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Found 70 results

  1. A continuation of a continuation Previous thread, Original thread. Thanks to Gaius and Geordiepigeonowner. This mod lets you assign "pump levels" to fuel tanks (and more!). Higher-level fuel tanks will flow automatically to lower-level tanks. Equal-level tanks can be set to balance automatically. Now with action group support! Compare and contrast with TAC Fuel Balancer and PWB Fuel Balancer. The stock fuel priority system in KSP 1.2 controls how fuel is drained by engines. It never moves fuel from one tank to another, which is what this mod does. Download for KSP 1.7.3: Curse, SpaceDock, Github Download for KSP 1.6: old version at Github Download for KSP 1.5.1: old version at Github Download for KSP 1.4.5: old version at Github Download for KSP 1.3.1: old version at Github Download for KSP 1.2.2: old version at Github Download for KSP 1.1.3: old version at Github Sources: Github License: GPLv3
  2. Less simple ISRU So, you’ve been there. Just using the stock engines don’t cut it anymore for you. You have a bunch of hydrogen powered engines, be them from Cryo Engines, SSTU, BDB or some other mod I don’t know or remember. Or you’re using LH2 powered nuclear thermal rockets. Or you love Nertea’s lithium powered engines from NFP. Or the few methalox engines available (I think only from a patch of NFLV). And maybe you also like off planet building, with either Global Construction or EPL. So you set up a mining site well beyond Kerbin. Ok, maybe “well beyond” means the Mun. But it’s not the VAB. And you convert ore to LFO and monoprop. And also to liquid hydrogen. And also to lithium. And also use it for building stuff with Ground Construction. And into other stuff. It’s ore for everything. KSPI-E and Kerbalism have their resource chains, but they are complicated mods. Is there something in the middle? Something that’s not as daunting as KSPI-E but also doesn’t mean ore is almost magical? Yes, this. Also Rational Resources. But this too. What does it does and what it doesn’t? First, it doesn’t preclude any stock dynamic. Ore to LFO and monoprop is still there. I’m also not overwriting or deleting stuff from other mods (that wouldn’t be cool at all), so Nertea’s ore to hydrolox/lithium/methalox patches remain. If you want to continue refueling ships at Minmus or the Mun, you can still do it, as usual. What it does? It adds simple new resource chains using existing CRP resources for liquid hydrogen (plus oxidizer), lithium, sabatier processes for methane production and atmospheric harvesting of xenon (and argon, but if you’re using NFP, Nertea already had you covered with that). Here’s the simple run down Now for the resource explanations (you can skip this): Oxidizer Yes, theoretically, the in-game oxidizer isn’t based in liquid oxygen. But the mod community has long equated both for simplicity (and that LF burns with oxygen in the stock jets, I guess), so I’m going with that. The idea of this mod is to keep things somewhat simple, after all. Hydrates Based on what I see from CRP and Roverdude’s mods, “hydrates” represent several types of inorganic salts like chloraluminite or hydrates formed by cobalt chlorides (the people who included them in CRP can correct me here if I’m wrong) which have roughly 50% of water, or a corresponding mix of hydrogen and oxygen. So as a rule, I’m going with “if you can do it with water, you can do it with twice the mass of hydrates”. What can you do with water? Well, high temperature water electrolysis (so you still need radiators) as well as the Sabatier process to produce methane and oxygen. Why are both available instead of just water? Well, because while hydrates are common, water is not. I did add a bit of water to some specific biomes of the Mun and Minmus to make sure you can run the Sabatier process there and refuel any methalox engine within the Kerbin system (so you can always refuel there), even if realistically, there shouldn’t be any there. Also, since you need twice as much hydrates than water to do stuff (as well as extra electric power, since you need to first get the water out of the hydrates before making fuel), it’s not efficient to ship hydrates around with rockets – you’re flying around twice the mass you’d fly if you’ve turned it into fuel or if you’re using water. But, then again, water isn’t that common. Spodumene Spodumene is a mineral already included in CRP with the chemical formula LiAlSi2O6. So we have a bit of lithium to extract from there – but only a bit, there is a reason why salt brines are used on Earth to extract lithium after all. If flying hydrates around isn’t efficient, hauling spodumene is absolutely not efficient at all. You’re far better off refining it in situ because the vast majority of it will be lost. You could actually get quite a bit of oxidizer from it, but I feel that can be confusing (why are you looking for oxidizer if you intend to fly magnetodynamic thrusters?) and for gameplay reasons, I made the spodumene -> lithium conversion rather fast. If I added oxidizer, it would produce it really, really fast. But if I were to balance it with ore->LFO, lithium would