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MAFman

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Everything posted by MAFman

  1. How do I use the rocket equation for a specific destination requiring a certain delta-v if I know nothing but the dV and the mass of my payload?
  2. Not sure if this is a bug report or a "my computer sucks" report, but I simply cannot get Realism Overhaul to load. Either my KSP crashes, freezes on a black start screen with the "loading" thing spinning, or my whole computer goes down. Specs: i5 @2.7GHz 8GB 1333 DDR3 RAM generic SSD Integrated graphics :rolleyes: Integrated audo + crap speaker 1366*768 laptop monitor Usually have YouTube open in another window.
  3. I've been developing an MM config over the last few days, that gives each engine the stats of a real engine whose stats are closest to it (if that made sense). The point is to nerf what needs nerfing and buff what needs buffing, and to again, standardize. Below is my config: [CODE] // Tiny engines first @PART[ionEngine] //NEXT { @MODULE[ModuleEnginesFX] { @maxThrust = 0.03 @PROPELLANT[ElectricCharge] { @ratio = 1 } @PROPELLANT[XenonGas] { @ratio = 0.0625 } } } @PART[radialEngineMini] //MSL descent engines { @mass = 0.01 //10 kg for a twr around 50 @MODULE[ModuleEnginesFX] { @maxThrust = 5 //slightly more powerful than the msl engine } } @PART[smallRadialEngine] //SuperDraco { @mass = 0.07125 //TWR around 50 @MODULE[ModuleEnginesFX] { @maxThrust = 75 //rounded up from real stats } } @PART[microEngine] //Can't find an engine { @mass = @MODULE[ModuleEnginesFX] { @maxThrust = } } //Now to standardize the bigger engines' TWR's at 80*0.64 = ~50 @PART[]//LV-909 = TR-201 //The dimensions of the engine are 2.27m long by 1.38m diam. //That makes it a 1.25m part that is 2m tall. { @mass = 0.115 //actual mass @MODULE[ModuleEnginesFX] { @maxThrust = 40 //rounded actual thrust } } @PART[]//LV-T30 = LE-5B-2 //This part is 2.79m tall IRL. I'll round that up to 2.8m. { @mass = 0.29 //actual mass @MODULE[ModuleEnginesFX] { @maxThrust = 145 //actual thrust } } @PART[liquidEngine2]//LV-T45 = LE-5 //This part is 2.68m tall IRL. I'll round that up to 2.7m { @mass = 0.255 //actual mass @MODULE[ModuleEnginesFX] { @maxThrust = 105 //actual thrust } } @PART[]//"Skipper" = Merlin 1D { @mass = 0.6 //actual mass @MODULE[ModuleEnginesFX] { @maxThrust = 480 //actual thrust } } @PART[]//"MainSail" = Raptor { @mass = 0.29 //actual mass @MODULE[ModuleEnginesFX] { @maxThrust = 840 //10% actual thrust - the Raptor is way OP } } //Now for the SRB's...must...standardize...boosters... @PART[sepMotor1] { @mass = 0.01 //10 kg empty. I could easily pick this one up and throw it! @MODULE[ModuleEngines] { @maxThrust = 100 } @RESOURCE[SolidFuel] { @amount = 5 @maxAmount = 5 } } @PART[solidBooster_sm] { @mass = 0.1 //only 100 kg empty - must be made of tinfoil @MODULE[ModuleEngines] { @maxThrust = 30 } @RESOURCE[SolidFuel] { @amount = 15 @maxAmount = 15 } } @PART[solidBooster] { @mass = 1 //just the casing @MODULE[ModuleEngines] { @maxThrust = 300 } @RESOURCE[SolidFuel] { @amount = 300 @maxAmount = 300 } } @PART[solidBooster1-1] { @mass = 3 @MODULE[ModuleEngines] { @maxThrust = 600 } @RESOURCE[SolidFuel] { @amount = 900 @maxAmount = 900 } } [/CODE] Trouble is, I can't seem to find a real analog for the LV-1 (that has pictures of it, and stats that aren't either classified or lost)... What should the analog be?
