Jump to content

Marcelo Silveira

Members
  • Posts

    197
  • Joined

  • Last visited

Everything posted by Marcelo Silveira

  1. You can use hullCameraVDS cameras or make a ModuleManager patch for it
  2. This mod works perfectly with ksp 1.3.1. A while back, ksp implemented SRBs thrust profile with the thrustCurve setting, so I calculated the parameters for a realistic thrustCurve for all the parts in this beautiful mod. With those numbers I compiled a patch to add the realistic thrust profiles. Thrust profile for the Star15B shown in orange over the profile provided by ATK. There is also a RealPlume-stock patch (for the Star family) and a TweakScale patch. Google drive link for patches These patches require Module Manager to work!
  3. I was calculating the Proton's payload performance and decided to plot the results, so the community can use it. You can approximate the available delta v for a given payload (or the payload available for a given mission profile). It show the results for 4 versions: UR 500; just the first stage as a sad 'SSTO' 8K82; two stage version used early in the Proton development. 8K82K; three stage version, used to launch the Salyut space stations, aka Proton-K 8K82K-D, four stage version with Blok-D upper stage, used to launch the Zond spacecraft. The calculations where made using conservative assumptions in order to leave a delta v margin for corrections and final orbit tuning.
  4. The thrust might be too high, try using a smaller thrust setting. Maybe you haven't onstalled all the dependencies.
  5. Eeyup, here it is. Link for spreadsheet optimized for Google Sheets @JPLRepo, if you want you can add this spreadsheet to the TAC wiki or add to the mod itself.
  6. I made this simple planner for TAC LS in excel. This spreadsheet calculates based on the crew size and day duratio . Time based on available resources amount without recyclers; Time based on available resources amount with recyclers; Resources needed for a given mission duration with or without recyclers; For moders: It generates the text for the cfg config based on item 3. I has a simple version on column M (to be added manually to the part's cfg) and a Module Manager version on column N. it also calculates the mass reduction due to recycling (so you can check if it's better to use recyclers or not). Google drive link - Excel version Google drive link - Google sheets version
  7. That's very good. This mod already simulates orbital decay quite well for a game like KSP. In order to accurately simulate orbital decay it would be necessary a complete overhaul of KSP's gravity handling. This is fine. The reentry time due to orbital decay is a bit unpredictable. IRL we can only calculate the impact point (and reentry time) just a few days or weeks in advance due to upper atmosphere variations.
  8. Do you have JSI installed? You can make a patch to add TweakScale to the parts you want, it is quite easy @PART['Part name here'] { %MODULE[TweakScale] { type = stack //or other TweakScale type like free or surface or something defaultScale = 2.5 //or any default size you want } }
  9. It kinda works with ksp 1.2.2, I'm updating the cfg files to add compatibility and those updates will be release by the end of this month.
  10. @doogie1987, this is a patch to replace TAC LS resources with USI resources keeping the same duration. //Patch made by MarceloSilveira;02-may-2017 //Gets the original amounts of supplies and mulch for eachpart that has some of them. @PART:HAS[@RESOURCE[Food]|@RESOURCE[Waste]]:NEEDS[USILifeSupport]:FIRST { origFood = #$RESOURCE[Food]/maxAmount$ origWaste = #$RESOURCE[Waste]/maxAmount$ } //To keep the same duration the coefficients are 29.538607 and 324.78077 //To keep the same resource mass the coefficients are 1.08472 and 11.9279077 @PART:HAS[@RESOURCE[Supplies]|@RESOURCE[Mulch]]:NEEDS[USILifeSupport]:BEFORE[USILifeSupport] { @description ^=:$: Has TAC LS patch.: RESOURCE { name = Supplies amount = #$../origFood$ maxAmount = #$../origFood$ @amount *= 29.538607 @maxAmount *= 29.538607 } RESOURCE { name = Mulch amount = #$../origWaste$ maxAmount = #$../origWaste$ @amount *= 324.78077 @maxAmount *= 324.78077 } } //cleanup @PART:HAS[#origFood[>0]|#origWaste[>0]]:NEEDS[USILifeSupport]:AFTER[USILifeSupport] { !origFood !origWaste !RESOURCE[Food]{} !RESOURCE[Water]{} !RESOURCE[Oxygen]{} !RESOURCE[Waste]{} !RESOURCE[WasteWater]{} !RESOURCE[CarbonDioxide]{} } This patch will apply to EVERY part that has Food or Waste
  11. It is made to work with TAC life support. Is has enough resources for 45 Kerbal*days, you can replace the TAC LS resources (Food, Water, Oxygen, Waste...) with USI resources (Supplies, Mulch) yourself
  12. Most of the Orbital modules have an embedded ModuleDockingNode. There is also the 'Soyuz/Progress 7K Docking Port' wich might help you.
  13. It already has an :NEED[TweakScale] flag. and a :NEEDS[RemoteTech] for the other one, just saying. @blackheart612 you are free to add my cfgs to the mod if you want
  14. I recommend either removing the RT default patch or adding a FINAL check in it
  15. Patches! Patches for everyone! Hello everyone! When this mod was still in development I made some patches for compatibility with widespread mods. Since then these mods were updated and the Space Shuttle was released for ksp 1.2.2 (hooray!). The patches were compiled in a single file uploaded to dropbox and need Module Manager to work. The patches add compatibility with the following mods: Mechjeb for autopilot and stuff HullCame VDS for docking cameras with the docking ports Community Resource Pack for better fuel cells and a more realistic EDO RemoteTech because the stock communications are too simple KIS container to the airlocks, making EVAs more practical TAC life support but not kerbalism or USI life support; those will be added soon™ Ok, now to the shiny link Space Shuttle - Patches Enjoy
  16. New patches! Still warm from the oven! The first patch configures the compatibility with TweakScale for all Airplane Plus parts. maybe not all parts, I may have forgotten some Airplane Plus - TweakScale (Dropbox) The second adds a simple RemoteTech to all the command pods in the Airplane Plus, this antenna has 350 km of range. If you want a longer range, just change the OmniRange value to the desired one. Airplane Plus - RemoteTech (Dropbox)
  17. @ragusila For the people trying to add ScienceConverter to Salyut, you can try this code below. Simply adding the modules by copying the stock's science lab would not work properly. MODULE { name = ModuleScienceLab //the ModuleScienceContainer is the 6th module, therefore containerModuleIndex must be 5. containerModuleIndex = 5 dataStorage = 400 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.2 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.50 //Bonus per scientist star - need at least one! So 0.5x - 5x researchTime = 6.8 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 300 //How much science can we store before having to transmit? powerRequirement = 4 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } I also recommend you change the CrewReport and mobileMaterialsLab masks by replacing the original ones with the code below. The new masks will require a crew inside the part and the experiments cannot be triggered by EVA.
  18. A long time ago BobCat made a very good model of the Apollo LRV for his American Pack with folding panels and seats for 2 kerbals. However it was made for 0.25 (or something) version so the wheels are completely borked.
  19. Are you using RealChute? If so read the repply below. About the gamini lander pod not showing I have no idea.
  20. You kinda can use DECQ's R7 launch clamp, but you would have to adapt it to work with RN's R7 by adding a node in the bottom of the Block A engine and changing the launch clamp's scale to about 1.3 Seems to work fine for me.
×
×
  • Create New...