

Remi
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[1.12.x] Freight Transport Technologies [v0.6.0]
Remi replied to RoverDude's topic in KSP1 Mod Releases
Nuclear rockets are thermal because they heat propellant (helium) directly. They do not produce electricity to generate the heat. If you make the reactor external and use it to generate electricity as the indirect heat source, it is no longer a nuclear rocket. In this case it is a thermal rocket, and you could run it from a bunch of solar panels. You just happen to be using a reactor. You would call the whole ship a nuclear electric thermal rocket, or solar electric thermal rocket etc. But not the nozzle iteslf, it is just a thermal rocket. You are right, it is a bit nit-picky, but the definition of nuclear rocket is more precise than just using a nuclear reactor in the chain. By the way, you can quite comfortably run the nuclear rockets in FTT using solar panels from NFE, if you only use them in a vacuum. It would be impossible to run them in an atmosphere that way obviously. They also only require less than half of displayed EC/s while in a vacuum. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Remi replied to RoverDude's topic in KSP1 Mod Releases
Great looking mod as always. I have noticed a few potential balance issues though, hope you don't mind me raising them: Empty weight of hydrogen fuel tanks: You empty tank weight is 4 times more than the equivalent tanks from near Future Propulsion. FTT 40k unit hydrogen tank empty: 6t NFP 40k unit hydrogen tank empty: ~1.5t So the NFP tanks end up being much more efficient right now. Fusion drives are insane: Seriously, I landed a VTOL fusion drive spaceplane on Eve on a pre-scouted refuelling site to fill up with Karborundum. This thing then landed on every moon in the Jool system after leaving Eve, then went back to land in Kerbin with still 3/4 of a tank left. I could have easily done a full tour on one tank of gas. Once you have a spaceplane with Karborundum and fusion drives it basically is game over. I guess they will need to be very expensive to buy and very far down in the research tree to make up for how awesome they are? Once again, great looking mod. I wish I could create something like this. Oh yeah and a bit nit-picky but: Your nuke rockets require a separate nuclear reactor? This really means that the engines are actually just thermal rockets, if the reactor is separate. I know I just had to say it... -
Hi guys. Hi WaveFunctionP. Thanks to you for updating KSPI. One of my favourite mods. One of the things I have always wanted in KSPI, is to use the KSPI science lab instead of the stock science lab for cleaning out experiments. The KSPI science lab looks a whole lot better imho. As well as providing other functionality, and an IVA. Anyway, I tried adding the functionality with modulemanager, but ran afoul of the ordering requirement for the "cleaning out experiment" module. I had to edit the cfg in KSPI directly, and re-order the modules a bit to get it to work. I now have a working KSPI science lab with added "experiment cleaning" facilities. In case anyone else has ever thought of needing this, the cfg for my KSPI science lab is below. P.S. I hope it is alright to share this. If it is not, I will remove. PART { name = scienceModule module = Part author = Fractal ///model by z mesh = sci_model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 1.7602737, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.7501, 0.0, 0.0, 1.0, 0.0, 2 CrewCapacity = 2 INTERNAL { name = crewtestInternals } TechRequired = advScienceTech entryCost = 11000 cost = 4000 category = Science subcategory = 0 title = Science Laboratory manufacturer = Zefram Kerman's Warp Supplies Co. description = The science laboratory, a location for Kerbals to contemplate novel and innovative approaches to blowing things up. Can generate a small ammount of science per day depending on location, reprocess nuclear waste, generate antimatter (inefficiently) and extract deuterium from oceans. It also has a internal light switch, which is fun AND useful. attachRules = 1,0,1,1,0 mass = 2.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 vesselType = Ship MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataTransmissionBoost = 1.5 crewsRequired = 2 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ScienceModule animName1 = sci1 animName2 = sci2 } MODULE { name = ModuleAnimateGeneric animationName = light startEventGUIName = Lights ON endEventGUIName = Lights OFF } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } }
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Thanks Starwaster. Following your advice I managed to sort out a similar problem I had. I wanted to add the "clean out experiment" functionality to the KSPI lite science lab. I much prefer the KSPI science lab model, and it also has an IVA. Not to mention the science researching function that is useful to stick on a long duration mission ship. After making sure the science module was top in the cfg, I now have a KSPI science lab with the "clean out experiments" function. It kept all it's previous function too. Just what is needed for a long distance science ship.
