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Everything posted by ArcFurnace
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
ArcFurnace replied to Porkjet's topic in KSP1 Mod Development
I'm using RPM 0.16 (the previous version) and it works fine; you can get the older version from the Github release page for RPM if you don't want to wait for Porkjet to fix the IVA (not sure how difficult it will actually be, might just consist of altering the IVA config file a bit so it uses the new models from 0.17). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
ArcFurnace replied to RoverDude's topic in KSP1 Mod Releases
I think you may have that backwards, you combine oxygen and hydrogen in a fuel cell, outputting water and electricity. The pod would have stockpiled oxygen, hydrogen, and water, and the fuel cell would provide electricity for environmental control and extra water. You'd have to add a hydrogen resource, or pick a stock resource to represent hydrogen (KSPI did this by assuming LiquidFuel is hydrogen). Numbers? TAC requires 0.04166 EC/s for support of a single Kerbal, let's round that to 0.05 to have a bit extra for systems and keep the numbers simple. If we want to use real-world numbers we have to assume a conversion of EC to energy; I tend to use KSPI's value of 1 EC/s = 1 kW. 0.05 EC/s would then be 50 W. We want 15 days, so 50 J/s*15 days*24 hr/day*3600 s/hr = 64.8 MJ. Enthalpy of the hydrogen+oxygen reaction is 286 kJ/mol, total system efficiency of a fuel cell is around 50% (varies depending on the cell), so 143 kJ/mol of hydrogen we store. 453 moles of H2, weighing 906 g, plus 226 moles of O2, weighing 7250 g. About 8 kg total hydrogen+oxygen for the electricity supply. TAC resources are 1.8 kg of water per day, so the reaction products will give you 4.5 days of extra water. Maybe round it up to 9 kg stored hydrogen/oxygen (1 kg hydrogen, 8 kg oxygen) and 5 days of water from the reaction products. TAC oxygen is 0.43 kg/day, so 15 days of breathing oxygen is 6.4 kg, 14.4 kg oxygen total for breathing+fuel cell (33.5 days of oxygen in TAC units). 10 days of water to start (18 kg) plus 5 days from the fuel cell gives you 15 days of water. 1 kg hydrogen, in however many units that turns out to be (depends on the density you choose for the resource). No food because Kerbals can survive without food for more than 15 days; it won't be any fun, but a life pod is supposed to keep you alive, not comfortable. Total life support consumables mass, 33.4 kg (0.0334 in KSP's mass units of metric tons). Alternately, if you don't want confusing numbers in the TAC Oxygen resource, you could just have the new resource be "fuel cell fuel mixture" or some such name, and have 9 kg of that instead of 8 kg oxygen/1 kg hydrogen, plus 15 days Oxygen and 10 days Water. Hydrogen fuel cell power density is about 100 W/kg on the low end, so the mass of the fuel cell is very low. Things don't necessarily scale down perfectly, but the Wikipedia article shows a 1.2 kW hydrogen fuel cell at 12 kg as an obvious maximum weight, so if we make the fuel cell 11.6 kg that leaves total life support system mass at 0.045 t. -
A small suggestion: with the newer versions of ModuleManager, you could edit the RasterPropMonitor patch by adding :NEEDS[RasterPropMonitor], and it would apply the patch if and only if RPM is actually installed. That way the patch file could be left in the GameData folder to begin with, instead of needing to be added manually if you're using RPM. Like so: @PART [*]:HAS[@INTERNAL[TaurusCockpit]]:NEEDS[RasterPropMonitor] { MODULE { name = RasterPropMonitorComputer } @INTERNAL { @name = TaurusCockpitRPM } }
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It is quite possible that some of the plugins care about the folder structure of how they're installed (i.e., putting them inside a separate Mods folder inside GameData like you said you did can cause them to stop working). Try moving them up to the main GameData directory and see if it works any better. All technologies will be available and fully upgraded in Sandbox mode, but resources that are unavailable in the VAB must still be collected (namely antimatter and helium-3). Microwave power networks will also need to be set up manually, since those consist of actual vessels.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
ArcFurnace replied to Porkjet's topic in KSP1 Mod Development
Crude workaround: stuff monopropellant tanks inside a cargo bay. Can fit 3x FL-25 RCS tanks + 2 Stratus-V Cylindrified tanks inside a short cargo bay without clipping through the bay doors if you use shift+Q to angle the Stratus-V tanks downwards from a horizontal mounting point. Stores 600 monopropellant. I do agree that a dedicated monopropellant tank might be worth it. Certainly not more than one size, though, no need for more. That's where B9 got a lot of its part-screen bloat, multiple lengths of tank for all tank types for all fuselage shapes ... combinatorics adds up quick. -
The relevant bit is the license he provided this mod under (also linked from the first post). It says you can use the stuff in your own work, so long as you (a) include the same license file ( give credit for it being based on KSP Interstellar, including a URL for where you originally got the files © include the source code for your rework So, give attribution, keep the license, and keep it open source, but otherwise feel free to use it however you like.
