-
Posts
515 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gfurst
-
So with 1.0 release and new aero it was simply kersmatic. Building a aero efficient rocket you could put them in orbit around ~3000dV or less. After the 1.0.2 update this simply is no more. Now I'm needing around ~4000dV or more. Pretty rough getting through the lower layer of the atmosphere. Now I'm experiencing some difficult with the sounding rockets mod, they're being really though to get sub-orbital, I'm doing some balancing and test and reached pretty much the limit of balance. Upon testing I've noticed the rockets having a incredible break due to drag alone, turning on the the aero info, I've found that my in-line tank is the one getting most of the drag. So first of all, it seem my global drag multiplier is 8, is it normal? Check out my physics file, haven't touched it. dragMultiplier = 8.0 dragCubeMultiplier = 0.1 angularDragMultiplier = 2 liftMultiplier = 0.055 liftDragMultiplier = 0.025 bodyLiftMultiplier = 10.7 aeroFXStartThermalFX = 2 aeroFXFullThermalFX = 3.5 aeroFXExponent = 3 thermalMaxIntegrationWarp = 100 spaceTemperature = 4 solarLuminosityAtHome = 1360 solarInsolationAtHome = 0.15 convectionDensityExponent = 1 convectionVelocityExponent = 3 convectionFactorSplashed = 300 fullConvectionAreaMin = 0.2 fullToCrossSectionLerpStart = 0.8 fullToCrossSectionLerpEnd = 1.5 machConvectionStart = 2 machConvectionEnd = 4 machConvectionExponent = 3 partEmissivityExponent = 4 radiationFactor = 1 convectionFactor = 40 newtonianConvectionFactorBase = 2 newtonianConvectionFactorTotal = 3 NewtonianVelocityExponent = 1.5 conductionFactor = 10 internalHeatProductionFactor = 0.03 aerodynamicHeatProductionFactor = 1 standardSpecificHeatCapacity = 800 Secondly, a lot of parts still present the maximum/minimum drag values, isn't this deprecated or am I wrong? What about the angular drag, how would this work? Am I missing another important entry for drag?
-
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Gfurst replied to SpaceTiger's topic in KSP1 Mod Releases
Yeah I was wondering about this, if its related with this mod. Some places around the KSC and the island airport, reports biome as tundra, only noticed because of this mod. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Gfurst replied to RoverDude's topic in KSP1 Mod Releases
Ohh just thought I share this too: https://youtu.be/UXuLzOvp-hc A sounding rocket by all means. Pretty cool to hear the time effects as it passes through atmosphere then vacuum. The spinning too, that at the time didn't know what it was for. -
Its supposed to be able to go after supplies run out, they will only go into strike after 15 days without any supplies. If the case is that you're going after 15 days without supplies and still able to control the ship than something can be wrong. And no, I don't think there's any requirements to the mod, except MM.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Gfurst replied to RoverDude's topic in KSP1 Mod Releases
Yup, I do have Sounding Rockets and Crowded Science thing, and they do not conflict... -------------------------------- RoverDude, I'm about to drop a bomb on your lap: I went all the configurations files and thought I do some balancing. It works fine for me so I thought I throw it in here as a suggestion if you so desire to implement or not. Please let me know if I'm stepping out of boundaries here. What I did was recalculate the values for price, mass, thrust, Isp and fuel for solid rockets. I took as base the RT-10 and BACC boosters from stock, also took the scaled parts parameters with tweakscale. Now, we all know that stock isn't exactly balanced as it is, but with rough approximations I think the result ended up pretty good. The values are very near, with the exception of mass and Isp. I've also added a long 0.625 rocket, copy of the 0.350 scaled up. The result seems pretty good, rockets now shoot up faster and go further, should be easy to go sub-orbital but still not orbital. They are also very useful for other tasks such as: - pushing airplane