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p3asant

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  1. Have you had by now any luck on recompiling? Is the source available somewhere?
  2. So, I've tried making some makeshift tweakscale (just size) config for the orion and tank part. But I'm having trouble getting the pulse unit count right. This is the config I've tried using. The pulse unit count increases linearly to 10m, like I've wanted, but after that it starts multiplying by four. Any idea why? @PART[USI_ORIONTank]:Final // Orion tank { %MODULE[TweakScale] { type = stacksky // massFactors = 1.0, 0.0, 0.0 TWEAKSCALEEXPONENTS { mass = 2.0 name = Part Resources { amount = 1.0 maxAmount = 1.0 } } } } @PART[USI_ORION]:Final // Orion engine { %MODULE[TweakScale] { type = stacksky // massFactors = 1.0, 0.0, 0.0 TWEAKSCALEEXPONENTS { mass = 0.95 Resources { amount = 1.0 maxAmount = 1.0 } } } } SCALETYPE { name = stacksky freeScale = true defaultScale = 5.0 suffix = m scaleFactors = 5.0, 10, 20, 30, 40 incrementSlide = 0.01, 0.01, 0.01, 0.01, 0.01 }
  3. Can there be anything done about giving the orion drive somewhat realistic specific impulse? The part just shows 15000s isp constantly when I examine it. It really should be around 3500 s, which would give some challenge and realism to this mod. For reference (Fig. 3) : From the projectrho site. Also it'd be cool to have more realistic animations as seen in this animation: There shouldn't be any strange plasma released when using the drive. In stead, like in the video, it should be just extremely bright flashes on the pusher plate from the propellant plasma hitting it and on the nuke detonation location. I'm not sure that this could be accomplished, but it'd be cool if when starting the drive from ground, the first animation would be normal atmospheric nuclear detonation like the one used in this mod: Then immediately after the first start, the animation should switch to the bright flashes. I've tried to make a 10m diameter config for this mod by changing the rescaleFactor to 2 and changing the pusher plate dry mass to 80 and tank to 20, while increasing it's capacity to 40000,20000,10000,4000. Though I think this mod would be ideal for tweakscale integration, seeing as there'd no need to tweak the drive thrust because it's determined by the explosion yield, not the pusher plate. What size nukes are the different fuels supposed to represent? Is the NPU-250 0.25kt or 2.5kt? All in all this is an amazing mod which makes me sad that external pulsed plasma propulsion was never implemented aside from couple chemical demonstrators. And it was so damned close too. What would the world have looked like if the USAF had had an enormous space battleship filled with 20mt nukes in orbit by 1980? http://www.thespacereview.com/article/2714/1 edit: Btw more specific info on the isp calculation from T.W Reynolds paper : http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19720025114.pdf also handle.dtic.mil/100.2/ADA212935 appendix D-Fig 2 shows pretty much the same graph, but clearer. Fig 12. is the isp graph showing 0.1 kt as the optimum for 10m diameter pusher plate and 0.01 kt as the optimum for about 5m diameter. Should this be taken into account? Perhaps thrust should be determined by thrust frequency and not by pulse unit yield. Here's also some nice parameters and artwork about 10m Saturn-V based mars mission : http://commons.erau.edu/cgi/viewcontent.cgi?article=3218&context=space-congress-proceedings
  4. I apologize. In my opinion, it would make sense for a support/troubleshooting thread to exist for the whole modpack.
  5. But it's somewhere along the whole real solar mod league. So I'd figure this is place as good as any to ask.
  6. 1. Turn engine throttle to max. 2. Liftoff! 3. Watch the engine overheat in short time. 4. Explosions in the most kerbal fashion. 5. Catastrophic failure of the launch.
  7. I'm having problems with overheating (i.e: exploding) engines. What settings should I edit? I already tried increasing heatMultiplier in deadly re-entry settings but to no avail.
  8. Amazing things you can do with what's basically a fancy water cannon . Also great mod! Kerbal for scale.
  9. I wasn't using launch clamps. The probable reason was that the rocket had a small mass (~25t). The issue seems to diminish as mass and size of rocket goes upwards.
  10. I've got problem with rockets steering to the sides immediately after liftoff. Any idea what's causing this?
  11. I found out that if the engines aren't perfectly symmetrical and in line with center of mass, this happens. My solution was to put engines ( i was using four) one with the bottom node and then three in symmetry around the centre one instead of four in symmetry with nothing in centre. Or then lock the gimbals with all but the centre engine.
  12. How does the size of the part's textures/ amount of polygons affects the physics load?
  13. The commentators clearly hadn't played enough KSP...
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