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I think there might be a folder mishap in the new download ... inside the included GameData folder, there's the "Firespitter" folder with the .dll in it, as usual, but then the Parts/Spaces folders and MM .cfg files are just directly under GameData instead of being contained in their own SpaceplanePlus folder (i.e. it goes GameData/Parts instead of GameData/SpaceplanePlus/Parts like the previous download). On the other hand, the new IVA is super cool. Those RPM external cameras definitely help with visibility in IVA flight- looking out the windows is okay if you double-click on them for the "lean forward" view, but then you can't see your instruments. Admittedly, I don't generally do IVA flight, but it's always nice to see how much thought you put into these things to make sure they work well. The DRE .cfg also seems to be working properly now, which is excellent. Keep up the good work, Porkjet!
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
ArcFurnace replied to Thesonicgalaxy's topic in KSP1 Mod Releases
So yeah, the medium-res textures seem to have saved me 600-1000 MB of RAM over the high-res, which is very nice and should obliterate any memory issues (I got one crash, prior to installing the medium-res textures just now). Not really seeing a substantial difference from the lowered texture resolution, either. -
File's up on Curseforge now, just downloaded it.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
ArcFurnace replied to Porkjet's topic in KSP1 Mod Development
That tricoupler and shrouded engine mount for longer engines look super awesome. What are the parts on the bottom left? Tailplanes for those who prefer wing-mounted engines? -
Is that an update in development I see? I wonder what we'll get. Out of curiosity, what exactly did you do to it? In my own personal tweak, I found that increasing its mass to 1.0 while leaving everything else the same produced an engine that fit nicely into Stupid_Chris' curve for balanced engines while still being very capable. In fact, it actually wound up being one of my go-to rocket engines for early game career mode; it gets unlocked early, the high efficiency is nice, and its lower thrust compared to the LV-T series engines helps prevent excessive acceleration on lighter rockets (which can be a problem, given that I'm using DRE / FAR).
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Plasma-thruster RCS doesn't exist right now. I've definitely thought about it before, although I haven't mentioned it, so I will put this out there now: Fractal, if you can manage to implement plasma-thruster based RCS thrusters (especially QV plasma thrusters), that would be totally awesome, because then I could build that totally propellant-free ship I keep wanting to design.
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Only downside I can think of is that if you go too fast in atmosphere while in thermal turbojet mode your engines will explode from overheating, but that's not a problem if you're careful. On ascent you can just switch to rocket mode when you see the overheating starting, and on descent you just stay in rocket mode (likely not thrusting, since you can aerobrake instead) until you know you're going slowly enough that the engines can handle it.
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Are you trying to pump it by alt-clicking both the containers? Fission reactors can't be refueled that way, you have to have the reactor shut down with no decay heat and no actinides, and then you take a Kerbal out on EVA, get up close to the reactor, right-click on the reactor and choose "refuel". At that point, if you have a connection to a container with fresh fuel (i.e. the UF4 container you mentioned, which ought to work through KAS since KAS basically works the same as docking) the reactor will be refueled.
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KSP 64bits on Windows (this time, it's not a request)
ArcFurnace replied to Lilleman's topic in KSP1 Discussion
Tried with stock and it seemed stable, so I added my usual load of mods. It loads up, but I get semi-random memory access violation crashes (at least once when I hit "autotag" on Part Catalog, at least once when a ship crashed into the ground, but neither reproduced 100% of the time). Updated graphics drivers, didn't seem to fix it. Currently testing OpenGL mode. EDIT: OpenGL mode seems to work, but it does odd things when I alt-tab out of KSP (I play in full screen mode; without forcing OpenGL mode I can alt-tab out of the game and when I switch back it will go back to being full screen, but in OpenGL it seems to switch to windowed mode when I alt-tab away from it and stays that way until I restart the game). Also getting the known zero-decoupler-force bug and the weird-mouse-shenanigans bug. None are gamebreaking, but they are annoying. Did someone say they managed to fix the zero-decoupler-force bug? -
These lovely heat-shielded spaceplane parts and a microwave thermal turbojet from KSP Interstellar are all sorts of fun when combined. I named it Firefly for its luminescent rear end.
