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Kolago

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Posts posted by Kolago

  1. Chemical rocket engines don't have THAT much variability after all, besides thrust - especially in KSP world, where every engine is deep-throttleable so you don't need to fit its power to your payload very well (compared to real rockets that are only on/off most of the time). We already have dozens of engine packs that cover more or less all possible choices, I think, and many of the finer details of engine design would not impact the simulation much.

    For stock game this is true. But if you use Real Solar System, Realism Overhaul and Real Fuels than Custom Combustion Composer for rocket engines makes a lot more sens.

  2. Custom Combustion Composer is needed! This together with RealFuels and RSS would be a blast!

    - Differen engine types, Thrust <-> Size, TWR <-> ISP, Fuel <-> ISP

    - Thrust 0 - 50000

    - Size 0.625 to 10m

    - ISP Liquid Fuel Engines 200 - 450 ISP

    - ISP Mono Fuel Engines 180 - 300 ISP

    - ISP Nuc Engines 400 - 900 ISP

    - ISP Ion Engines ? ISP

    - Real Fuels support

    - Real Solar System support

    - Engine Shrouds

    - Cluster engines

    - Engine sounds

    - Engine effects

    - Tech Level support

    - Cost

  3. Is it right to say that the problem is to place a maneuver node at the right ejection angle near the UT of the transfer window? That shut do the trick. Ok, you have to be in a circular orbit at a specific hight but this is easy. Maybe PreciseNode can have a field to set the node at the next occurrence of the ejection angle from the UT of the transfer window?

  4. Ok, changed my inclination to 0°. Fine tuned the UT to 26397671.423324 (was 26438400) and I have an encounter with an periapsis of 479.3 Mm.

    Ejection angle: 14.97° from retrograde

    Ejection inclination 3.31° north

    Thanks!

    Is it possible to add a calculation of UT more precisely in a second step after choosing a UT from the transfer plot?

    And a calculation of best start inclination would be great if possible.

  5. I don't get it.

    I am like to go to Eve in RSS.

    My Orbit is:

    Apo 1.20005 Mm

    Per 1.19947 Mm

    Inc 28.326°

    My Transfer is:

    Kerbin (@1200km) -> Eve (@1200km)

    Depart at: Year 1,Day 307, 00:00:00

    UT: 26438400

    Travel: 149 Days, 16:34:38

    UT: 12933278

    Arrive at: Year 2,Day 91, 16:34:38

    UT: 39371678

    Phase Angle: 36.32°

    Ejection Angle: 322.78°

    Ejection Inc.: -9.05°

    Ejection Dv: 4821 m/s

    Prograde Dv: 4445.7 m/s

    Normal Dv: -1864.8 m/s

    Heading: 112.76°

    Insertion Inc.: -15.10°

    Insertion Dv: 8641 m/s

    Total Dv: 13462 m/s

    What do I have to do to get this into Precise Node?

    I have the Fields:

    UT: -> This is Depart UT, thats clear.

    Prograde: -> Here I put the Prograde Dv of 4445.7

    Normal: -> Here I put the Normal Dv of -1864.8

    Radial: -> 0 ????

    Now Precise Node puts out:

    Total Dv: 4820.97 -> good, thats pretty close to Ejection Dv

    Ejection angel: 71.5° from retrograde -> thats far away from 322.78°

    Eject. inclination: 2.87° south -> thats close but no cigar (-9.05°)

    Apoapsis: -36647.37 km

    Periapsis 1199.53 km

    What do I have to do??? First change my orbit inclination to what? Ejection Inc.: -9.05°?

  6. I have done 7 SAS modules for Procedural Parts.

    These including torque wheels, MechJeb2, SAS and small batteries.

    Torque is ranging from 5 to 500, (5, 10, 25, 50, 100, 250, 500), with TweakableEverything you get a range from 0 - 1000.

    Every modules has an unique minimum size depending on the torque wheels, but can be scaled up to fit your rocket.

    Techtree is not included right now. Tell me what you think!

