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Everything posted by lurkoholic
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I'm also having trouble with the throttle limits. The engines that I set up for the Stockalike pack are fully throttleable even with throttle limits. Here's an example of one for Ven's Stock Revamp that should only run at full throttle, until later tech levels: @PART[LVT15]:FOR[RealFuels_StockEngines] //LV-T15 "Dachshund" Liquid Fuel Engine { @mass = 0.29 @cost = 344 %entryCost = 1720 @maxTemp = 1869 @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 200 @heatProduction = 154 @atmosphereCurve { @key,0 = 0 266 @key,1 = 1 228 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = Ethanol75 ratio = 52.660728 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 47.339272 %ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 2 origTechLevel = 2 engineType = L origMass = 0.29 configuration = Ethanol75+LqdOxygen modded = false CONFIG { name = Ethanol75+LqdOxygen maxThrust = 200 heatProduction = 154 PROPELLANT { name = Ethanol75 ratio = 52.66072829648775 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 47.33927170351225 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.8556 IspV = 0.9021 throttle = 1 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2.1 } } } CONFIG { name = Aerozine50+NTO maxThrust = 210 heatProduction = 154 PROPELLANT { name = Aerozine50 ratio = 50.17301038062284 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 49.82698961937716 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.8832 IspV = 0.9215 throttle = 1 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2.1 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 210 heatProduction = 154 PROPELLANT { name = Kerosene ratio = 37.69408655434424 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 62.30591344565576 %ResourceFlowMode = STACK_PRIORITY_SEARCH } IspSL = 0.9200 IspV = 0.9700 throttle = 1 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2.1 } } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = true }
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
lurkoholic replied to Raptor831's topic in KSP1 Mod Releases
I've used ScanSat without any problems. Engines without configs (default to 45/55 kerosene/LqdOxygen) or recently updated configs won't require ullage. I don't think they they will have limited ignitions, either. In the VAB/SPH description they will have "not subject to ullage" where the number of ignitions are usually shown. Anybody else having these problems with new configs: No current stage delta-v info in KER while the engines are running. & Throttle limits don't work. All my engines can throttle down all the way to 0 thrust. -
I upgraded my 0.90 64k career save to 1.04 and haven't had any problems with it so far using the below fix/workaround:
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KSP Interstellar Extended Continued Development Thread
lurkoholic replied to FreeThinker's topic in KSP1 Mod Development
I think this is caused by Advanced Jet Engines. Try removing that mod. It worked for me, but I hope they can be made compatible soon. Freethinker, is the "Rad hardness: 1" message supposed to appear when the radiation effects are disabled? -
Real Fuels uses DepletedUranium in the NTR engines (sorry if I'm misunderstanding what you mean by "anyone else" ).
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
lurkoholic replied to Raptor831's topic in KSP1 Mod Releases
I'll probably set those up this weekend. Some of it should already work, I think I just need to add the MK1-2 capsule RCS, the new srbs, and the engine that look like an SSME. -
@PTNLemay, Just start another career save on super easy mode (except you may need to turn on unlocking costs for those to show up), and unlock as many nodes as you can. Then quit, and edit your persistence file to have a bunch more science and funds to unlock the rest of the tree.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
lurkoholic replied to Raptor831's topic in KSP1 Mod Releases
Sorry if I wasn't clear. They worked for me with effects using the current release (which has an outdated .cfg for the LV-N cluster engines). I then updated the .cfg file for the LV-N cluster engines to use ModuleEngineRF, and that caused the effects to no longer work. Hopefully configuring them for RealPlume won't be too difficult. Edit: Copying the RealPlume LV-N config by Svm420 worked pretty well. I'll just have to adjust the height of the plume/flare for the LV-N cluster engines. Also, I think the plume might expanded a little early (low in the atmosphere) on the NTR's since they all should have decent nozzles for use in vacuum. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
lurkoholic replied to Raptor831's topic in KSP1 Mod Releases
I checked the LV-N cluster engines and they worked fine in sandbox mode. I ran them back through the web-app so that they would have ModuleEnginesRF and anything else that has changed since 0.90. They worked, but no longer had any effects. Will all engines need a RealPlume config to show effects? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
lurkoholic replied to Raptor831's topic in KSP1 Mod Releases
I submitted those. I'll look at them tonight if I get a chance. -
They worked pretty well for me. Just hold Alt when attaching the TVC engines and their fairings. To attach anything to the bottom of the engines and tanks, you just need to change the 5th number on the node_stack_bottom from 1 to -1 in the .cfg files. Alternatively, you can enable "ignore node orientation" (or something like that) from the Alt-F12 "cheats" menu, and they will be able to attach the correct way. - - - Updated - - - The nodes are size 3, they just look small on the huge tanks:). Will nodes larger than 3 increase the strength?
