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Found 3 results

  1. I'm working on a mod that goes on top of Nertea's DecayingRTGs add-on from Near Future Electrical. It adds three new types of RTGs with different decay rates and power ratings. - Polarium RTG (red) gives a staggering 190 ec/s, but decays with a half life of 0.03 years. (real-life analog: Polonium-210) - Kerbium RTG (blue) gives only 0.15 ec/s, but decays with a half life of 40 years. (real-life analog: Americium-241) - Boppium RTG (green) is cheaper than other RTGs, but has a half-life of 2.5 years and only gives 0.60 ec/s. (real-life analog: Strontium-90) - For reference, the regular Blutonium RTGs give 0.75 ec/s and have a half-life of 8 years. (real-life analog: Plutonium-238) These RTGs are just crude recolors of the stock model. Download on CurseForge Any comments questions are of course welcome!
  2. alex_1313

    Orbital decay mod?

    Is there a mod that adds orbital decay effects by : Atmospheric drag, Tidal forces...? like this :
  3. kiwinanday

    Mun Orbital Decay?

    First question, usually able to sort things out without needing to make a post: I left a craft in [what I thought was] a stable 300km circular orbit around the Mun last night, with Mechjeb holding the craft prograde. I wake up this morning to notifications that it crashed into the surface! I had all engines shutdown, so there's no chance it was caused by errant throttle, and Mun has no atmosphere (even if it did, I would have parked well above it); so what caused my craft to lose orbit? I've left crafts in Kerbin orbit overnight, and not lost them, so is this just a bug with the Mun, or a general bug that needs fixing? Jeb's dead, baby. Edit: if it makes a difference, the craft in question was a 2.5m fuel depot (fuel tank, solar panels, batteries, monopropellant—all the necessities to resupply in orbit) with a smaller SSTO docked to one side, so the controlling module was not directly in line with the cG, though it was parallel on all axis; see attachment for pic (sorry it's dark, Kerbin was eclipsing the sun, and we were about to head behind the Mun) Mods running (though I don't see how they'd cause this) include: Mechjeb, KW redux, B9, FAR, KSPI, RPM, KJR, Chatterer, Hangar Extender, and RCS Aid.