up further their operational ceiling - serving as middle ground for boosters - easing speed for landing. The following is my actual patch file: @PART[SR_ProbeCore]:FOR[UmbraSpaceIndustries] { !maximum_drag = 0 // deprecated, could be safely stripped down !minimum_drag = 0 @cost = 250 @maxTemp = 1200 // fragile !MODULE[ModuleSAS]{} // no SAS for early probe } @PART[SR_Rocket_35_01]:FOR[UmbraSpaceIndustries] { !MODULE[USI_DropTank]{} // obviously optional only for me @maxTemp = 1600 // cardboard isn't it? @cost = 24 @mass = 0.032 @crashTolerance = 6 @MODULE[ModuleEngines] { @maxThrust = 10 useEngineResponseTime = true // acceleration takes a bit of time engineAccelerationSpeed = 6.0 !atmosphereCurve{} atmosphereCurve { key = 0 162 key = 1 150 key = 6 0.001 } } @RESOURCE[SolidFuel] { @amount = 12 @maxAmount = 12 } MODULE { name = ModuleSurfaceFX // new stock launch effects thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 24 falloff = 1 thrustTransformName = thrustTransform } } @PART[SR_Rocket_35_02]:FOR[UmbraSpaceIndustries] { !MODULE[USI_DropTank]{} @TechRequired = basicRocketry @maxTemp = 1600 @cost = 36 @mass = 0.045 @crashTolerance = 7 @MODULE[ModuleEngines] { @maxThrust = 14 useEngineResponseTime = true engineAccelerationSpeed = 8.0 !atmosphereCurve{} atmosphereCurve { key = 0 180 key = 1 165 key = 6 0.001 } } @RESOURCE[SolidFuel] { @amount = 18 @maxAmount = 18 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 24 falloff = 1 thrustTransformName = thrustTransform } } @PART[SR_Rocket_625_01]:FOR[UmbraSpaceIndustries] { !MODULE[USI_DropTank]{} @maxTemp = 2000 @cost = 120 @mass = 0.175 @crashTolerance = 7 @MODULE[ModuleEngines] { @maxThrust = 48 useEngineResponseTime = true engineAccelerationSpeed = 8.0 !atmosphereCurve{} atmosphereCurve { key = 0 162 key = 1 150 key = 6 0.001 } } @RESOURCE[SolidFuel] { @amount = 70 @maxAmount = 70 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 30 falloff = 1 thrustTransformName = thrustTransform } } +PART[SR_Rocket_35_02]:AFTER[UmbraSpaceIndustries] { @name = SR_Rocket_625_02 // the new longer 625 tank @rescaleFactor = 1.7857 !fx_exhaustFlame_yellow_tiny fx_exhaustFlame_yellow_small = 0.0, -0.17, 0.0, 0.0, 1.0, 0.0, running @TechRequired = generalRocketry @title = SRM-XL Sounding Rocket extended @description = test @cost = 200 @mass = 0.340 @maxTemp = 2000 @MODULE[ModuleEngines] { @maxThrust=64 } @RESOURCE[SolidFuel] { @amount = 140 @maxAmount = 140 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 30 falloff = 1 thrustTransformName = thrustTransform } } -
Heyy Roverdude, first of all, sorry of causing a stirr up at the other LS thread, it was not my intention. I had a momentarily relapse as to what mod to use for LS in my career game, and TAC still provides the better base, afterall you're still in heavy development here. But after a few more moments of all those redundant resource filling up my screen, I've decided to ditch it. I thought about making patches for a single resource TACLS, but that would take some time and I think its best if spent helping you, if you want to. Now bear in mind, I can be a pain in the ass, really picky and will be bothering you a lot. but I'll probably be doing that anyway :/ To get started I would like to know the electrical and supplies consumptions rate, and of course please these optional in the config file. For the Orange suits and/or badasses, should be optional if they're affected by starvation or not. Excellent job on the radial packs and greenhouse
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Gfurst replied to stupid_chris's topic in KSP1 Mod Releases
Ok... so maybe you didn't install the requirements.... Check Module Manager.... In CKAN it doesn't show as dependency but its required. -
Thanks Dmaic, that is awesome news, I was using the dev version, but didn't actually get to use any of it. Questions: What do you mean by fineprint waypoints? The stock way point system? Have you thought about waypoint manager intergration? It simple lets you hide/show stock waypoint and also create custom ones. CKAN ready?
