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Makeone

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Posts posted by Makeone

  1. 5 minutes ago, Nansuchao said:

     

    KSPI actually support CRP. It has CRP as a dependency and it's included in the download.

    I know right. Here is the issue, someone who wrote the MM-patches for stock Ion engine and Nerteas engines, made a bloober of some sort. Also, while in the subject, who's smart idea was to make ion engines use MejaJoules instead of EC? Now tiny reactor wont able to power small ion probe, and that...isn't fun.

  2. Greetings.

     

    Is it just me, or is someone made a mistake on spelling again, my stock Ion Engine reads that it requires megajoules and Xenon Gas as fuel. All fueltanks, including those that comes with KSPI-E, reads XenonGas. I think that engines still work, but KER doesn't calculate their dV, which is bit of  a pain, really. I though that we rid from this weird resource naming thing, when pretty much all modders started to support CRP?

  3. So... I'm screwed. The thermals are hard coded at 3k ISP and there's nothing I can do about it.

    We aren't using mainly AM+Thermals because they're the best. We're mainly using AM+Thermals because we can't generate fuel in the backround for the others! Please revert this silly, pointless nerf and fix backround resource generation instead. You will see that I'm correct! I for one would LOVE to use pure He3 fusion on a number of applications! And as such would naturally be using the magnetic nozzles on the same craft!

    ~Steve

    So, what was the Isp with AM+Thermal nozzle before 'nerfs'? I can't recall, and to be honest, i didn't use them that much... :)

    The thing that makes me bit sad is the nerf of upgraded Fusion(D/T)+Thermal engines have lost a loads of Isp, probably for same reason. I recalled that they had like 3-4k Isp with LFO. And now it is 'only' 1700-ish.

  4. Any idea if Duna's atmospheric scaling has been still kept same as stock, ie. 5,000m? I mean, the planet feels bigger, but still, in order to get aerocapture, we have do go to 12km or so to get there? I am wondering if increasing the scale height would solve the problem, maybe get the atmosphere up to say, 70-80km? Isn't Duna almost similar size than kerbin anyway?

  5. I wonder if the atmosphere could be bit higher, it seems bit 'low', if compared to normal RSS, and yes, i realize that this is Kerbin that has unreal atmosphere height (1/10th would be like 18-20km in stock...). But anyway, a 120km atmo limit could work, i think... :)

    Otherwise it is really challenging variation, especially when played with mainly stock without realism overhaul. Obviously, 120km atmo would kill all remaining orbit contracts, even those that go above 91km... :)

  6. Fusion likes to be buggy during high warp. Wasteheat will spike or whatnot and turn off the reactors. It's rather annoying, you're best bet is to keep a close eye on your resources during warp and stop warp if the reactors decide to turn off.

    I had more trouble than usual on my last dres mission.

    http://www.twitch.tv/wavefunctionp/b/546098771?t=1h43m

    You can see the reactor turn off when I go to warp. I have to manually restart them several times this mission.

    Eventually I said %%%% it , since I had turned off all the major drains and just kept an eye on MJ capacity.

    I had a lot of bugs that mission in any case. Even kerbin disappeared on me!

    edit: Yes, you don't need parachutes when your ship has 40dv, 6+ TWR on demand and can refuel in just about any planet system. :P

    I had to restart and apparently OBS didn't recording any video after that. :(

    For those that I have been following along, that is the new prototype for the prometheus grand tour ship that I was working on. Probably going to add the flat radiators to it instead, maybe that will fix the waste heat issue during high warp. I could probably lose more fuel as well.

    I have also noticed that spiking, but no major problems, though. My Dres ship was also powered by fusion, although powering thermal rocket. Only problem was that my lander couldn't dock back to the pusher tug as middlepart containing scansat satellite and impactor probe was sort of jammed on its position, oh well... :)

  7. As for the dV question:

    I plan all my missions with this chart: http://i.imgur.com/SqdzxzF.png, but I plan for 10.000 dV in vacuum for launch, but obviously use atmospheric engines and a TWR in atmosphere of 1.4 at launch. Dont know if thats the best, but it works well for me. So for a mars mission with highly elliptical orbit and return, we have

    10000 dV for launch

    4370 dV for going there (plus contingincy) and

    1060 dV for returning (plus contingincy) with aerobreak in Earth atmosphere.

    That makes a dV of 16000 total, including contingency. Thats perfectly manageable, even if you have a heat shield for interplanetary return and 2 experiments each. For Venus you would need slightly less. Thats a perfect example for the need of a heavy lifter btw.. ;-)

    You do realize that optimal return from Mars doesn't happen right after you have arrived there, do you? I think there was a pictoral of an mars mission on RSS threads starting post and if i recall correctly, return window is from 300(!) days from arrival, and it takes 100 days minium to get there. And if you send manned flight to Mars, then landing should be a thing, why bother else. Sure, you can aerobrake there, but even after that, there is still 2-2,5km/s speed left that is very difficult to reduce fast enough by any current means...

