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Shad0wCatcher

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Posts posted by Shad0wCatcher

  1. @Kussris the temperature units used by the default game and read by RPM is the Kelvin scale. Simple to convert (Kelvin uses 0 degrees as absolute zero; Celsius uses 0 degrees as freezing point of water). (Kelvin temperature) - 273.15 gets you Celsius.

  2. @Ricky_Jay AJE rather needs inlets as they describe how large; what type; and how the individual inlets can ingest air for engine usage.

    @Freethinker not sure how I feel about having two resources for the same. While I understand the frustration caused by eating up life support supplies for fuel one can just as easily (so long as you're paying attention) disable flow from the relevant locations or use TACFuelBalancer or GPOSpeedPump (GaiusGoodspeed's automagic fuel pumps updated) and monitor your fuel tanks while performing burns.

  3. Oh no I was just going to try to locate the old old definitions when KSP-I still defined them and compare to CRPs since I know at least back when it was maintained by its original author he tried to maintain correct unit masses. The oldest install I have backed up on this laptop for KSP-I is 10-14-14 (I think Boris's continuation) which shows the following resources:


    RESOURCE_DEFINITION
    {
    name = UF4
    density = 0.005
    flowMode = ALL_VESSEL
    transfer = NONE
    isTweakable = true
    unitCost = 0.26
    }
    RESOURCE_DEFINITION
    {
    name = ThF4
    density = 0.0042
    flowMode = ALL_VESSEL
    transfer = NONE
    isTweakable = true
    unitCost = 0.063
    }
    RESOURCE_DEFINITION
    {
    name = UraniumNitride
    density = 0.0143
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
    unitCost = 0.7436
    }
    RESOURCE_DEFINITION
    {
    name = Actinides
    density = 0.005
    flowMode = ALL_VESSEL
    transfer = NONE
    isTweakable = false
    }
    RESOURCE_DEFINITION
    {
    name = DepletedFuel
    density = 0.005
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = false
    }

  4. If you're talking CryoEngines-based densities they're really REALLY lean. (more than 10:1 LH2/LOx as compared to 6.03:1 for the SSME). Also from what I've been reading stock fuels (as opposed to being dense to the point of a MethaLOx back in 0.23 / 0.25 are now more akin to storables like MMH/NTO) so I'm not sure how accurate you're going to get using stock or CryoEngines since Oxidizer is so far off compared to LOx.

  5. Essentially yes ss8913; that's what I had to do; but there's a number of .dlls that disable themselves in a 64 bit Windoze environment. You'll need to check ModuleManager, KSPAPIExtensions, FAR, DeadlyReentry, and possibly a few others that I'm sure I'm missing. I've been to that point myself (haven't personally run into any issues with the dlls with removed conditionals in a 32 bit environment on my end; but your mileage may vary; basically I have a clean 32 bit install but for the most part swap between the 64 bit exe and mono.dll on my 64 bit "dirty" install)

  6. Now that sir, is a gorgeous beast. And apologies for the apparent dating of myself (been using KSP-I since it was first released; completely forgot about the resource swap (names remained) after either Boris (for 0.90) or Freethinker (current). Also I wasn't completely off my rocker!

     REACTOR_FUEL_MODE
    {
    name = FissionUF4
    ReactorType = 1
    GUIName = Uranium Tetraflouride
    ChargedParticleRatio = 0.0
    Aneutronic = False
    NormalisedReactionRate = 1.0
    NormalisedPowerConsumption = 1.0
    FUEL
    {
    name = EnrichedUranium
    FuelName = EnrichedUranium
    UsagePerMW = 1.530542611476e-11
    Unit = l
    }
    }

    EDIT: Granted; that just telling the reactors how much fissionable mass is eaten per unit of power but I knew UF4 still existed in KSP-I...if only in name. I wish I could hop on the internet at my house; still have a 0.90 copy of KSP there with a 0.25 zipped up somewhere. It definitely had UF4 with correct mass when KSP-I had its own resource display (the ping-pong balls while flying over the planet).

  7. @magico13 I think the 64 bit (windows) stuff is just how the plugin loader handles startup procedures being different (might be slower or faster than 32 bit) and KCT is hiccuping at startup. Works just fine after scene swapping like I said. Far as 32 bit is concerned I honestly couldn't tell you if swapping functioned or not. I've only had it occur three times or so on a new career. Every time I just deleted and started over. Did more testing on 64 bit since it occurred every new career. (I'm pretty much beyond even 32 bit OpenGL with the number of mods I use w/ 64k lol)

  8. Haha always love those !!FUN!! bugs, I can verify intermittent issues on the 32 bit exe in Windoze starting a new game with KCT / RF with the error thrown. Using the 64 bit hack (with "fixed" dlls so this is completely irrelevant) windoze it happens every time I start a new game; but interestingly enough; changing scenes (in my instance from KSC view to tracking sta then back caused KCT to update properly (no more errors / correct new game popup).

  9. I thought my mk 2 design required slightly excessive AoA for level flight for an x-15 lookalike. Good to know that it's not the design itself. Still loving the pack K. Yeon. I think I may have to get a new RF config though seeing as some (most) of the K-related parts are hollow now; the large amount of fuel that they have is currently rather overpowered (considering the tanks appear to only be Mk 2 sized with the hollow structural interior).

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