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Found 11 results

  1. I would like the RD-0410 Russian Nuclear Thermal Engine to be added to the game because it will balance out with the LV-N "Nerv" Atomic Rocket Motor. Also it will add a great deal of fun, experimenting, and using it to go to places that you have wanted to go. All in All the RD-0410 Russian Nuclear Thermal Engine is a great engine to be added to the game because it teaches the player on how nuclear engines work.
  2. I am not happy with the way that radiators work or rather not happy with the way radiators 'seem' to not be working properly. Example. If I have an ISRU and or some drills and some radiators. The equipment overheats before the radiators have reached anywhere near their potential cooling ability. So you are watching the radiators slowly creep past 16% cooling and the ISRU or drill is over max. While as a veteran player I am aware that a certain amount of radiators are required to cool certain equipment however it still feels wrong that the equipment is overheating and the ra
  3. Heat Pump version 1.3.1! Heat Pump is derived from the heat pump code that originated in Modular Fuel Tanks / Real Fuels, originally created by ialdabaoth (who is awesome!) HeatPump from RealFuels Version 1.3.1 updated for Real Fuels (any version of RF that works with KSP 1.2.2) The purpose of Heat Pump is to intercept heat and cool down cryogenic tanks to prevent boiloff. Pumps can be configured with the following features. An amount of heat is removed from protected parts (active refrigeration) equal to a flat rate multiplied by a temperature delta.
  4. I've noticed that I can't run more than one converter on a 2.5m convertotron without it overheating, no matter how many radiators and TCS I activate. Also, the 1.25m convertotron overheats all the time, there's no way to cool it down with any amount of radiators. KSP 1.4.3, stock.
  5. A few times after a long and/or harrowing re-entry, I've EVAed Kerbals that appear to have taken permanent damage (permanent in the context of the mission they are on) while they were inside the ship. There is a bar, like the thermal warning bar, only this one isn't going away when the heat goes away. This is thermal damage, correct? I've seen the same thing when I once EVAed a kerbonaut in the upper atmoshpere only to quickly get him back in when the heat bar appeared and rose alarmingly quickly. That one might have disappeared after he got back in the ship; I don't know. Can kerbonau
  6. Hi, Using the oft-recommended KSP Launch Window Planner (http://alexmoon.github.io/ksp/), I'm attempting to set up a mission that will take a very aggressive (totally non-Hohmann) transfer to Duna. The idea is to shave time off the transfer (and depart a good ~80-100 days before the planets are "ideally" aligned) by spending a lot more delta-v than would be "optimal". I'm about to unlock the ISRU converter and build out a Mun mining base with Extraplanetary Launchpads, so my thinking is "fuel is cheaper than time". (I don't want to time-warp through the long coast because I've got lots of
  7. Is it known what the actual heat tolerance of Kerbals themselves is? I seem to vaguely recall something like 700K/1000K internal/external from... nowhere, so I'm probably making it up.
  8. I heard of this one cool concept to protect spacecraft from aerodynamic shock heating with an electromagnetic shield. I would love to see a mod of this, how it would work is a part would project a bubble around the ship, and use electric charge to power it, the diameter of the bubble could also be variable, the larger it is the more power it consumes, when there is no more power left the shield goes away and parts are no longer protected. This could be done through the use of separate parts or as an option that can be changed both in editor and in flight. The bubble should have a near infin
  9. So here is a question I have been trying to find an answer to but have had no luck. How does heat on the ship during re entry work? In the instance of heat shields or just standard non heat shielded parts, is it the lead point that takes 100% of the heat or is it heating any point at all that is not parallel to entry angle. Basically here is the back story that leads to my question. I am using stage recovery mod because I like the realism of being able to recover stages. Because of this each stage has parachutes and other things designed to slow down my stages. On my main stage (4 nerv's a ora
  10. Hi, sorry to ask even more awkward questions again, but I've not been able to search up any definitive answers, or yet figure out for myself (even from the copious thermal debug info) what exactly is happening under all circumstances, here. This Reddit thread did a great job of fathoming the equations and figures for drill's surface harvesting mode (with different level engineers on board). I've confirmed them myself, experimentally, and re-arranged the relevant wiki page a little. I've also expanded the information on the wiki about radiators, regarding their core cooling stats, add
  11. I have a convert-o-tron 250 that is overheating even though the drills are turned off and TCSs are not at 100% cooling. https://www.dropbox.com/s/wtgc2z1f2mf2hgf/Screen Shot 2016-12-24 at 7.18.03 PM.png?dl=0 The ISRU works fine when only two converters are working, but starts overheating when the third is turned on. I have 6 x MKS Ranger TCS and 5 x large TCS at various places in the base. The base also has a PDU with the nuclear reactor running. Am I misinterpreting what "cooling" on the TCS means? Also, how do I interpret the thermal debug data shown in the action menu to make
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