take ages to extract. Carbon dioxide (and the Sabatier process) CO2 is here only to help produce methane, and is the only production chain which requires two raw resources. I didn’t yet see many mods with methalox rocketry – only an extra for NFLV, but I may be missing some mods. I also have a mind of checking how to use B9 part switch to make methalox versions of some stock engines. Nertea’s Cryo Tanks mod has support for methalox tanks as well as an ore -> methalox patch. I’m not touching those patches, so it’s still active if you’re looking for a simpler way to produce methalox. But if you’re looking for a more realistic way, you can use this mod. You’ll also notice that water and CO2 are both inputs and outputs of the Sabatier process. After digging a bit, I’ve used this https://marspedia.org/File:Propellant_production.png as a template – only that a lot faster because 420kg of methane per day wouldn’t cut it for gameplay purposes. A small byproduct of both water and CO2 still results, so I found it simpler and more interesting to add them as outputs rather than subtract them as inputs. As with hydrogen production, the Sabatier process can be done with either water or hydrates, and it takes twice as much of hydrates than water. Also keep in mind the resulting proportions don’t exactly match those used for engines. As for CO2, for simplicity reasons I’m not distinguishing between solid, liquid and gaseous CO2. Instead I’m using CRP’s carbondioxide definition which, based on it’s very low density, I guess it was meant to represent gaseous CO2. Adding the different states would require several conversions and three different storage tanks, all for a raw resource for a very niche fuel type, and that goes against keeping this mod kind of simple and easy to use and understand. As a result, you’ll see CO2 uses large amounts of in-game units. The drills report a large electric consumption to extract it because I’ve pumped up the efficiency rating of CO2 extraction to extract a large amount of units in a reasonable time, but don’t worry – the electric consumption is actually normal. As for its presence: CO2 melting point is 216.6 °K (-56.6 °C / -69.8° F) so it has no business being solid closer to the Sun than Kerbin. Or in Kerbin. I added a patch to add it to the stock system while removing it from Eve, Gilly and Moho. I did add it to Kerbin shores so the mining rigs can be tested at the Launchpad. And yes, in selected biomes at the Mun and Minmus, even if it shouldn’t be there, to keep with the philosophy of not preventing any stock mechanics. Essentially, you should at least be able to refuel methalox ships with the Kerbin system. Yeah, it shouldn’t be possible. If you want that part of realism, don’t do it, I guess. As for mod planet packs, some add it in its gaseous form, but it may be lacking in its solid forms. Your mileage may vary. How does this all come together (and mod integration) (you probably want to read this) So, how do you get this stuff off the ground (or the atmosphere if you happen to have you nearby) and into something that goes boom – hopefully upwards and sideways? Storage As far as storage is concerned, the ore tanks will now hold water, hydrates, spodumene and CO2 as well as ore. For simplicity reasons, we can abstract parts of the CO2 extraction process and assume it’s frozen solid as part of the atmospheric extraction process. Atmospheric harvesting Gaseous resources from the atmosphere can be harvested with the stock precooler and the mk1 fuselage air intakes. The mining rig air speed matters in the efficiency by which the gasses are captured… and chances are your rig isn’t zooming around at match 2 – that’s a limitation which can’t be removed, to my knowledge, with module manager patches. So the percentage of the particular gas in the atmosphere matters a lot. You’ll see you’re barely sucking CO2 at the Launchpad. Now go and try the same at Duna ;-) Also, it takes more power to harvest CO2 than other gasses because it’s being stored in solid form. Or at least in holding tanks which seem to be designed to hold solids, so it’s being frozen and that takes more power. The surface scanner will also scan for atmospheric CO2 and, if NF Propulsion isn’t present, for xenon as well. The reason it doesn’t scan for xenon if you have NFP is that NFP already includes an atmospheric sensor that scans for both xenon and argon. Surface mining The drills now come with the option to harvest water, hydrates, spodumene and carbon dioxide. Not much more that needs to be said about it. Resource conversion All done in the stock converters. And the Kerbal Planetary System converter. And the Mining Expansion converters. In short, the stock system is to use drills to harvest ore, store it in holding tanks and use the ISRU converters to, well, convert it. All these processes require quite a bit of electricity and generate heat. This mod uses the same parts and system and just adds a few more toggles and more places to look for more raw materials. Mod integration Scansat Scansat already covers water, spodumene and hydrates by default. CO2 has been integrated into the planetary overlays and maps, so you can use Scansat to