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I checked in the latest Real Fuels (v10.5). All seven tank types for the "Procedural Real Fuels Tank" unlock at Basic Rocketry.
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I suspected you meant that (that's why I said maybe ). What would make it more stockalike? Less complicated ends? Similar texture to a stock tank?
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Maybe you could rescale saabstory88's Centaur G?http://forum.kerbalspaceprogram.com/threads/117844
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KSP Interstellar Extended Continued Development Thread
lurkoholic replied to FreeThinker's topic in KSP1 Mod Development
Right, I think Interstellar Fuel Switch and Real Fuels conflicted over filling the fuel tanks with non-stock fuels. Maybe that no longer happens? I plan to just install KSPI-E the "hard way":), and try it without IFS if necessary. -
KSP Interstellar Extended Continued Development Thread
lurkoholic replied to FreeThinker's topic in KSP1 Mod Development
You probably have a mod that is marked incompatible with KSPI or one of its required mods. For me, Real Fuels prevents me from installing KSPI because it is marked incompatible (conflicts) with Interstellar Fuel Switch. Using CKAN v1.10.3, the conflicting mod (Interstellar Fuel Switch) is highlighted red when I try to install it with Real Fuels. -
[1.0] 5dim Helium-3 Space mining [2015-05-2]
lurkoholic replied to odin_spain's topic in KSP1 Mod Releases
If harvesting He3 from Minmus or Mun is too easy (even in low concentrations), you could add it to the poles of Tylo or Dres. -
Maybe the "canon" version of female Kerbals all kinda look the same..
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
lurkoholic replied to Raptor831's topic in KSP1 Mod Releases
This sounds good to me (disclaimer: I play with 6.4 scale). I haven't seen many of the new Isp ratings for the stock engines, but I would keep the ratings somewhat realistic. The new SRB (Flea?) could be based on the old RT10. 1.0 Isp multipliers (or maybe slightly less), but with a starting Tech Level of 0. If anyone wants them to more closely match stock, they can use the "useRealisticMass = false" Real Fules setting, and decrease the Isp for all engines using KIDS. -
KSP Interstellar Extended Continued Development Thread
lurkoholic replied to FreeThinker's topic in KSP1 Mod Development
Did this change recently? I don't think I've needed more than one small radiator for a probe at 1AU, but I am using 64K, if that makes a difference. -
Did you use SpaceHungryMan's updated OPM 64K? Make sure you download it by clicking "Download ZIP" on the github page, and not one of the releases. It worked for me, but I didn't use the cloud pack configurations, since I wasn't using EVE (I don't think those would affect the planets showing up, anyway).
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The stockalike engine pack (http://forum.kerbalspaceprogram.com/threads/81239) works with FASA. If any of the newer engines don't work with Real fuels, make a post in that thread, and somebody will probably add them. Or you could submit them yourself (Raptor831's webapp is pretty easy to use, especially if you look at a few examples). Realism Overhaul will rescale the parts to their real life sizes and specs.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
lurkoholic replied to Ven's topic in KSP1 Mod Development
If you can't edit the "tank" in the capsule to add electricity, try the latest "Fuel_Conversions.cfg" from Raptor831's github. It works for me (even though Module Manager says it contains errors). -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
lurkoholic replied to Ven's topic in KSP1 Mod Development
Most (all?) of the engines should be included in the Stockalike engine pack. There isn't a config yet for the Mk 1-2, but it should work with Hydrazine.