the mod. The closest thing to that would be the nuclear salt water rocket. The three true torches are the Fresnel mirror-cell fusion engine (the entry-level torch), the Cascade axial-flow z-pinch fusion engine, and the Frisbee beam-core antimatter annihilation engine. Those three are hilariously strong because balance is a relative concept when dealing torch drives.
  14. There is definitely a logo and we can see it in the technical images in the FFT release album. I second making it into a flag when Nertea comes back from well-deserved vacation time. And speaking of vacationing time for him, I want to use that to hijack this thread briefly for my own tangentially related purposes. I wanna talk about these engines. Not the fusion tokamaks, the nuclear jet engines. I want people's opinions on the jet engines from NFAero, particularly when in use with Mk4 system (since they were originally a part of that). I personally have my own gripes with the ba
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