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J_Davis

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Everything posted by J_Davis

  1. Poland. I was referencing the habit of calling it Polan in http://knowyourmeme.com/memes/polandball comics.
  2. Name Me could be "Poollan". Poollan, or Poolland as it is 'officially' known, is a nation of clever, hardworking, and proud Kerbals that are unfortunately known for having the worst behaved neighbors on the whole of Kerbin. For some reason, the nation is often depicted as a sphere. And as for UAL: The United Albino Lemmingrates are a wealthy Kethane producing society from the desert regions of Kerbin, their love of tall buildings has lead to the creation of spacecraft, so they can "Get a good view."
  3. Like the challenger? :/ He didn't want this mod to include catastrophic failures.
  4. I just got "A tank of solid fuel is leaking!" There might be something wrong with the "don't leak this" code.
  5. Ah, I had a thought on this. It's an 'advanced' feature, but perhaps in the future some parts (esp. larger batteries and larger RCS tanks) could be setup with an automatic redundancy? Instead of leaking/loosing everything, a portion of the unit would fail and require work to fix, but in the meantime it would work at reduced capacity (any extra supplies pumped in would be lost, of course). Such parts, given their internal compartmentalization, could require more spare parts to repair, helping offset the inherent safety in them.
  6. Before forgetting to continue it, I'd been thinking of giving each 'source company' it's own fuels mixes and efficiency quirks. For example, AEIS does probes so I was going to make most AEIS parts be + variants and use lighter and cryogenic fuels.
  7. While I can understand it, if the alternative is making smaller parts more reliable, that will tend to push manned missions towards the smaller parts, and it becomes a punishment for those with weaker systems who need to save part count wherever possible.
  8. I hate to ask when something will happen, but since it takes no coding, I will stick my hand in the fire and ask: How long until a new download home is found?
  9. Please do turn up the numbers, however. As low as it is unmanned missions are simply impossible with stock. Not everyone is comfortable hand-editing a MM .cfg file, or is going to know how to determine from lifetime and MTBF how likely a disaster is. XD A multiplier for ships with no crew capacity would be very good, it can be assumed that probes are less likely to have failures. Also, just curious, but did you implement ignoring the suggested resources? I'm especially worried my heat shields will fail on me by surprise, which would be one of those fatal and pretty much unrecoverable failure. Edit: I did my own hand edit btw, I can put them on my KSP dropbox if your okay with it and others want it. Also, what are these options? MinTC = 60 MaxTC = 300
  10. Hey, thanks for taking this over. I'd gotten busy and not continued the work.
  11. Here's a partial list of goods that should not 'leak'. Their inclusion would be nice XD. From EP Launchpads: Ore, Metal, RocketParts (Perhaps a random failure of one of these should just be random loss of a few parts due to misplacement?) From DeadlyReEntry: AblativeShielding (A surprise loss of some shielding, like the resources in EP Launchpads, would make sense, but not a leak.) From TAC Lifesupport: Food (Loosing water and/or O2 makes sense, but food would be hard to loose without having a big hole.) From StationScience: Kibbal (see food), Kuarqs, Bioproducts, Eurekas (these might be leakable due to 'hardware or software failure?) From RealFuels: All solid fuel types, solid nuclear materials From EngineIgnitions: EngineIgnitors This mod looks very promising, I'm fairly sure it'd destroy me if I ran with it due to losing lots of unusual resources (see above) but I'm excited to give it a try anyway. Here's hoping it works out!
  12. On the stockalikes I've been working on. I've been extensively... 'testing' them lately and run into some concerns I want input on. Mechjeb, especially when landing, loves to toggle the engines on and off repeatedly, and it won't ensure proper ullage on engines. I can make this 'okay' with the stockalikes by giving them a large number of reignites, disabling ullage simulations, or by turning off limited ignitions altogether. What do stockalike users want?
  13. I think you're reading it backwards. My config definitely ignores ullage for O and U+. I am a bit more forgiving with stockalikes than NK is with realistic engines, as the U+ engines make good and reasonable transmunar insertion engines.
