-
Posts
572 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Tellion
-
Nice to see you made it here Well depends on what you want it to do. It is very possible that it gets confused about things like ascent and landing guidance (though landing guidance can work rather well, I have not tested ascent guidance); things like maneuver planning or the various utility stuff goes unaffected by this mod.
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Tellion replied to Starwaster's topic in KSP1 Mod Releases
It is a resized version of the stock Kerbol system, to 6.4x the scale. Bigger planets make for higher orbital velocities, thus much harder reentries. This is the version I am using. Oh, and sorry for the offtopic ._.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Tellion replied to Starwaster's topic in KSP1 Mod Releases
For stock size that surely is true, but getting spaceplanes/shuttles safely to ground in an 64k install is quite challenging! Absolutely recommended if you want more challenging reentries while preserving a stock feeling.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Thanks alot for that one, it is greatly appreciated! Also, that delta V map of yours proved really useful when planning those first 64k interplanetary missions. I have a question about resizing planets, more specifically about the relationship between surface gravity and mass. When increasing the radius of a planet while keeping the gravitational acceleration at the surface the same, wouldn't the mass have to increase according to |g| = (G*M)/r², |g| being the gravitational acceleration at the surface, r being the radius and M being the mass of the planetary body? Increasing radius and mass by a factor of 6.4 would then yield a drastically lower gravitational acceleration at the surface.There could be an error of thought or maths behind this, but if Kerbins radius and mass were changed by 6.4, surface gravity would make up only about 1.53m/s². Nice! Copying the RealSolarSystem.cfg from the linked github repo in the RSS folder in gamedata will suffice to install this, right? Btw, 100th post! Yay
-
What is recommended for FAR is using KJR (also by ferram) and looong, sleek rockets. If you pitch to around 85 degrees at the right time (experiment with different speeds between 10 and 100 m/s!) you just need to follow the surface prograde after that - gravity will slowly turn your rocket over and you should be at something like 45 degrees pitch at 10km altitude. I have seen people executing this in a fashion where they did not need to touch their rocket again or have SAS enabled apart from staging until they had their desired apoapsis, not that I am capable of that myself
-
What if the KSC was on another planet or a moon? (Hypothetical scenario)
Tellion replied to GigaG's topic in KSP1 Discussion
Team Moho! Launch windows all the time (and huge delta v costs to mitigate any benefit from launch windows ) Altough when playing 6.4x and launching in between windows can get up to like 50k dv it might actually be worth it... -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Ah, well that makes significantly more sense. I initially thought that as well, but the cfg documentation for ModuleEngines said "Not to be confused with ratio relative to other propellants." regarding the ratio parameter... Thanks for clearing that up! So ratio is basically just the percentage of each fuel being used and the actually fuel consumption in liters/s gets calculated by the game? Nice. -
A modern one, and marvelous to listen to in my humble opinion. Slightly less modern, but absolutely on par in terms of beauty is this one here: Enjoy !
-
Also SpaceY for more bang for your buck
-
Keystrokes going trough is unfortunately still a thing (on my install that is). Ubuntu 64bit. Good luck with and big thanks for your efforts of getting it sorted out!
-
Second Post in this Thread.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
I have one more (this should be the last) question: After applying the script to rename all the now obsolete Squad files, there are (as expected) some mods that use those textures. Everything that copies a stock part with +PART for example. Those parts do not get loaded anymore, so how do I point them to the correct location via a MM patch? One example would be this: +PART[nuclearEngine]{ @name = nuclearEngine-trimodal @author = NovaSilisko, Starwaster @title = LV-N Atomic Rocket Motor, trimodal @description = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly. This one can inject LOX into the nozzle stream to increase thrust at the expense of fuel efficiency. @MODULE[ModuleEngines] { @minThrust = 0 @maxThrust = 111.2 !atmosphereCurve{} atmosphereCurve { key,0 = 0 925 key,1 = 1 556 } } !