plan your mining, refining and colonization efforts. Kerbal Planetary Base Systems The converter, regular drill (not the dirt drill) and the ore holding tanks are all patched to extract, store and process the new resource chains Feline Utility Rover The converter has been integrated too Stockalike Mining Extension It’s fully integrated. As with KPBS, you can use the drills, converters and holding tanks to mine, store and process hydrates, water, co2 and spodumene. Stockalike Station Parts Redux Water is already available for the SSPR storage parts by default. The existing hydrates template in SSPR is set to be activated if either MKS or TAC LS aren’t already triggering it. Spodumene and CO2 options are added. Remember, though, some resources are better processed in situ, since conversion rates aren’t necessarily 1:1 Near Future Construction Water, Spodumene, Hydrates and CO2 templates have been added to the trusses capable of holding ore MKS Very little actually. If Umbra Space Industries is present, the logistic module will be added to the ore holding tanks, which should allow them to participate in the USI logistics system. If both USI and NFP are present, the module is also added to NFP lithium tanks (though I’d remove it if @Nertea objects, as it’s his mod, same with the SSPR integration). MKS already handles hydrates and water by default, so hydrolox production shouldn’t be a problem: raw resources can be remotely mined and transported with the logistics system to a larger inhabited base for processing. Remote mining and processing of spodumene and CO2/methalox is, as of initial release, slow. Full integration would require adding spodumene and CO2 to the automated drills as well as adding the conversion recipes to the automated processing units as well as, perhaps, adding them to the MKS tanks. Nothing of this is, as of yet, implanted, so crewless production of methane and lithium will be slow Planet Packs No integration (yet). Spodumene, water and hydrates have a global definition in CRP, so unless the mod author has removed them, they will be there. Gaseous CO2 may or may not be available, that depends on the planet pack author. Solid CO2 will be there in smaller amounts (at least as of initial release) since I’ve added a global definition – which also means it will be around in hot planets where it shouldn’t be, so I’m open to suggestions about removing it. I am considering adding a surface CO2 config for RSS, but I don’t know if the RO/RSS crowd would be interested. Added a resource configuration for Real Solar System, which increases surface water in bodies with abundant known surface ice and a bit of surface carbon dioxide where it’s known to be. Off-planet manufacturing mods Not integrated either. While part of the reason I made these patches is because of “one resource to rule them all”, which is what happens with Global Construction without MKS, I’d be messing with those mods resource chains rather than adding new chains for existing mod fuels. So I’m not doing it. And yes, that means nothing stops you from extracting ore to use with GC to both build ships and use it as fuel, and also that EPL still requires metal ore for building and ore for the smelter. Making an additional resource chain for GC material kits would interfere with the more complex MKS resource chain, and I’m not messing with other people’s mods. As for EPL, while both hydrates and spodumene contain aluminum, which could reasonably be abstracted into “stuff spaceships can be made of”, adding metal ore as a byproduct of their isru chains would mean messing with EPL’s gameplay. And on top, EPL’s metal ore and its smelting process is based in an iron ore (hematite IIRC), not aluminum. So while I considered it as a way to add more flexibility to the base locations, I’m not touching it. Dependencies Module Manager, of course, since this is a collection of patches Community Resource Pack, for the resources B9 Part Switch, for the tanks I haven’t included them in the download, as Less Simple ISRU, being a collection of patches, can work with KSP 1.8 or 1.9, but B9 Part Switch require different downloads for either versions. So if you don’t have them already, download them. Pictures Because of course Solar panels courtesy of Suicidal Insanity’s MK2 Expansion, drills from Mining Expansion (also by Suidical Insanity) and Nertea’s NFP methalox engines. Also, I didn’t pack enough panels and the lander doesn’t really have enough dV to get back to space, so don’t copy that design. That’s the Sabatier process running at Duna, processing hydrates. And yes, the 1.25m convert-O-Tron is, well, the 1.25m convert-O-Tron: The crew isn’t happy. Now Minmus, showing Kerbal Planetary Base System integration, and radiators by Nertea’s Heat Control. Also the Sabatier process, this time with water Scansat integration (and hyperedit to cheat the probe into orbit). Yes, dry ice (solid CO2) shouldn’t be there, but I’m don’t want to cut Minmus refueling bases. More Scansat, mining and processing with Mining Expansion’s largest parts. Lithium processing for NFP largest engines. Val is happy. The surface scanner and high temperature electrolysis to produce liquid hydrogen and oxidizer. Tanks by cryotanks. Of course, I’m open to suggestions (except for CO2 Nuclear Thermal engines, Rational Resources already has those) as well as any correction to balance and the resource’s proportions (I do think I got them right, but I may be mistaken in something) Changelog 0.20: Added Near Future Construction integration, RSS integration and updated readme file 0.10: initial release Download links Spacedock https://spacedock.info/mod/2378/Less%20Simple%20ISRU Curse https://www.curseforge.com/kerbal/ksp-mods/less-simple-isru License: GNU LESSER GENERAL PUBLIC LICENSE Version 3GPLv3 Enjoy
