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Found 5 results

  1. Announcing the 0.1.0 alpha release of Simple Procedural Engines. Aerobees too small for you? F-1 slightly too big? Agena more thrust than you need? Then have we got solutions for you! S. P. Engine allows you to create procedural engines from several real-world-inspired families, by setting the thrust and ignition count within the supported range. After tooling a design, you can follow its upgrade path as you unlock further techs, saving many many funds as compared to a brand new design. S. P. Engine is built for use with the Realism Overhaul suite of mods, and in particular has a hard requirement for RealFuels. (That's why I'm releasing for 1.3.1 rather than something more recent; the various Realism mods are still back there.) Currently supported engine families (with mnemonics): A: (Aggregat) Ethanol/LOx booster. B: (Bees) Small aniline/furfuryl/nitric acid sustainer. D: (Delta) Pressure-fed hydrazine/nitric acid upper stage. F: (F-1) Huge kerosene/LOx booster. G: (aGena) Pump-fed hydrazine/nitric acid upper stage. J: (J-2) Large hydrolox upper stage (and later aerospike sustainer). K: Kerosene/LOx booster up to about 1MN thrust. (Like LR79, H-1 and Merlin1.) L: (Lr105) Kerosene/LOx sustainer. Matches nicely with K-class to make Atlas-style stage-and-a-half. M: (M-1) Massive hydrolox upper stage (later also sea-level). Q: Small, throttleable hydrolox upper stage engine. (Like throttling RL10s developed for Lunex.) R: (Rl10) Small hydrolox upper stage engine. S: Small staged-combustion kerosene/LOx upper stage. (Like S1.5400/11D33/RD-58 family.) Several more are planned. Read this far? Download S.P.Engine 0.1.0 and give it a try!
  2. More Fuels! A simple Kerbal Space Program mod to add another fuel mixture to the game for (very) partial realism. This is HEAVILY in Dev, more mod support will come soon! Until I accumulate enough support, this will remain in beta. FAQ: Q: It's not right! [x] doesn't burn AZ50/NTO! A: Shoo. Back to RO with you. Q: Does this need RealFuels? A: Nope. Q: How do I request compatibility for stuff? A: Raise an issue, ping me on the forums @Clamp-o-Tron, or make a pull request if you've done it yourself! There's a guide in the package if you want to do that and don't know how. Q: Is this compatible with KSP version x.x.x? A: It won't work with KSP2 (yet), but any KSP1 version with a working Module Manager and B9 Part Switch should be just fine!\ Q: How do I download? A: We're still in beta, so you'll have to grab a prerelease from GitHub instead of Spacedock. Dependencies: B9PartSwitch ModuleManager Supports (As of 0.2): Bluedog Design Bureau Shuttle Orbiter Construction Kit + reDIRECT Stock ReStock+ Making History Tantares and TantaresLV Yeah, it isn't very much, but more will come! Credits: @Jso for basis of the patch @blowfish for B9 Part Switch @sarbian for Module Manager @hemeac for some work with the CryoTanks patch @Gordon Dryfor correcting my typos
  3. I'm trying to figure out how to stop fuel boil off and i can't figure it out ive looked at forums i created a folder called zfinal and made a cfg file with this in it. @TANK_DEFINITION[*]:FINAL { @TANK,* { @loss_rate = 0 } } I named the file @TANK_DEFINITION.cfg.
  4. So I tried downloading RSS and Realfuels, but neither of them properly installed, like realfuels didn't have any of the fuels,(besides liquid fuel and oxidizer) and real solar system didn't get added at all. Does anyone know how to properly install these mods? Please help.
  5. How do I go about setting up engines, fuel tanks and solid motors for real fuels without having to deal with RO? Is there a tutorial on how to do this somewhere? If not, I would love it if anyone would be so kind as to show me what a config file for an engine, a tank and a solid motor would look like. Thanks a bunch
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