  4. So I found an odd bug...KSP loads most of the way, then does a weird black-screen-thing... [url]https://drive.google.com/file/d/0B1BXLWa5LPIMSkxJYXpZVWJzZjg/view[/url] [url]https://drive.google.com/file/d/0B1BXLWa5LPIMQUNWdEZXRmR6VEE/view[/url]
  5. Can you teach me how this works so I can help you improve / fix / recompile it?[quote name='NathanKell']Updated version of ialdabaoth's (who is awesome) ModuleRCSFX. ModuleRCSFX *fixes the major known issues with the stock RCS Module (ModuleRCS) *Supports some advanced features (axis restriction, full thrust, scaling). *Supports EFFECTS (well, it will--currently broken) [size=3]Installation: Extract to GameData (creating a ModuleRCSFX folder, and inside that, Plugins and the readme.[/size] [size=4][url=https://github.com/NathanKell/ModuleRCSFX/releases/download/v4.2/ModuleRCSFX_v4.2.zip]Download[/url] [url=https://github.com/NathanKell/ModuleRCSFX]GitHub[/url][/size] License: CC-BY-SA (with the ialdabaoth proviso, that all forkers must remark upon his awesomeness...which I'd do anyway). From the readme: ModuleRCSFX is a fixed version of the stock RCS module. It is derived from ModuleRCSFX by ialdabaoth (who is awesome). It supports a lot of configuration, as well as fixing stock bugs. ** RCS Part Controls ** useZaxis defaults to false. If you set it to true, the RCS will fire along the Z axis of the given transform(s). This means you can use engine part models as RCS parts (like using the ion engine model as an RCS part). ** RCS Axis Control ** enablePitch enableYaw enableRoll enableX enableY enableZ All these default to true, but if one is set to false in the MODULE, the RCS part will not fire for that input. These can be toggled in the VAB/SPH. useThrottle which, when set to true, means that RCS will fire forwards with the throttle. ** RCS Thrust Control ** fullThrust defaults to false. Set it to true and if the thrust ratio is > fullThrustMin (default: 0.2) RCS will fire at full thrust (or 10% thrust in precision mode), rather than the less-than-full-thrust, dependent-on-angle they do stock. useLever defaults to false. When it's false, fine controls will make RCS fire at 10% (default) power only. When it's set to true, stock behavior returns (i.e. fine controls means lever arm compensation). precisionFactor is the multiplier to use when useLever is false (as it is by default). precisionFactor defaults to 0.1 (10%). ** RCS Input Controls ** EPSILON defaults to 0.05. That means a control actuation of less than 5% is ignored. This is because Unity is bad at joysticks and ignores deadzones. ** RCS Effects ** Currently disabled pending rework. Changelog: v4.2 * Fixed bug where inputs were being improperly normalized (thanks Starwaster!) * Fixed a bug in applying useThrottle (was being done in global Y not local Y; ditto). v4.1 * Fixed bug in thrust calculation (was 2% what it should be...) * When in fullThrust mode, don't switch to full thrust unless thrust ratio already starts out at fullThrustMin (configurable).[/QUOTE]
  6. MAFman

    Hello!

    *waves hand* Hi, Giocomo! Sorry if I butchered your name lol
  7. I'd like to see a probe-sized short RTG, that basically looks like someone sat on the PB-NUK. I'd also like to see working, useful aeroshells like MSL/Curiosity used on its descent stage.
  8. [quote name='CobaltWolf']Why didn't you just edit the title of the old thread..?[/QUOTE] Dunno...
  9. Sick of the (relative) silence when you launch rockets? Wish there was more drama when something blew up? The solution is in development! I saw the Chatterer mod, and was inspired by it to write a mod that added a Public Relations Officer ("voice of Mission Control") to rocket launches. It will have the following features:[LIST] [*]Detection of flight status events, such as staging, MECO, etc. [*]Detection of anomalies such as loss of control (AoA greater than a certain value) [*]Or if an engine blows up [*]Audible announcement of events [*]Just for fun, the "everything is nominal" message every so often if nothing bad has happened... [*] [/LIST] I will have this project up on my GitHub page at mferrie/VoiceOfMissionControl *soon*[SUP]TM[/SUP]
  10. [quote name='ensou04']Awesome! but first, i assume you have never made a plugin for KSP before, to keep you up to speed, I really suggest watching this short but awesome tutorial by nifty255! [URL]https://www.youtube.com/watch?v=XqrOVKEj2i0[/URL] then when you get the gist of it, share your progress here with the flight Status mod, i'll be checking this thread often to help you out[/QUOTE] AWESOME!! Thanks!