  3. So, I'm making a 2-stage to orbit craft. I got the launch stage down, and I'm currently making the second stage. So I've built the second stage and set things up, But I can't figure out how to get NCS adapters to have Oxidizer in them instead of just liquid fuel.. (I'm using them as the main fuel tank because A) They look cool and B) The payload is rather small, and they hold quite a bit of fuel for their size. I wouldn't be surprised if this is impossible to do in vanilla, but if that is the case does anybody have a mod that allows this to be done? (Doesn't need to be compatible with breaking ground or making history; only 1.9.1)
  4. FuelWings Fuel resources added to stock and B9 wings. This addon allows you to add and customize fuel types/quantities in stock wings, and automatically cross-feed between other parts! Also supports B9. The intention of this is to improve weight & balance, reduce craft size, and increase aesthetics. More info & Credits in info.txt file. Current Note: FuelWings is now available for KSP v1.5.1 Installation: ialdaboath - ModuleManager NathanKell - Crossfeed Enabler taniwha - ModularFuelTanks azza276 - B9 support Changelog: Download Curse - v3.2e! SpaceDock - v3.2e! CKAN All rights reserved
  5. Ok, so I managed to rendezvous with a craft that had run out of fuel, and I planned to transfer enough fuel to it to deorbit (connected with a grabber claw), but I can't figure out how to transfer the fuel! I know I've done this before by holding Alt and right-clicking both tanks, but this doesn't seem to work now. Yes, I have upgraded my R&D to Level 2.
  6. so, i don't know how much fuel to pack till duna, because if you pack too low amount, then for circularizing and for all that, you'll not have enough fuel, and if you pack too much, then your weight will be too big, and you will consume a lot of fuel for a small amount of deltav
  7. [Moderator's note: Much of the content here, including this OP, was split off from another thread where it was off-topic. That thread is about the recent Rosatom rocket engine failure. This thread is about Cheif Operation Director's idea for a perpetual-momentum machine that violates the laws of physics.] Yes but it is inefficient and you are still restricted by fuel. If the ruskies could find a way to harness the air and create propulsion without actual expelling the gas they have a winning system,
  8. ColorFuel Lines (aka Colorful Fuel Lines) This is a very simple mod pack, simply adding more color choices for fuel lines., as a tweakable option. WARNING: Upgrading to 0.2 from 0.1 can be save-breaking for vessels using the 0.1 fuel lines. To edit your save manually, change all references to "CFLfuelLine(color)" to "fuelLine" (note the capitalization). Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) Required Dependencies: ModuleManager Firespitter "Core" or InterstellarFuelSwitch "core" (only the DLL is needed from either) DOWNLOAD: SpaceDock or necrobones.com License: This mod's custom components (except the textures) are being shared under the CC-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/ The textures are modified versions of Squad's fuel line texture. Therefore they should be considered Squad derivatives. Revision History: 0.3.3 (2018-03-12) - Tweaks. - Updated download link in readme to Spacedock instead of *. - Removed included copies of MM and IFS. 0.3.2 (2015-11-09) - Small fix. - Changed MM config to work with InterstellarFuelSwitch as well as Firespitter. 0.3.1 (2015-07-13) - Small bug fix. - Corrected the White/Grey naming displayed in the context menu. 0.3 (2015-07-09) - Color tweaks, etc. - Changed "orange" to more closely resemble the orange tanks. - Brighted the arrows on the "black" fuel line to be a lighter grey. - Added README. 0.2 (2015-07-07) - Rebuilt Alpha - Added two new colors, Grey & Purple. - Converted textures to DDS format. - Changed to a tweakable on the stock fuel line, rather than separate parts. - Now requires ModuleManager and FirespitterCore to function. - WARNING: Save-breaking when upgrading from version 0.1. 0.1 (2015-07-07) - Initial Alpha - First release.
  9. After some study of the history of rockets (and playing some RP0), I noticed that the most common storable oxidizer in the late 1950s through the early to mid 1960s seemed to be nitric acid. However, by the late 1960s and beyond, nitric acid had been supplanted in most applications by N2O4. Why did this switch occur? Was it motivated by ISP, corrosiveness, handling characteristics, density, boiling/freezing point, or something else entirely?