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The particle bed fission reactors have a typo in their part.cfg, their resource storage is for "ChargedPower" instead of "ChargedParticles", causing them to generate no charged particles at all because they have nowhere to put them. This MM .cfg should fix it, just make sure you have the latest version of MM (version 2.1.5): @PART [*]:HAS[@RESOURCE[ChargedPower]]:Final { @RESOURCE[ChargedPower] { @name = ChargedParticles } }
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[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
ArcFurnace replied to codepants's topic in KSP1 Mod Releases
Here is a Dropbox link to my copy of the proofread ScienceDefs.txt (downloaded on 4/4/2014). -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
ArcFurnace replied to Thesonicgalaxy's topic in KSP1 Mod Releases
For those wondering what the various dependencies do: EVE is used to add the clouds/city lights/auroras, and is probably the biggest dependency. Texture Replacer appears to be used to replace the skybox (background galaxy/stars texture) and the Kerbin surface texture. Custom Asteroids is used solely to add the Jool ring-asteroids. KittopiaTech Terraforming is used solely to add the Jool ring texture. RSS (included with the BA pack) is used solely to alter the appearance of Kerbin's atmosphere from ground level (no more white near the horizon). I personally left out Custom Asteroids (didn't install the dependency and didn't copy over the folder from the pack) and kept everything else. -
Heavy-lift subassemblies (150 ton and 100 ton payload) get 3.75m cores, with the 150 ton version using 3.75m boosters as well. Smaller stuff is generally a mix of 1.25m/2.5m parts as necessary. I haven't used 0.625m parts much at all in the past, although that might change now that I have Scansat for probes and EVE/Better Atmospheres to make me need said probes to tell where I'm landing on planets with atmospheres.
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The only way that I know of is to have launched the ships before you unlocked the upgrade, parts on vessels already in flight will not upgrade until you manually retrofit them. I suppose you could pre-launch a giant vessel that's nothing but a pile of tiny reactors equipped with docking ports for use later.
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I think both of your problems there are due to the fact that the receiver-throttling tweakable doesn't really work like you might expect (I suggested trying that because I thought it might work, but thanks for confirming that it doesn't). I remember when I was trying to make a microwave-powered spaceplane, reducing the reception would reduce the amount of electricity the receiver said it was getting, but it wouldn't actually reduce the amount of waste heat generated. It looks like for thermal receivers it doesn't reduce the thermal power they produce either, even though the "input power" number displayed changes. Definitely seems like a bug ... at least, I don't think Fractal would have deliberately programmed it to work like that. Doing the math shows that your generator seems to be producing exactly the power it should if your reception slider was still at 100%. So basically, the reception tweakable doesn't actually do anything, even though it looks like it does.
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Just to see if I could do it, I managed to slap together a tiny lander that would fit in the Mk2 cargo bays and land it on the Mun. I did have to use Infernal Robotics extendable rails instead of proper landing gear, though. The reaction wheel helps keep it from tipping over despite the unhelpfully narrow support base. Also, I don't think that design had enough delta-v to get back ... details, details.
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Mess around with the part rotation and you can get them attached properly. Specifically, hit "Q", then hit "A" or "D" until they're the right way up. @Porkjet: Still love the looks of this mod. Things I would like to see added, hmm ... IVAs are always awesome, and you're already on that. Obviously that's going to take a while. Someone else already suggested a 0.625/1.25/0.625 adapter, which I agree would be handy and fit nicely with the shape of the fuselage. Airbrakes have also already been suggested. 5-way aerodynamic-looking RCS thrusters would be nice, as they work well with the bilateral symmetry of the SPH. Maybe some bigger landing gear, the stock ones work well enough but have fairly low ground clearance, and look a little undersized on bigger planes. An integrated fin+control surface (like the Delta Deluxe) might be nice, but the small delta wing + smallest elevon works well enough for now. The half-size version of the Mk2 Fuselage should probably be renamed the Mk2 Fuselage Short to match the Mk2 Fuselage LFO Short (currently it's just called the "Mk2 Fuselage", same as the full-size version).