  14. O and U+. I think saying it DSG instead of GSD was some dialect thing, I forget where he was from, just that he spoke German. HoneyFox: Can you explain the xml configuration settings? I'm finding that it can take 8 minutes to ullage a tank using RCS, only to have it go to "Very Unstable" instantly when I turn it on. I'd like to change the settings to be more forgiving than that.
  15. https://www.dropbox.com/s/4uowuavf1kvx2p5/Combined%20Calcs.xls Look in there at the ignition settings. BTW, DSG = Dank sei Gott which is what my German math professor would say when something worked out nice and easy, we used it as a QED when the proof was pretty, or as an exclamation of thanks that we were able to avert a step that would otherwise be very hard.
  16. Fabian: Yeah, doing that will work too. You just have to make sure they aren't listed with two sets of config.
  17. Yeah, that happens to me constantly too. DSG for sepratrons and the KW ullage motor. HoneyFox, I was reading that a mere .0001g of acceleration for a second or two is enough to ullage a tank, how demanding is your simulation?
  18. Yeah, I noticed that, that was why I thought that the "RCS Trim" feature would be nice.
  19. Actually, I was thinking about this today while playing (instead of playing with NK's RF spreadsheets) and it occured to me that what might work is a checkbox in the MJ settings. Something like "Trim with RCS? Y/N" When set no, it behaves as normal when burning a manoeuvre. When set yes, it precedes and follows each burn with a couple seconds of forward RCS and doesn't use the throttle, instead just ramping straight to 100% and straight back down. In real spaceflight, they need to start with the RCS to ullage, and follow with it to get the deltaV of the burn exactly right. This would replace the normal functionality where it slowly throttles down the engine then 'trims' the burn with the main engine. This would support realistic thrusts /and/ ullage simulations. (It would also be potentially useful to regular players who want to conserve main-engine fuel.) This might be better functionality in general, when there's an overburn, instead of turning the ship around and burning backwards for a moment, it just trims it with forward and reverse RCS after a burn. Sarbian, how asinine would something like that be to implement? I'm curious if I'm asking for 3 minutes or 3 days of coding.
  20. Heh. I'd be annoyed too if it seemed someone was ignoring what I was telling them.
  21. Man, you did the right thing with actual data, but for once the first line tells the problem. XD You have to delete the file in the realfuels folder that has the Squad NTR engine in it. If you don't, there's two files trying to change it and it hangs there.
  22. I'll make a pass by hand and add in reasonable hypergolic 'charges' for each engine - as appropriate - once chest and I have all major mods supported.
  23. I did. I did. I did reverse the order. XD I just wrote it wrong because I was quickly copying out of my plan file, where the mixes are written as multipliers. I wrote them in order of multiplier. Also, I've updated the stockalike config. It now supports Stock Engines (*Including LV-N*), B9, AEIS, KW https://www.dropbox.com/s/19jl7lts1m6xe6q/Stockalike_RF_Engines.cfg
  24. Yeah, this is important and handy. I generally work-around by using different fuels-oxidizers pairs for every stage, but if you try to use the same fuel-oxidizer throughout, you have to do some fiddling to make sure you're using the right mixtures on the right stages. However, if you pay attention to engine types, here they are in order from RICHEST to LEANEST: (Whups! Had that backwards. The file is set with A the richest and O the leanest.) A, L, L+, U, U+, O So if you have a 1st stage using a kerolox aerospike and a 2nd stage using a kerolox U engine, the U engine takes the setting that uses more LOX. I can always make the mixes identical if there's a lot of demand for it, but I think it's interesting to have different mixes for different stages (along with different fuel availabilities).
  25. https://www.dropbox.com/s/19jl7lts1m6xe6q/Stockalike_RF_Engines.cfg < Is the config, as I stated before, it supports KW, AEIS, and Stock engines. In general, L type engines will have to have a techlevel of 3 more than their base to be throttleable. L+ and U require a techlevel of 2 more than base to be throttled. U+ and A require a +1 to their base tech level, and O are inherently throttleable. Try the mainsail at the lowest tech level it will come at, it will refuse to throttle.
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