  10. Hello. I used to have my fuel setup to choose whatever fuel i wanted... i would see liq fuel + ox and click and it could change to liquid fuel. Now that i got Configurable Containers, i'm not a fan because you cannot fill the entire tank with 1 fuel source (liq fuel) ... you can remove the other fuel but the setup i used to have for a liqfuel+ox tank could swap to just liq fuel and the content would double, meaning all the tank was full of just liq fuel. with configurable containers, you 'cannot fill your tank with more than 1 fuel source' or something like that. can anyone point out the mod i might have been using? it was reall handy... you clicked the fuel and you could just scroll through different types without having to open another window and have to mess about with contents that way. Thanks a lot! Nick
  11. Fuel and ISRU rebalance mod [FIR] Source: MIT AeroAstro presentation "Utilizing Molten Regolith Electrolysis Reactors to Produce Oxygen on the Moon", 2015. The Installation shown above is designed to make 10t of oxidizer per year. What is this mod about? Brief summary: FIR is a mod that rebalances prices of stock fuel (cheaper) and mixture mix used by stock engines/fuel cells (3:1 instead of 1.1:0.9). Additionally it makes behaviour of stock ISRUs a bit more realistic (can only produce oxidizer from ore + work much slower + other tweaks). The mod aims to approximate KSP stock behaviour to reality and thus be a middle ground between the stock game and mods like RO/RealFuels. Detailed description: This is a mod that rebalances couple of things that limited my gameplay and at the same time the learning value of KSP. 1) stock ISRU can only produce oxidizer now. And it is a very slow process (however faster than in reality). ISRUs, scanners and ore tanks are moved earlier in the tech tree. Rationale: Oxidizer only - Making oxidizer of any kind from ore (regolith) is broadly researched in many working papers concerning both Mars and Moon. It's decisively simpler than making all parts of propellant and can be done virtually anywhere by 'just' heating feedstock to a high temperature (in a process called Molten Regotlih Electrolysis). It also doesn't require any inputs except energy. Conversely making both oxidizer and fuel out of ore or even water is quite complicated (taking into account all requirements that accompany off-world manufacturing) and energy intensive process - to such an extent that even known papers about it seems to not get past theoretical stage (G. Landis and others). For now the most advanced in testing, simplest and reliable technology assumes making only oxidizer part of fuel. Lower processing speed - the most advanced MRE ISRU designs currently tested (on the picture above) are able to make about 10t of oxidizer a year assuming continuous operation (on the picture above).In comparison a small stock ISRU is able to churn out the same amount of oxidizer in an hour (0.55 unit/s * 5 kg per unit * 60 * 60 = 9.9t). Therefore my mod is going to rebalance small and normal ISRU's LOX production to about 28t and 160t per Kerbin year (1.2 and 6.6 jumbo tanks accordingly). Increased weight - in reality MRE regolith>oxidizer making system (so ISRU+tanks+power source) has a weight efficiency of about 5-7 (measured as a weight of oxidizer production per year divided by ISRU system weight). Therefore meeting production quota above (28/160t) would require much heavier ISRU units. Again I'm happy with approximation to reality so the mod make small ISRU weigh 2t and large 8t. Moreover large ISRU is much more efficient so there is a reward for bringing larger ISRU to the planet's surface. Lower technology requirements - by moving tech requirements earlier the main difficulty is moved from researching the technology to actually making it work. So the player would need to send and ISRU system in advance to produce fuel (so similar to assumptions of some current MARS/Moon missions). It should create interesting situations when player can utilize ISRU before upgrading science compound in a career game. Therefore with careful planning he can extend the range of lower tech rockets and reach further planets so the gameplay could be more interesting in early career compared to late game. Energy demands for small isru remain unchanged at the moment. Standard ISRU however has 4x higher EC demand (4x bigger size and 50% better efficiency = heating more regolith to a higher temperature). 2) Changed fuel mixture ratio for stock tanks, engines and fuel cells to 3:1 (from 1.1:0.9). This is a compromise as to what stock LiquidFuel might be since sometimes it acts as RP-1/Kerosene (jets, big engines) and sometimes as liquid hydrogen (LV-N). Rationale: 3:1 ratio seems to be a good compromise and generalized mixture ratio that encompasses different fuel types: Typical oxidizer to RP-1 mixture ratio = 2.56:1 (RD-180 2.72:1) Typical oxidizer to methane mix ratio = 3.2:1 Typical oxidizer to liq hydrogen mix ratio = 5:1 *(from 4:1 to 8:1) So we can see that no matter what popular fuel mix we take they always use more mass of oxidizer than fuel. This means that player can refuel now a significant portion of a fuel (75% of mass) in the form of oxidizer. Also 3:1 ratio means that it's easier to make quick calculations by seeing whether you have more than 3x times more oxidizer than liquid fuel. 3) Liquid fuel, oxidizer, monopropellant and solid fuel are much cheaper now. So player using SSTO or recovering stages gets much higher cash bonus than before. Rationale: I didn't like how my big SSTOs or rockets still used quite a lot of fuel even though they were recoverable. In stock KSP - depending on your design - fuel costs can comprise even 10-20%+ of a spacecraft or almost 40% of a stock tank. In reality fuel costs are about 0.4% in case of a space shuttle so very little compared to space vehicle costs. Since the parts' total cost remains the same, the parts' dry cost is relatively higher while fuel price is So now player that invests a lot more time to build recoverable parts or/and fly SSTOs is rewarded with higher percentage of recovered funds. 