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleAlternator OUTPUT_RESOURCE { name = U235Rods rate = -0.0000000005 } OUTPUT_RESOURCE { name = DepU235Rods rate = 0.0000000005 } OUTPUT_RESOURCE { name = ElectricCharge rate = 3.0 } } MODULE { name = ModuleGenerator //resourceThreshold = 0 isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 1.5 } OUTPUT_RESOURCE { name = DepU235Rods rate = 0.0000000005 } INPUT_RESOURCE { name = U235Rods rate = 0.0000000005 } } RESOURCE { name = U235Rods amount = 5 maxAmount = 5 } RESOURCE { name = DepU235Rods amount = 0 maxAmount = 5 } MODULE { name = ModuleHybridEngine configuration = Hydrogen techLevel = 5 origTechLevel = 5 maxTechLevel = 8 engineType = N origMass = 6.8 CONFIG { name = Hydrogen thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 111.2 heatProduction = 300 fxOffset = 0, 0, 1.0 PROPELLANT { name = LqdHydrogen ratio = 1.0 DrawGauge = True } PROPELLANT { name = U235Rods ratio = 0.00000000001 } atmosphereCurve { key = 0 925 key = 1 556 } IspSL = 1.016483516483516 IspV = 1.016483516483516 } CONFIG { name = LqdHydrogen+LqdOxygen thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 303.9466 heatProduction = 325 fxOffset = 0, 0, 1.0 // Assuming LOX / H2 ratio of 3-1 (mass) // 0.6941 Isp // volume ratio conversion // 1.141 kg LOX (1L) x3 // // 1.141 kg LH2 (16.10444601270289L) // mixture ratio by mass: // = 0.003423 kg O2 // = 0.001141 H2 PROPELLANT { name = LqdHydrogen ratio = 16.10444601270289 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 3.0 DrawGauge = False } PROPELLANT { name = U235Rods ratio = 0.00000000001 } atmosphereCurve { key = 0 642 key = 1 386 } IspSL = 0.6941 IspV = 0.6941 } } } Any ideas or help greatly appreciated -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Hi, is there any place you can read up on the parameters of engine configs? More specifically I have trouble understanding how you can define all three of Isp, thrust and fuel consumption (maybe I do not understand the function of the "ratio" parameter correctly?) at once, since for each two being defined, the third would be strictly set by my understanding... Thanks for any help in advance! -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Tellion replied to bac9's topic in KSP1 Mod Development
Well then this is going to help you! It actually allows to delete most (if not all) other wing parts, saving you alot of ram in the process. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
I never knew there was such a thing! Having installed via CKAN this escaped me, thanks alot Found it on github; its the VSR_prune.bat or .sh files, depending on your OS. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
Meh, I had hoped to avoid that. But deleting textures of parts that are covered by this mod should do the job then. Though then you have mods referencing some of those textures here and there so that might not be that great either... -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tellion replied to Porkjet's topic in KSP1 Mod Releases
Cannot handle this level of fancy. Oh yes please! Nuclear Powered Planes for Eve *dreams* -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
Out of curiosity, if someone purely hypothetically speaking were to push his game to the absolute limit with mods RAM wise, copying the "Squad" folder in GameData/VenStockRevamp over the regular one would replace all the textures without loss of function or double textures anywhere, right? -
And prepare your computers for meltdown *Checks wallet* *haz dissappoint* :3
- 3,404 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
Is support for RT signal delay anywhere on the horizon or is it still on the "would be nice to have, but..." list? Just out of curiosity
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
Tellion replied to Zorbaq's topic in KSP1 Mod Releases
warranty void if interacted with in any way, its the kerbal way -
[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
Tellion replied to Zorbaq's topic in KSP1 Mod Releases
There is an integrated RTG in this thing, giving you 0.25EC/sec. I threw a quick config together modifying the Antenna and EC amount in the backpack, no guarantees of it working or providing any fun whatsoever @PART[VT_FSPack]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %IsRTActive = true %Mode1OmniRange = 10000 %EnergyCost = 0.25 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 2.5 } } %MODULE[ModuleSPUPassive] {} @RESOURCE[ElectricCharge] { @amount = 250 @maxAmount = 250 } } This changes the antenna to have a range of 10km, use up 0.25EC/s (all of what your tiny generator provides) and drastically lowers EC cost per packet, while giving your batteries more capacity in return. Transmitting a surface sample will cost you about 38 units of charge this way, enabling you to transmit quite a few of them before having to turn the antenna off - at that point your batteries will slowly start filling up again. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Tellion replied to bac9's topic in KSP1 Mod Development
There is also the pleasant middle ground of including a legacy folder that can be installed by ppl with older saves, while being completely ignored by everyone else -
So I can get away with that? Nice! Though I am not sure how we get to those numbers. It drops to something like 5k Isp at 10km, which still seems like alot... care to elaborate? Oh and yes, I am using realfuels. Looking at all the spaceplanes we have got now, I would say yes No seriously, it will nerf them into being realistic - and that makes building your own Spaceplanes really damn hard if doable at all. (If you manage it, I bow to you^^) I am currently playing a 6.4x rescale game and have not made a single one yet, and its easier here than in RSS. I was a little sad about that initially, but trust me, building space shuttles is just as fun! Also you start appreciating the ingenuity behind it all.