    Download

  7. I am trying to put an sat into GEO over Kerbin with RSS, my apoapsis is 42.1576 Mm (42,157 km) and periapsis is 42.1544 Mm (42,154 km) but my orbital period is 4d 05h 33m! Whats going on here??? My orbital period shut be 1 day. (RealSolarSystem v7.1, MechJeb2 2.3.1.0)

  8. I think part shall wear and tear differently, let say engines need a overhaul every time they flown and head shields too. Structural parts need repairs when getting to hot in flight or high g-forces in flight. This can correlated with breaking force and heat resistance of the specific part. Mechanical thinks like landing gear and robotic parts needs repairs depending on flight hours. Science parts need calibration after every fight. SRBs and all tanks need refill. Explosive charges in decouplers needs replacement. Batteries, solar cells and RTGs becoming less effective every flight/hours of use.

  9. Hi,

    I have the following mods installed:

    • RealFuels v7.2

    • RealismOverhaul v6a8

    • ModuleManager 2.2.1

    • TweakScale 1.37

    • ActionGroupsExtended 1.1.2

    • KW Rocketry 2.6c

    In some of my KW Rocketry fuel tanks the modul "ModuleFuelTanks" get add twice! Resulting in more then one button for add fuel in game. I can "overload" tanks with double amount of the fuel.

    In GameData\RealFuels\ and GameData\RealismOverhaul\ are MM files responsible for this. Any idea which to delete or modify?

    KW Rocketry Tanks with the bug:

    1mL05.cfg - KW1mtankL0_5 - KW Rocketry SA-05 LFT

    2mL05.cfg - KW2mtankL0_5 - KW Rocketry SB-05 LFT

    3mL05.cfg - KW3mtankL0_5 - KW Rocketry SC-05 LFT

    3mL4.cfg - KW3mtankL4 - KW Rocketry SC-4 LFT

    3mL4A.cfg - KW3mtankL4A - KW Rocketry SC-4A LFT

    5mL0_5.cfg - KW5mtankL05 - KW Rocketry V-05 LFT

    Resulting MM code:


    PART
    {
    module = Part
    rescaleFactor = 1.0
    scale = 1.25
    node_stack_top = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, 2
    node_attach = 0.0, 0.0, -1.01, 0.0, 0.0, 0.0, 2
    subcategory = 0
    attachRules = 1,1,1,1,0
    mass = 2.12
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 2
    RSSROConfig = true
    crashTolerance = 12
    maxTemp = 800
    breakingForce = 250
    breakingTorque = 250
    MODEL
    {
    model = KWRocketry/Parts/Fuel/KW_Universal_Tanks/KW_Fuel_2mL4A
    scale = 1.25, 1.25, 1.25
    }
    MODULE
    {
    name = GoodspeedPump
    }
    MODULE
    {
    name = [B]ModuleFuelTanks[/B]
    volume = 36000
    type = Default
    }
    MODULE
    {
    name = TweakScale
    type = RealismOverhaulStackHollow
    defaultScale = 2.5
    }
    MODULE
    {
    name = ModuleAGExtData
    AGXData = Empty
    AGXNames = Empty
    AGXKeySet = 0
    AGXActivated = 0
    AGXLoaded = false
    AGXGroupStates =
    AGXGroupStateNames =
    }
    MODULE
    {
    name = [B]ModuleFuelTanks[/B]
    type = Default
    volume = 36000
    }
    }

    RealFuels\KW_modularFuelTanks.cfg


    ...
    @PART[KW2mtankL4]
    {
    //!RESOURCE[LiquidFuel] {}
    //!RESOURCE[Oxidizer] {}
    //!RESOURCE[MonoPropellant] {}
    //!RESOURCE[XenonGas] {}
    MODULE
    {
    name = [B]ModuleFuelTanks[/B]
    volume = 36000
    type = Default
    }
    }
    ...

    RealismOverhaul\RO_KW_Fuel.cfg


    ...
    @PART[KW2mtankL4A]:FOR[RealismOverhaul]
    {
    %RSSROConfig = true
    %crashTolerance = 12
    %maxTemp = 800
    %breakingForce = 250
    %breakingTorque = 250
    @MODULE[TweakScale]
    {
    @type = RealismOverhaulStackHollow
    }
    !RESOURCE[LiquidFuel]
    {
    }
    !RESOURCE[Oxidizer]
    {
    }
    MODULE
    {
    name = [B]ModuleFuelTanks[/B]
    type = Default
    volume = 36000
    }
    }
    ...

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