4) - for people using Atomic Age mod by porkjet - I've changed fuel mix and isp value for LANTERN engine in Atomic Age Nuclear Propulsion mod by porkjet: Using stats from this page: http://www.nss.org/settlement/moon/LANTR.html and reducing isp to stock values, I've increased slightly isp in LOX augmented mode to 500isp instead of 455. In reality isp for 3:1 fuel mix is expected to be in range of 631-647s. Isp for LF mode only remained unchanged (720s). LOX augmented mode uses now 3:1 fuel mix. Therefore LANTERN engine has now the highest isp (500) from all engines that can be refuelled with an oxidizer (since LV-N can't be refuelled with new ISRU mechanics). Aside from more challenging and (imho) interesting gameplay this rebalance increases educational value for KSP; a player: - can see that oxidizer is making a bulk of the rocket fuel (similar to real world) - observes that ISRU can extend range of the rocket by making only oxidizer however implementation of it requires planning ahead (similar to real life). Also it's rather not viable as a part of a spaceship due to system mass (heavier) and rate it produces oxidizer. The main purpose of it is now to sit on a surface of a planet and produce small amounts of oxidizer for the long time. - can note that fuel costs in rockets are very small thus researching and developing reusability is a key point to savings and extending the space program. And the last point - if you still reading -this mod will be a basis for my next mods which involve low-tech/low-isp alternative isru fuels/propulsions that were researched extensively due to the ease of implementation compared to more advanced/complicated and therefore less viable solutions. No download link yet, the project is on the drawing board at the moment. I welcome all suggestions and discussion about the mod and ISRU stuff in general:)
  12. I just installed planetary bases systems, Near Future Tech, cyro rockets, and all the other stuff that Nertea makes, which come bundled with a bunch of probably outdated config mods like b9 part switch, dynamic battery storage, etc. I am in 1.5.1. Have a feeling it's because of the b9 part switch thing that lets me modify the tanks' contents conflicting with something. I don't know how to make it stop. It stopped randomly once but it's happening again. It might be a hotkey that toggles this behavior. It's also freezing a lot, once every 0.25 seconds, staying frozen for a full second, as I hover over the big fuel tank/decouplers. I have editor extensions redux, as well as a lot of other mods I had prior to installing Nertea's stuff and PBS. Please don't come here to give me a lecture on how bad 1.5.1 is and how stupid I am for trying to use certain mods at certain times for certain versions or whatever. Just help me. I've noticed that I can use different levels of symmetry on a part that I placed on a rocket with a specific level of symmetry; i.e. I placed a decoupler with 3x symmetry but when I put the fuel tank on it with 2x (the only symmetry level I can use for fuel tanks at the moment for some reason) it has radial symmetry about the single decoupler that I am hovering over with the part. I have tried pressing F and it does nothing.
  13. So I have sent some probes to Jool and Duna, but I was wondering if anybody has some tips on getting Kerbals back from Duna, which I am going to try first. Whenever I get there, I never seem to have enough fuel to get back to Kerbin. I sent a probe Rover to Duna that I successfully landed, but there was no hope of getting back with the fuel and dV I had left. Any tips on making ships more efficient? Thanks!
  14. WetterWings is a small module manager patch I wrote for myself a while back to add fuel storage to all the stock wings. As a bit of an airplane enthusiast in real life, I found it very odd that only a few of the largest stock wings were capable of holding fuel. Most planes, of all sizes store fuel in the wings, it's just a great place for it! To that end, this adds a very reasonable amount of liquid fuel storage to all the stock wing pieces. Since they are so thin, I've kept the numbers on the low side. I think you'll find the values are quite balanced, as I calculated each wing's total storage capacity as a function of it's lifting surface value. Changelog- Version 1- First release. Dependencies- Module Manager of course! Download- https://spacedock.info/mod/1665/WetterWings (Also available on CKAN) Instructions- Toss it in your "Gamedata" folder. License under spoiler: As always, feedback/comments/criticism are all welcome!
  15. Is my game bugged? What happened to kerbodyne fuel tanks? They don't seem to fit into anything anymore, I don't recall having this problem with older versions of the game. [snip] this is very upsetting to me. Even the biggest engine in the game is too small for kerbodyne fuel tanks right now. I'm so triggered right now that I went out of my way to creat a forum account just to report this.
