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lurkoholic

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Everything posted by lurkoholic

  1. Shouldn't LqdHydrogen have a density of 0.00007085? It's 0.004 on your link.
  2. I think I had to put a Kerbal in the zoology lab to complete the plant growth experiment. Edit: I'll have to check that (might have been another experiment). The station science OP states that only a science lab is needed.
  3. The newest version of pellinor's TweakScale is v1.52.1, and should work with this mod. Hopefully, an updated KSPI-Extended will help with technoDaleks problem. Also, it might still be a bad idea to use a tweak-scaled part as the "root" part when building in the VAB/SPH (can cause rescaling when reverting or switching vessels).
  4. For me, in 64K, the island airfield locations were far enough off that I couldn't complete it. I just used alt-F12 to mark it complete
  5. Are all of the RealFuels compatibility MM files now included in this mod? After installing KSP-I Extended 0.7.21, I can't fill any of the tanks for RealFuels (debug console shows error messages like "[Error]: Unable to find tank definition for type "Cryogenic" reverting." when selecting a tank).
  6. @Raptor831: Thanks for the fix! Maybe my tweaks only changed the pod function because I broke something:confused: So is :FOR[ ] only necessary for a mod with a different name than it's main folder in Gamedata (like this mod)? @karamazovnew: Could you base the price on tank dry mass? A Hydrolox tank will have a lower dry mass than a Kerolox tank. Obviously a cryo tank would cost more, but I'm not sure about the baloon tanks (they would just require extra Helium/pressurant, maybe that's not very expensive). I think at one time, the balloon tanks weren't supposed to allow radial attachments. The hypergolic fuels already costs signifcantly more than LqdH2 or LOX in RealFuels, maybe you could multiply all of them by the same amount to bring Kerolox closer to stock LiquidFuel/Oxidizer? Here's some real world costs from 2001: www-pao.ksc.nasa.gov/kscpao/nasafact/pdf/SSP.pdf. I didn't know that LqdH2 and LOX for fuel cells would cost more...I guess that makes sense. Didn't they drink the water from the fuel cell in the Apollo capsule?
  7. I don't think the :NEEDS[sDHI] works since SDHI isn't a plugin, and Sumghai doesn't use FOR:[sDHI]. I tried adding FOR:[sDHI] to the "@PART[Mark1-2Pod]....." line in "SDHI_SMS_MMPatch_TACLifeSupport.cfg", which allowed the pod to be edited again, but it didn't auto-fill the TACLS resources.
  8. It worked fine with Revamp+TACLS, I'll look at it more thoroughly tonight. I know SDHI has atleast one MM patch with :FINAL (the one that adds the umbilical port), but removing that one didn't help.
  9. Raptor831, I didn't notice this before I sent the Sea Dragon configs, but the webapp now sets the same max thrust for all configs for an engine. Looks like a lot of the engines from the repo are set that way (Hydrolox has the same max thrust as Kerolox). Also, SDHI breaks the tank editor for the MK1-2 Comand pod. It will still show up with Food, Oxygen, Water, etc. for TAC (and Ablative if you also have DRE & Ven's Stock Revamp), but you can't edit what resources are in the pod, and it doesn't contain any Electric charge or Hydrazine.
  10. Did it look like Earth at the loading screen? I installed it on a fresh copy of KSP last night and didn't notice this problem. Did you install RSS separately? I know if you install RSS using CKAN, it forces you to pick a Solar System texture pack (including Earth). Maybe you have some extra textures in your RSS folder? I think the Earth texture might actually be called 'kerbin'?
  11. Thanks, I look forward to trying the iPad version.
  12. What are the requirements to run it? I got a "Your device isn't compatible with this version." on the play store page for my Huawei Ascend Mate 2 (1280x720, 2GB RAM, Android v. 4.3).
  13. If you're launching with a partially filled EFT, you could lower the max thrust on the boosters, or move them a little closer to the shuttle. Also, make sure the Thrustmax engines are trimmed to 14 before launch.
  14. Assuming the 20T engine wobbles around when SAS is active, I could see it moving an orbit that much or more. An extreme example of this (unless it has been fixed since 0.23.5): I aerocaptured an asteroid with a long wobbly ship attached that later reached escape velocity when flopping around. A cluster of engines would probably require extra shielding between the engines, and possibly above the engines.
  15. Have you tried this mod: http://forum.kerbalspaceprogram.com/threads/55985-0-23-23-Jan-Space-Shuttle-Engines-V1-0-NEW-Art-Pass-Cryo-Effects-Balancing-OMS Maybe you could make a tweakscale config for larger engines, at least for testing.
  16. I'm pretty sure our solar system is just called the "Solar System" or "Sol System". According to a very reliable source, the Terran System is the Earth-Moon (Terra-Luna) system If you don't mind me asking, what other games have you modded? I look forward to trying this out, maybe with a Real Fuels config (the alien ships could run on Uup ).
  17. Kerbal engineer has a toggle to show the thrust/Isp for atmospheric (sea level) and vacuum. It also can show your ship's TWR and ISP for all of the planets and moons. I don't know of any other way to get the sea level thrust, other than using a calculator
  18. NorthStart, Have you looked at the SNTP report (I think it's a follow up program to Timberwind)?http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA305996 Their engine had an ISP of 930, and TWR=20 without shielding. With internal shielding (not enough shielding for a manned rocket), their TWR was more like ~10-16. It also states that a partial-flow expander cycle could improve the ISP to 960 sec. at 2870K. The fission reactors have minimum output settings (25%?), and can only be activated or shut down by Kerbals, right? With your power increases, will this shorten the longevity of a fission powered probe, or will you increase the fuel stored in the reactor? Also, thanks for all the work you and FreeThinker have done on this!
  19. dtobi's mod has parts to convert tanks into wet workshops. Maybe you could use it? http://forum.kerbalspaceprogram.com/threads/84224-ON-HOLD-Klockheed-Martian-Special-Parts-V2-2-28-Nov-Dev-Thread Also really looking forward to the new parts for my Minmus base. Keep up the good work!
  20. Northstar, Do you have a good source showing the F-1 extendable nozzle? I thought the nozzle extension was just "bolted on" below the nozzle, and was the section that wasn't cooled by fuel lines. Would engines like the LV-909 have worse Isp SL using this formula? I think it used to have something like Isp SL = 100 seconds. Would it be difficult to vary Isp based on throttle position? This aerospike study suggest that it could have slightly increased Isp when throttled in vacuum: http://enu.kz/repository/2010/AIAA-2010-7060.pdf
  21. Just make sure you don't turn the pumps on in the VAB. I did that once on a rocket with a long build time and ended up with partially filled tanks and no funds to fill them
  22. If you've unlocked launch clamps, you can remove part of the fuel in the VAB, and fill them on the launch pad by right clicking on the clamps and turning the pumps on. Doesn't it make more sense that the crawler would hit it's weight limit before the launch pad anyway?
  23. Citizen247 recently mentioned an interest in making a radiation mod in the RO thread. http://forum.kerbalspaceprogram.com/threads/99966-0-90-Realism-Overhaul-7-0-6-2015-019
  24. There's one included with RealFuels now that also functions as a heat pump. It's the same model as the one in Interstellar, but it's dark blue (black?) instead of red. Northstar1989, Wouldn't it be better to still have a separate heat removal system for the reactor/generator since higher temperature radiators would radiate more heat? If the reactors/generators have increased temperature in-game (even when most waste heat is radiated), that would heat adjacent fuel tanks.
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