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Everything posted by 01010101lzy
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[HeavyWIP]RealStock Remix - A RF Engine Config
01010101lzy replied to 01010101lzy's topic in KSP1 Mod Development
Yeah I know, and I have thought of this, but it's not so stockalike and inspiration-friendly. Especially on creating HUGE rockets for, say, delivering 900t cargo to LEO. They do not have large-enough cryogenic engines. And building rockets is restricked to a few unchangeable parts, which is not good for something like a Jupiter exploring mothership. -
I am using RF Stockalike configs in my RSS KSP save, but I found out that the Stockalike engines can't fit my real super-heavy needs.(And also Tweakscale is broken in RF) So I am working on this, a RF partially-realistic engine config. The config will be based on RF Stockalike, and will be added some real or realistic engine configs for big crafts.Later, not finished yet Also the ignition number will be changed to match the old EngineIgnitor performance. Ignition times table: [TABLE=class: grid, width: 550] [TR] [TD]Times\Fuel Engine Type\[/TD] [TD]LqdH2 LqdO2[/TD] [TD]Kerosene LqdO2[/TD] [TD]Hyper- golic[/TD] [TD]Mono- propellant[/TD] [TD]LqdCH4 LqdO2[/TD] [TD]Nuclear Thermal Fuel[/TD] [/TR] [TR] [TD]Lower[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]x[/TD] [TD]1[/TD] [TD]x[/TD] [/TR] [TR] [TD]Lower+[/TD] [TD]1[/TD] [TD]1 5R [/TD] [TD]2 5R[/TD] [TD]x[/TD] [TD]2 5R[/TD] [TD]x[/TD] [/TR] [TR] [TD]Upper[/TD] [TD]2[/TD] [TD]3 3R[/TD] [TD]4[/TD] [TD]x[/TD] [TD]3 4R[/TD] [TD]x[/TD] [/TR] [TR] [TD]Upper+[/TD] [TD]4 8N[/TD] [TD]2 4N[/TD] [TD]4 iN[/TD] [TD]iN[/TD] [TD]4N 12N[/TD] [TD]x[/TD] [/TR] [TR] [TD]Aerospike[/TD] [TD]2[/TD] [TD]2[/TD] [TD]x[/TD] [TD]x[/TD] [TD]2[/TD] [TD]x[/TD] [/TR] [TR] [TD]OMS[/TD] [TD]12N 24N[/TD] [TD]x[/TD] [TD]24N iN[/TD] [TD]iN[/TD] [TD]24N[/TD] [TD]x[/TD] [/TR] [TR] [TD]Nuclear[/TD] [TD]80N[/TD] [TD]x[/TD] [TD]x[/TD] [TD]x[/TD] [TD]x[/TD] [TD]iN[/TD] [/TR] [TR] [TD]Side attached[/TD] [TD]12N[/TD] [TD]24N[/TD] [TD]iN[/TD] [TD]iN[/TD] [TD]x[/TD] [TD]x[/TD] [/TR] [/TABLE] i=infinite R=for reusable rockets N=no subject to ullage x=no such fuel Multiple numbers on the table means the type of engine can have multiple config types KW Rocketry Stock Known Issue: not found. See RFStockalike's thread for possible known issue. Because it was unfinished, inside the folder is a total mess. Delete the RF_RSRemix folder every time you update. RELEASE DELAYED: TOO MANY PROJECTS WIP
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
01010101lzy replied to Raptor831's topic in KSP1 Mod Releases
I want to build new engine configs based on RFStockalike. Is it okay to simply release the modified configs with the original licence? -
Okay, I'll try with different versions and try to remake the error. Thanks!
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- ksptot
- mission planning
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Having trouble connecting in the Community x64 version. KSPTOT plugin loaded, and firewall disabled.
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- ksptot
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Fuel leaking is very annoying in long-way journies in RSS, and I want to find some active cooling methods like the old RF and NearFuture Electric do.(They don't have that active cooling way after 1.0 update.) p.s. Those mods had deleted their active cooling codes after update, so the old module wouldn't work anymore.