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[24.2] Karbonite Ongoing Dev and Discussion
Remi replied to RoverDude's topic in KSP1 Mod Development
the problem is myself, and probably a lot of others, use karbonite with a bunch of other mods. None of my craft use just stock and Karbonite parts. But perhaps I can help if you have some specific questions? Edit: I just created a simple jet plane using stock and Karbonite parts only. The X-1 https://www.dropbox.com/sh/2r98ntdkmnmv6hq/AACCMX7Cht5LqqiGfj5j57PGa -
[0.90] TweakScale - Rescale Everything! (v1.50 - 2014-12-24 10:40 UTC)
Remi replied to Biotronic's topic in KSP1 Mod Releases
yeah I just noticed this too. Looks like the tweakscale cfg for Karbonite is based on a previous release. I am having a look at how much work it is to convert it now. Edit: It doesn't look too hard to bring it up to date. I might go ahead and do that, unless someone on the karbonite thread already has a new one. -
[0.90] TweakScale - Rescale Everything! (v1.50 - 2014-12-24 10:40 UTC)
Remi replied to Biotronic's topic in KSP1 Mod Releases
Hi. I wonder if someone can help. I am trying to get tweakscale working with Karbonite fuels tanks. For some reason the tweak settings never show up. I have the latest Karbonite and tweakscale release. Other fueltanks work, just not Karbonite tanks. Can anyone think of what I am doing wrong? -
[24.2] Karbonite Ongoing Dev and Discussion
Remi replied to RoverDude's topic in KSP1 Mod Development
Solved it. I reinstalled the Karbonite mod and all working now. I have run a few comparison tests with engines. Looking much better. Flameout on the various Karbonite engines is around 24km now. Much higher than for stock engines, but the Karbonite engines pay for this (and their TWR) by having a lot less efficiency. This will make them great if you can refuel often, but not generally a replacement for planes launched from Kerbin. -
[24.2] Karbonite Ongoing Dev and Discussion
Remi replied to RoverDude's topic in KSP1 Mod Development
Hi guys. Tried 0.0.12 this morning, hoping to run some more engine tests. I have run across a new problem. My scooped air starts at 100 and runs down to 0 while still on the runway. This is the case for low altitude scoops and for the prop-jet. Is it something I am doing wrong? -
[24.2] Karbonite Ongoing Dev and Discussion
Remi replied to RoverDude's topic in KSP1 Mod Development
I have been testing the engines today. Great work on the models and animations. The way the change colour as well. Fantastic. I have been running into some issues with their use though. Mainly concerning the "scooped air" resource. For the prop-fan the scoped air resource starts to drop around 12km. Which for this engine type might seem reasonable. The problem is the tailoff of the resource is so abrupt you often don't have chance to react. It almost seems you go from full resource to none in the space of a couple of hundred metres. Very easy to end up in a flat spin due to flameout. For the jet engine the scoped air resource seems to run out at around 8km high. So lower than the prop-fan. It does not allow you to get up to any sort of reasonable speed for a jet engine. Again the tailoff in resource seems way too abrupt. Ending up in a flat spin is very easy. I would say an increase in height for this engine makes sense. With a more forgiving gradient as well, like for the prop-fan. It has been a while since I played with jet engines, so I am going to run some comparisons with the stock engines to see how they behave. I just ran a comparison test using a basic jet engine, a radial body, and a basic air inlet, to represent a single Karbonite jet. So using two of these on the same plane in place of the two Karbonite jets I found: Basic jet has half the mass, but much lower thrust. Karbonite jet maintains better TWR. But basic jet has twice the specific impulse. In actual use, I find intake air resource starts to run out at around 7km in this case. So slightly lower than for the scooped air resource. However intake air reduction gradient was such that I could happily fly to 15km and run level at that height. This meant that although the Karbonite jet has much better thrust, the final top speed of the plane is more or less the same. Because the basic jet can take advantage of much thinner air at 15km, rather than 8km. The Karbonite jet was much faster to get to top speed of course. So based on all this, my humble recommendation would be to increase the height that the Karbonite jet engine starts to lose scoped air resource a little bit. But the main thing would be to massively increase the gradient of resource loss relative to height. I intend to try a comparison with turbojets and maybe some firespitter props later on. By the way is the "scooped air" resource similar to the "intake atmosphere" resource that KSP-I uses? -
[24.2] Karbonite Ongoing Dev and Discussion
Remi replied to RoverDude's topic in KSP1 Mod Development
I had exactly the same issue as Ringkeeper. Also found my extractor didn't work today. Uninstalling ORS and Umbra folders and reinstalling fixed it. Cheers. Also, once again, congratulations guys on a solid mod. -
[24.2] Karbonite Ongoing Dev and Discussion
Remi replied to RoverDude's topic in KSP1 Mod Development
Hi guys. Finally signed up to the forums today just to say well done on a very promising mod. I have been testing the latest dev release and even now in it's current state I prefer it to Kethane. In the latest release I can confirm as working: Extraction works. Sometimes a bit slow if you are on a low yield spot but this is expected. The current extractor drill is a little unwieldy unless using the landing leg frame. Which is a bit ship-design limiting. I had to mount it on the side with a hinge from robotics in the end. It did the job. But the planned radial drills will overcome this problem. Conversion works, at least for monoprop and LFO if it is all in the same stack. I seem to have run into an issue where my side tanks did not get fueled, but it was easy to work around by using fuel transfer from the main tank. It may well be that this is a designed limitation, and I believe Kethane extraction would have had the same issue. Scanning for deposits works. I had a good number of orange high-yield sites show up from orbit. Not working (or possibly me being a noob): I have the dev release of scansat (V7.). I could get all other resources to show up on the maps (like ore etc) but did not manage to get Karbonite to show up. It did not even show a resource yield percentage when mouseing over the map. I was using the latest scansat dev release. Latest Karbonite release. Used both the standard sensor (which has Karbonite on the resource list) as well as the new karbonite sensor. I went into settings in scansat and selected Karbonite, but nada. All other resources in there show up OK. As I said, maybe I am doing something wrong, in which case someone please enlighten me Having said all that, you dont actually need scansat to make use of Karbonite and extract, so it is not a show stopper. It's a nice to have. Finally would like to congratulate the mod devs for a job well done. This is shaping up to be a great mod.