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Everything posted by The Pink Ranger
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Your patch works but there's no option to stop it from spinning. Anyway I made an MM patch to add modular life support tanks to all of the hab modules. It works except that all of the hab modules now have almost no mass even when full. Could someone take a look at this and help me troubleshoot? Thanks. @PART[centrifuge1] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 2332 } } @PART[inflato1] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 2332 } } @PART[inflato2] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 2332 } } @PART[inflatoFlat] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 2332 } } @PART[orbitalorb] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 2332 } } Edit: Added indentation
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parts [1.12.x] Asteroid Recycling Technologies
The Pink Ranger replied to RoverDude's topic in KSP1 Mod Releases
Game balance aside check out this website on asteroid/comet mining: -
So I just came in for my first ever space plane landing with the pre release. My wheels touched down and made a skidding noise and I thought "oh cool" and then I hit the brakes and the SABRE engines made this awesome retro noise that MADE the landing for me. Those little details make all the difference. Seriously AWESOME job guys. I'm glad you're sharing this with the rest of us.
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[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
Oops I just checked and it does still give you a count down. Anyway I was messing around with the custom window editor and got mechjeb to display the target's LAN and my own LAN which means I can time my launch perfectly now. Unfortunately it's still difficult to get my heading perfectly lined up with the target plane. Man I need to learn C#. Edit: Okay I got it: Make a custom window with 1. Target LAN 2. Your LAN 3. Heading to target Wait for the target LAN and your LAN to equal eachother then look at your heading to target. If the target is behind you subtract 180 from the indicated heading and get your prograde marker on the resulting heading. Should be just as accurate as any autopilot. I'm sure half of you already knew that but there ya go just in case. -
[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
I mean ascent guidance doesn't work when you're launching off the runway. -
[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
Does anyone know of a plugin that'll show you when you're about to intersect the plane of your target's orbit PRE launch? (Longitude of the ascending node I think??) So far I've been eye balling it by going to map view, putting the target's orbit through the middle of Earth, and launching when I see my own vehicle cross the target's orbit. It works okay but I'm usually a few degrees off and it takes a LOT of dV to correct. Edit: I know I can use mechjeb to launch into the plane of the target, but it doesn't work for space planes. -
[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
Hey guys. Ferram's ISP scaler doesn't seem to work with the NTRs in Interstellar so I made a couple of MM config files to scale everything up for RSS. Links in my sig if you wantem. -
I worked out all of the values for all of the Molten Salt/Gas Core reactors, the Fusion Reactors, and the AIM reactor and it all works fine in game. Now I'm trying to figure out MM which I should have done from the start. Just wanted to run this MM config by someone who knows what he's doing. This is supposed to alter the core temp and the thermal power, see anything wrong with it?
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So I've been going through the configs and in order to get the 3.75m Gas Core's Isp up to 5863 (2.1 times default Isp for Real Solar System) the core temperature needs to be 119000K. Is that even (theoretically) possible? Edit: Never mind. It's kind of high but it's only a little greater than what the wiki article says for whatever that's worth.
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Yea found a formula on Fractral's wiki. If thermal power does not affect ISP then all I have to do is: 1: raise core temp till I get the desired ISP 2: raise thermal power to bring thrust back up to where it was 3: Adjust radiators to compensate for higher thermal power I could go through and do it all experimentally but there's got to be a formula sheet somewhere that'll allow me to adjust everything just by looking at the cfgs. EDIT: Okay here's the data I collected on an un-upgraded 3.75 Molten Salt: Core temp: 1674 Kelvin? 596.2s - 3142.7Kn Core temp: 1674 x 2 843s - 2222.2Kn Core temp: 1674 x 4 1192.4s - 1571.3Kn Now I just need to curve fit it.
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Hey guys I'm using real solar system and KIDS doesn't seem to scale the ISP of the thermal rockets at all. I'm trying to figure out what I need to edit to get everything in line with a solar system that's 10 times the scale. The temperature of the reactor is what controls the ISP of the nozzle attached to it right? I'm thinking I need to tweak the "reactortemp" field in the reactor config files and alter the heat radiators to compensate as well. If this is the case does anyone know how ISP scales with temp? If I can figure out module manager I'd be happy to share the files. Thanks. Edit: Okay yea doubling the core temp seems to have increased the ISP by a third. Does anyone have a formula that'll make this go smoother?
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[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
Learning has occurred. I love this game. -
[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
Yea using FAR's atm density display. It gives you decimals I just rounded to fractions to make it easier to compare with all the charts on google. Also gives you Pascals if you open up the flight data window. -
[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
Hey I noticed the atmospheric pressure using FAR is a little high. I'm getting about 1.2 atm at sea level (at Cape Canaveral) when it should be 1, and about 1/65 atm at 31km when it should be 1/100. Anyone know how to adjust the values? Is there a cfg somewhere I can edit to change this? -
[1.2] Real Solar System v12.0 Dec 8
The Pink Ranger replied to NathanKell's topic in KSP1 Mod Releases
From the OP: Does this refer to some kind of eve overhaul? I've been searching the thread and forums but I can't find a link to this anywhere. Edit: Never mind I got it. -
Yea I second that. I think distant objects is preventing the night lights from appearing on kerbin from the tracking station view. Also it's only happened once so far but the first time I loaded up the game with distant objects the light "layer" for Kerbin was out of phase with the surface of the planet by the entire width of Kafrica. I tried to land a vehicle based on the lights and ended up several kilometers off the western coast. Edit: Okay so the second time I load up the game everything seems to be working fine.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
The Pink Ranger replied to rbray89's topic in KSP1 Mod Releases
Anyone else having issues with the Kerbin night lights being out of alignment? The lights are out of phase by the entire width of Kafrica (the continent with ksc on it). I tried to land where I thought ksc was based on the lights and came down a good ways off the western coastline. Edit: I'm using the low res version btw. Edit 2: Just reloaded the game and it seems to be fine now. Either it was a freak occurrence or loading up distant objects for the first time screwed with it somehow.