  11. [quote name='ensou04']sure i could help you out, but do you atleast have the very basics of C#?[/QUOTE] Yep! I understand how to read most programs, even though I suck at writing them lolz. I can find holes in logic too.
  12. [quote name='ensou04']neat idea, And yes it might be similar but slightly more simple than chatterer. But you do have to write a plugin for this. I think its possible because we could track anything about the vessel's status on code.[/QUOTE] Do you think you would be able to help me? I am a total n00b with plugins; I barely know how Hello World works lol....
  13. So what are MonoProp, SolidFuel, and XenonGas analogues for? Also, isn't XenonGas IRL not really used due to its extreme expense - instead substituting Argon?
  14. COOL!!! :D What would an example ModuleManager config look like for that, say for the Oscar-B?[quote name='NathanKell']Well, if you wanted to make the densities match up, you'd change the density of Oxidizer to 0.00725 and the density of LiquidFuel to 0.0045 and then make all tanks hold only 85.1064% each of the LF and OX they currently do. That would standardize on 5 liters per unit of LF and Ox, and keep total wet:dry ratios (and total wet masses) the same as they used to be. And yes, it is hypergolic and storable, which would explain why reignitons aren't a big deal and why nothing boils off. Note that, interestingly enough, a volume ratio of 55:45 does actually lead to a correct mass mixture ratio for NTO/Aerozine (with the above densities)![/QUOTE] [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Also, what the heck are MonoPropellant and SolidFuel? I have always thought MonoPropellant is something like either HTP (High Test Peroxide) or Hydrazine, and SolidFuel is either APCP or rocket candy (60/40 mix of sugar and potassium perchlorate).
  15. [quote name='MeCripp']Whats the problem ?[/QUOTE] I can't seem to get my models to import and/or behave properly. Sometimes they're sideways, sometimes they just don't think physics applies to them, sometimes they are horribly off scale, and almost always, the texture forgets to stay with the model. Personification FTW! [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Ok, I'll make the models in Blender, and I need someone to import them to KSP for me. I have so many part mod ideas!
  16. Although I find the "oh shiny" jawdrop animation quite amusing already, I agree![quote name='Captain Vlad']I've always wanted Kerbal emotes. Like be able to make them wave or salute or something.[/QUOTE]
  17. I see. That mix is also hypergolic, isn't it? How would I standardize things based on that assumption?[quote name='NathanKell']As has been stated quite a few times, the Isp stats, and the specific heats, are reflective of NTO and Aerozine 50. The densities are not, but they're grandfathered in.[/QUOTE]
  18. I'd like to figure out what a "unit" is volumetrically, then figure out how many "units" each tank can carry based on their physical volume.[quote name='Snark']Can you explain what you mean by "standardize"? If you're talking about the physical size of the tanks as compared to their resource capacity, it's either very easy (if you just want to manually specify the capacity of each tank type, or apply a multiplier per resource type) or impossible (if you want to tie it programmatically to the physical size of the model; I don't think MM can see the model, you'd need to write code for that).[/QUOTE]
  19. I have an idea...when I launch something, I find myself imitating the guy in mission control who is always telling you that everything is nominal...OH CRAP WE LOST ENGINE 9...lol... Anyway, I want to make a mod that adds this status-announcer-thing as a feature. It would detect the status of your flight, such as your angle of attack (how close to on target you are), the status of your engines (blowing something up is obviously out of mission parameters), detects and announces max Q, detects and announces MECO, etc. *looks on Wikipedia* Oh yeah, I found the role I want to implement: Public Affairs Officer ("the Voice of Mission Control"). How do I do this? Would this kind of plugin be similar to Chatterer?
  20. Maybe Kerbals like their snacks a bit too much? Lol.
  21. YES! No more will I have to make an unrealistic Luna 17 with a skycrane instead of the more realistic ramps!
  22. I don't think Mk1 parts were meant to go that fast. Maybe they are built like the parts for fighters like the F16?
  23. One word for you, my friend. ModuleManager. That is all
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