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(WIP) The Martian Rockets
01010101lzy replied to MajorLeaugeRocketScience's topic in KSP1 Mod Development
Nice work! A little question, will you make a RSS compatible version? Looking forward to the releases -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
01010101lzy replied to BahamutoD's topic in KSP1 Mod Development
Little feature request. Will you add some kind of terminal sensing ammunition in a far update? Or can you just make up a EFP warhead module? Looking forward to the now-developing new features! -update- Another idea: can you make GPS coordinates edit-able? It'll be good for the cruise missiles. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
01010101lzy replied to Nils277's topic in KSP1 Mod Development
In fact I am not going to update it because of the server and "the wheel updating issue" you said... (I will, someday) The lagging is mainly because DMP's calculation and updating method, which could cause different people's ship colliding into each other before the next update. It doesn't have too many relations to the bounding box... But anyway, the drill mount can be taken in to your consideration, right? -- Sure it looks like Google in some way... Is it possible to add glowing strips with different colors (for different parts) with texture modifications? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
01010101lzy replied to Nils277's topic in KSP1 Mod Development
I've got a little tutorial on how to deploy a base on a planet without an atmosphere WITHOUT a skycrane... But I got some errors on Imgur sign-up, so I am looking forward for somebody helping me upload it... Here's the tutorial: (with some mods, TCA is highly recommended) (IMG HEAVY!) Build two bases with similar mass, add wheels and engines ---- Build a rocket to deliver it --- Launch the rocket into the orbit of your desired planet/moon -- Separate one base part from the main ship --- Land it(with TCA balancing the thrust, avoiding flipping) --- Same for the other base -- Dock and finish! -- (end) -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
01010101lzy replied to Nils277's topic in KSP1 Mod Development
(pic fixed, tell me if it doesn't work) Made a pretty little base on Minmus in a server, with 2 more players. But it was broken because of the lagging... the base was hit and exploded. Now we're working on a new base. And it becomes a twin base:) p.s. I found a good way to mount drills in a single base size, with MSI installed.(see pic) Looking forward to new drills! -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
01010101lzy replied to SuicidalInsanity's topic in KSP1 Mod Releases
That is a RF config... And it hasn't been updated for a long time, so I am willing to re-config it some time...- 1,509 replies
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- parts
- spaceplanes
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In our local forum, someone made a stock part RSS SSTO with the help of RealFuels' methane NTR rocket. In older versions of KSP(0.23 or 0.24) with FAR, DRE, RF and AJE (and other realistic mods, but without RO, all coming from a mod pack he made called RKSP) installed, using the SABRE engine and extremely large wings, he made a couple of huge SSTOs. Well in my opionion, SSTOs in RSS is possible, but stock part spaceplanes are a bit difficult withoit RF.
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Got an issue with ignitors. I had my spaceship tested several times without any problem, but today I found the engine very difficult to ignite. RCS makes no effect on the engine status (unstable, unstable, unstable), and the RCS thrust is extremely low (in most times they could have a acceleration of 3m/s2, but now it has only less than 1m/s2). I tried to stable the fuel by spinning the ship, it worked, but it came back to unstable in less than 1 second after I stopped. What's the problem? Playing on KSP 1.0.4, with the following plugins: Toolbar, USI Tools, AJE, Better Boyancy, DRE, EngineGroupController, FAR, FireSpitter, FMRS, Hangar Extender, GlowStrips, KF, KJR, Kopernicus, KSC Switcher, MJ, MFI, MRF, NF pack, Persistent Rotation, Persistent Thrust, PF, QuickScroll, RC, RF(v10.5), RealPlumes, RSS, RT2, RMM, SmokeScrn, SolverEngines, TCA, TimeControl, Trajectories, TweakScale, TweakableEverything, ModuleManager. - - - Updated - - - Engine configs are the newest Stockalike configs.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
01010101lzy replied to Nils277's topic in KSP1 Mod Development
Oh well, that's ok... Anyway, a hybrid landing leg is great! - - - Updated - - - The RF config is a little overpowered because of the 50 ignitons. It could be great if I reduced it to 12 times perhaps... -
Actrually it was more likely to have no ModuleAblator converted...
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- reentry
- omgitsonfire
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
01010101lzy replied to Nils277's topic in KSP1 Mod Development
Just some little suggestions: 1. You can add a little folding wheel like the landing leg, so that you could move base easily on the ground. 2. You can add a RF config to the landing engines, burning MMH+NTO / UDMH+NTO. 3. You can add a two-base-to-3.75m adapter, and some LifeSupport tanks the same size of the battery and fuel tanks. And finally a question, how was this base (in the example pictures) made up? I didn't see wheels. --updated-- I see the LS cans, hope them work well! --updated-- RealFuels config HERE -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
01010101lzy replied to Raptor831's topic in KSP1 Mod Releases
I see, but the stock nuke was set to 0, is that unignitable or infinite? --edited-- Done with the EI-style RF Ignitor setting. DL here>>https://onedrive.live.com/redir?resid=BEBF8E98DF54F75A!700&authkey=!AOcWKXQwZl_S4j0&ithint=file%2czip (And yes, Onedrive is the only way to share files with people outside our GFW...)