  16. Hey, Just like the title suggests, I think a fuel toggle should be included with the engine plates. Side note, and most likely to my own stupidity, for some reason the engineer's log says that when I install the engine plate, that it is the wrong direction, but I seriously can't figure out how to get rid of the message! Use an engine plate and check the log... I'm not crazy! Man I hope not. Space Monkey
  17. The challenge is simple: fly as far as you can while using the least amount of fuel as possible To make this interesting, here's the rule: -stock only, no mods (FAR, technical readout and graphic mods are okay), no cheating -you can freely design your craft, but your craft must be powered by "engine assembly", which consisted of: Intake (allowed intake: circular, adjustable ramp and shock cone intake) - mk1 fuel tank - jet engine (allowed engines: panther, wheesley, whiplash, rapier (jet mode only)). You can attach at maximum of 3 engine assembly (1200 units of fuel), but you are not allowed to attach other engines, or intakes outside of that assembly -if using fuel-carrying part, such as big-s wings or large airplane wing, the content must be emptied. The only fuel source must be from mk1 fuel tank in engine assembly -do not leave atmosphere, do not use solid rocket, lf/ox, ion, monopropellant engines, or any other glitching shenanigans for propulsion. no staging or destroying part, no dropping parts/engine assembly, the plane must land/ splashed down intact How the scoring works: (Distance travelled) / (amount of fuel used) note: if using FAR, your final score will be increased by 10% mk1 fuel tank have 400 units of fuel, so for example, if I traveled for 360km, and used 40 units of fuel, then the score will be: 360 / 40 = 9, if I make it farther, say 390km with 40 units of fuel, then the score will be 390 / 40 = 9.75. This challenge is focused towards flight skills about gliding the plane to make it as far as possible with the least amount of fuel as possible. Your flight is considered ended when your plane has landed/ splashing down. The scoring will be divided according to the number of engine assemblies used Leaderboards: -1 assembly: -2 assemblies: -3 assemblies: Good luck, and may the sky has silver lining from your flight (or trail of debris, if you're unlucky)
  18. The title says it all. How do I get engines to use real fuel?
  19. I've noticed the fuel mass ratio on some of the new tanks seems off. The little R-4 has a terrible ratio (and is incredibly huge for it's 10 liquid fuel) of 1.33:1 The R-11 is much better, but a bit off at 8.18:1 The R-12 donut is a spectacular 31:1 The classic tanks are 9:1 still it seems (full mass:dry mass) The RCS values are also all over the place, although that's the way it's always been (the R-10 is 5:1, the R-25 is 7:1 and the FL-R1 is 8.5).... I only mention this as I recall something about them being updated with new consistent values. Much data entry. Such error. Much ratio. Wow!
  20. Friends, I have just published the long-awaited v2 upgrade to the venerable Minotaur Super Tanker at KerbalX [link]. The Minotaur v2: it chops, it dices, it slices, it mulches, it mows the lawn, it walks the dog -- and it boosts 39 kilo-kallons of LF to LKO. [It does not play the piano.] And now with nosecones!! (Ja, Werner was right all along...) It has the grunt and an ample top deck for heavy-lifting of additional payload. It can go inter-planetary. You can even build a super-ugly orbital gas station unpainted in a dull, orange, anti-knock safety color (thoroughly tested by Kerbals) from the first two you send up [subject of next video]. It has a power train for Massive Ion Drive. Get yours now as there are only a virtual number remaining...