-
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Gfurst replied to SpaceTiger's topic in KSP1 Mod Releases
Yep, and maybe the original developer should contribute to this one instead for sanity sakes. So it automatically stores the experiment to the pod if available. What happens if there's more than one container in the craft? This is certainly very useful collecting all experiments without getting out and ditching them, however I've seen experimental, how well is it working (is it safe)? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gfurst replied to TaranisElsu's topic in KSP1 Mod Releases
Yeah thats what I've mentioned, there are already plenty other simpler LS systems, but TACLS still provides the better more stabler base, DLL, code and options. Not to mention plenty of parts and compatible mods. -
Hey guys, have anybody attempt to replace those ugly not-stock filling heatshields yet?
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gfurst replied to TaranisElsu's topic in KSP1 Mod Releases
Sooo, I want to sort of write a patch so that TACLS uses only one simple resource instead of three, and three waste resources. Why you ask? simplicity and the fact that most of the time I'll be working on the same ratios for life support. Why not use one of the already several other existing mods? Because TACLS been here a long time, its more stable and more tested, providing a solid base for LS. Due to the amount of people looking for a LS system, but wants something simpler than TACLS, I think there is a certain demand for this. Someone wants to help me out? It should be simple enough to just change the default configs, and then apply patches for containers and etc. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Gfurst replied to TriggerAu's topic in KSP1 Mod Releases
Hey TriggerGold, just wondering, isn't there a generic life support icon? And if not, how can I add one so the panel can use it? -
Hey I'm wondering if I can do something here, patch with MM the config file for TACLS. Currently its built under the GlobalSettings, which I don't think its a node. GlobalSettings { MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1.6927083333E-05 WaterConsumptionRate = 1.1188078704E-05 OxygenConsumptionRate = 0.001713537562385 ElectricityConsumptionRate = 0.014166666666667 BaseElectricityConsumptionRate = 0.02125 EvaElectricityConsumptionRate = 0.00425 CO2ProductionRate = 0.00148012889876 WasteProductionRate = 1.539351852E-06 WasteWaterProductionRate = 1.4247685185E-05 EvaDefaultResourceAmount = 10800 MaxTimeWithoutFood = 86400 MaxTimeWithoutWater = 43200 MaxTimeWithoutOxygen = 3600 MaxTimeWithoutElectricity = 10800 } I haven't seen any mention of it on MM cache. Is it possible?
-
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Gfurst replied to Thesonicgalaxy's topic in KSP1 Mod Releases
To everyone wondering, this is basically only configuration to use with the diverse graphical mods out there, Texture Replacer is up-to-date with a few issues and EVE is currently being developed for the new version, however there are a few issues to work on. I did like a this mod but from what I last saw all of the files were in need of a cleaning up. As reported by the OP, this is no longer been worked on, does anyone know if someone else did take over for a more polished version? Alternatively you can just use Astronomers pack, also configuration for several stuff. -
Good Gracious, YES please yes!!!! Not meant to sound sexual... but yesss.... How is it coming along?
-
Good gracious man Its a very useful tool that allows for patch style using logic, to set configurations in pretty much anything in the game, we don't have to overwrite original files this way, and are able with mod conflicts. Agreed on this. I would aslo like to see them consuming eletricity, just cus.... I actually like TACLS, my only tussle with it is having several resources filling up the resource panel when actually I'm going to use them all in the same proportions, so only one life support resource to keep thing simple. But also a little power consumption per kerbal to account for light usage, refrigeration and what nots. By the way, I don't if it already exists but nice icon for the alternate resource panel would be nice. To do the immediate on strike and adding resources to crewed modules is relatively easy. A smaller life support bag is on my to-do list. One thing I'm curious about, what is the unit of resource consumption rate? 1 unit of life support to for 1 kerbal for 1 day, would be ideal.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Hey I was about to report that bug in the VAB: the stock "engineer" shows up wrong weight after loading up a craft, which sometimes prevents launch due to launchpad limit. But it seems you already know about it, what that workaround though? it doesn't seems to work for me. Tweaking it back to original and then again seems to work though.
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Gfurst replied to Paul Kingtiger's topic in KSP1 Mod Releases
Plus one on that, I was looking for the empty part and just couldn't find it, also maybe a different name may also help.