    Oh well, better stay stock space, trying to get those outer planets is bit too daunting for me, one reason being that even how accurate burn one makes from Earth orbit, game will turn it wonky approach to target and any burn to change the approach any better costs fortunes, ion power would probably be most recommended, but getting that and nuclear stuff open...ugh.

  8. Semmel, without quoting your longish post of how you feel the RPL is working, but i think that one point needs bit thinking of:

    Science Jr. and Mystery(Sic!) Goo, although in stock gameplay, best result it received when they are returned back to kerbin..or more precisely, just the 'result' is returned (works better on deadly re-entry). But that is because distances are reasonable because of stock game. BUT however, on RSS, distances are huge and any trip longer than moon, will take ages. I would like to see you returning 3 or more if them examples from, say Duna/Mars, back to Kerbin/Earth? How much more dV you would need, not to mention of returning them examples safely to planets surface, care do show? Oh, and don't use too high level tech as without them, they would be VERY difficult to reach.

    To be short, your suggestion would ruin whole RPL.

  9. Nuclear rocket engines burn usually just one liquid fuel type, like specified. Hydrogen gives best Isp but requires HUGE tanks to get any decent dV. LiquidMethane gives slightly weaker Isp but doesn't require so huge tanks and is not cryogenic, i.e. it doesn't boil of over time like LH2.

    Option is an (O) or orbital engine that used hypergolic fuel mixture and hence gives best dV although not so great Isp (usually around 320-350), the second fuel mixture could be a error in configs and probably belongs to...Nathans work as it is his 'baby', the RftS engine pack, that is :D

  10. If people are struggling to launch to the moon, one way to do it, with help from MJ, is to choose Moon as a target and use target orbit info and/or target intercept window (can't remember correct name right now), it will show the relative inclination to the target. Roughly once per earth day, it goes down to 0.25 degrees and that is moment to launch. Moons orbital plane is useful also for interplanetary launches, as it is roughly similar plane for rest of the system.

  11. Few observations of RtfS engines.

    1) Why, oh why LR-46/-46x2 are scales so BIG, they are bigger than J7R and LR-59R (hopefully i got them right). While those engines mentioned first have still they appealing thrust. I mean, they were bit too small as original size (1.25m)

    2) Where did LR-21 go? It was pretty useful low engine.

    3) I seem to have a white engine that comes in TL0 i think, missing texture?

    4) 1700KN engine at TL0?? Really?

    5) Quad engines (and some others) are not very useful with KM_gimball, actually, they are completely horrified. It is better to use 5x some similar 1/5th powered engine and disable gimbal from center one (Saturn V style).

    Also, for a while, i managed to my rockets with KM_gimbal to orbit withing reason, but then, they just started to brake up, i pretty much lost my nerves and quickly removed the KM plugin in order to fly them rockets again. TBH, i don't know what happened with them, i wonder if my second stage is too short, for some reason, i liked them 'stubby' rockets instead of flying skyscrpers á la Saturn V... :D Does the length of the rocket have something to do with stability?

    And if something RSS et all would need, is more engines WITHOUT thrustplates, as they tend to be quite big and make placing multiple engines difficult, but otherwise things are...as good as they can be, i suppose.

  12. I'm trying to use a 3 meter fusion reactor to power a 3 meter thermal rocket nozzle but I can't run it for more than a few seconds before all power is drained. Do I need a bigger fission reactor? Thanks.

    Do you have generator on the stack, opposed to the rocket nozzle? And I would recommend to use charged particle generator, it will provide power for the reactor laser systems and rest of the craft as well.

  13. Right click on the engine and you should able to see a line that tells min throttle, if it is 100%, there is no throttle control, other than shutdown. Most orbital engines (with O in RftS configs) have some throttling, not much, but more you advance on the tech tree (RPL hopefully), more there will be throttle control, but never as much as stock engines in 'normal' size game.

    Well, someone mentioned Real Engines, so not sure how that sorts engines, or do they use same rules?

    And, is there some sort of fix for KSP Interstellar when used in RSS+RO+RPL+RftS combination. It seems that it doesn't work, all engines run on stock fuels and 500KN thrust with 1000 Isp altho it should depend of the reactor and it upgrade state and so on.

  14. My normal size(Sic!) game crashes mostly on those scene changes, ie. from VAB/SPH to launch state, so not much testing. I hate to think, but i believe it is the Interstellar mod that causes them crashes, partially to with those resource managers and also something else, like those hangs when you try to place radiators to your ship with reactor(s).

    Another thing is, that Interstellar isn't working on RSS installation. All reactors coupled to thermal rocket nozzle have 500KN thrust and 1000 Isp and only consume stock Liquid fuel and Oxidizer. No EC production either as there is no megajoules. Also reactors and some other parts have that 'old' crowing out of icon problem. I wonder if there was some fix for RSS or can i pretty much scrap that 'testing'... :(

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