  21. The challenge is simple: fly as far as you can while using the least amount of fuel as possible To make this interesting, here's the rule: -stock only, no mods (FAR, technical readout and graphic mods are okay) -you can freely design your craft, but your craft must be powered by "engine assembly", which consisted of: [Intake - mk1 fuel tank - jet engine] (allowed engines: panther, wheesley, whiplash, rapier (jet mode only)). You can attach at maximum of 2 engine assembly (800 units of fuel), for those who needs extra power for their craft, but you are not allowed to attach other engines, or intakes outside of that assembly. It doesn't matter how or where you put those 3 components on your plane, but a plane must have either 1 tank, engine, intake or 2 tanks, engines, intakes -if using fuel-carrying part, such as big-s wings or large airplane wing, the content must be emptied. The only fuel source must be from mk1 fuel tank -do not leave atmosphere, do not use solid rocket, lf/ox, ion, monopropellant engines, or any other glitching shenanigans for propulsion. no staging or destroying part, no dropping parts/engine assembly, plane must take off from the ground How the scoring works: (Distance travelled) / (amount of fuel used) The distance is using "ground distance travelled" in F3 menu note: FAR User have their own category, since the flight mechanic is FAR more different than stock ones (pun intended) mk1 fuel tank have 400 units of fuel, so for example, if I traveled for 360km, and used 40 units of fuel, then the score will be: 360 / 40 = 9, if I make it farther, say 390km with 40 units of fuel, then the score will be 360 / 40 = 9.75. This challenge is focused towards flight skills about gliding the plane to make it as far as possible with the least amount of fuel as possible. Your flight is considered ended when your plane has landed/ splashing down. The scoring will be divided between single-engine craft and dual-engine craft Leaderboards [stock aerodynamic]: -1 assembly: @Cunjo Carl=41,967 -2 assemblies: @neistridlar=56,029 Leaderboards [FAR Aerodynamic] -1 assembly: -2 assemblies: Good luck, and may the sky has silver lining from your flight (or trail of debris, if you're unlucky)
  22. Good day, all. I am facing a challenge with the fuel feed system and am hoping to receive some expert advice! This link is to an unmodded .craft file for KSP 1.3.1. The craft is the B payload for Operation Beach Head loaded atop a standard Aquila launcher/transit vehicle. Problem Statement: The lowest 3 engines ignite during the lift-off stage and are intended to burn out together. To make this work in KSP versions 1.0.5 (which it did), fuel lines had to be run from the lower tanks to the next-level higher *engines*, rather than the tanks above. (This was due to one of the peculiarities/flaws of the original KSP fuel feed system.) Since 1.2.1, 1 tank on the lower deck runs out before the other two. I investigated this in 1.3.1 with the fuel feed overlay system and verified that the fuel lines are all correctly attached and everything seems fine. In addition, I can see no way with the new fuel priority system to prioritize this any differently. Any advice, insight, expertise will be greatly appreciated and acknowledged! [And yes, I did promise that Aquila is the ugliest ship in the Kerbal universe. If anyone has created an uglier Gorgon, I'm sure we'd all enjoy seeing it!!]
  23. For my career playthrough, I built a small rocket to explore Kerbin. It would travel on a suborbital trajectory, and after reaching the target biome, release the scientific payload (a materials bay, mystery goo, thermometer), and land, to be recovered for science. On it's first mission, I managed to get all the way to Kerbin's north ice caps. on the second, I tried to get it to the big desert (not that far away from the KSC). Instead, I ended up in the highlands for some reason. I've been trying to reach the desert, but seem to fail. So, should I A) Add more fuel B) Reach a higher altitude to then cover more distance C) Cheat and put 'Infinite Fuel' on. I was able to reach the ice caps, but can't reach the desert (which is closer to the KSC). Does anyone know why?
  24. Happy New Year, everyone. I am overhauling my fleet and I'm in the market for ideas about orbital fuel dumps (OFD). Let's define an OFD as an orbital vehicle (Kerbin or elsewhere) that serves the sole two purposes of: refueling visiting vessels; (possibly) keeping mission components docked together awaiting final (low orbit) assembly; (not looking beautiful [in Space, nobody can see how Ugly you are]) I gave up on space stations as anything more than a fuel dump long ago. I've recently upgraded to 1.2 and then 1.3 and find auto-strutting -- which is just a way to defeat the ugly side of the Unity physics engine (as best I can gather) -- does actually help. But I still can't risk docking very much to the OFD (pictured). And have to remain very observant with the Warp key lest tragedy befall. What have people found is the best way to put a pile of fuel into orbit and keep it stocked?? Pictured below, (BEWARE THE UGLINESS), I assemble the following from bits left over from two super-tanker launches. Each super-tanker lofts 165 kilotons of LF up to the OFD. You can see this OFD has two weak links, at the hubs. I find that just maneuvering a ship near it can cause it to get the shakes. Even auto-strutted. And I'm not terribly sure which kind of strutting (Root, Parent, Grandparent, Heaviest) ought to work best... Please post screenshots of your Orange Fuel Dumps...!!
  25. HELP I am building a stock replica of the USS ENTERPRISE, I don't know how to show a picture of it. My problem is that my engines are not powerful enough/ don't burn long enough. I want it to have fair twr (from 1.00 to 0.50) and a long burn time (from 1h to 30m) I can't get this but I see giant stock sstos online and on youtube... I only need it to burn for 1 hour and I can refuel at my station. But it keeps running out of fuel. For instance I went to Duna once and I had enough fuel to go from low-kerbin-orbit (LKO) to intercept of duna but no closer. I tried many engine configurations and many different fuel and thrust values but I always go the same distance The fuel makes the engines last longer but makes the thrust less due to its weight. I need a solution to this problem and I can even give the craft file if you want. No memes or unrelated content plz, and no useless content either... Thanks in advance - A FAT KERBAL