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OhioBob

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Everything posted by OhioBob

  1. I'm not sure of what in Rescale wouldn't work. As far as I know, nothing has changed that would make it's configs invalid.
  2. According to the developers, the starting solar system will be the same scale as KSP1. Though KSP2 is suppose to have multiple solar systems, and some of the other systems are supposedly going to have larger planets.
  3. @SpaceShrek There are probably several planet packs that add stars and other solar systems. Unfortunately I only have first hand experience with one: Grannus Expansion Pack. GEP is made to drop into stock KSP, as well as some other planet packs. It turns the single star system into a binary system with a red dwarf companion, named Grannus, which is orbited by several planets and moons. I'm sure there are people who can give you other suggestions. I'm just not familiar enough with other planet packs to recommend anything.
  4. Yes, Rational Resources is optional. Without it you just get randomly placed resources without any regard to the type of celestial body. Rational Resources does things in a more realistic way as each body is classified by type, with resources in abundances appropriate for the type.
  5. You don't need to modify any configs, RESCALE overwrites them. You require Koperniucs too, do you have it installed? In your Gamedata folder you should have at least: Kopernicus ModularFlightIntegrator ModuleManager Rescale (for 2.5x) Sigma/Dimensions Squad
  6. Actually the rated power output of a solar panel is "at the home world". It doesn't matter where the home world is or what the luminosity of the star is. For instance, if in a solar panel's config we have chargeRate = 1.64, then that's what we get when the panel is located at the home world's distance from its star. At other distances the rate changes according to the inverse square law.
  7. I agree. The phase angles don't change much if both planets have nearly circular orbits. But if one or both are significantly eccentric, the ideal phase angle can change quite a bit from one launch window to the next. There's no one right answer as the chart seems to imply.
  8. Power output scales with the system. That is, if you get 1e of power from a panel at the home world at normal stock scale, you'll still get 1e of power at the home world after the system is rescaled.
  9. Yes, look inside the JNSQ folder, there's a dV map. It's also posted on the first page of this thread. It doesn't give the phase angles, however.
  10. That's the standard acceleration of gravity, actually 9.80665 m/s2. It's used as a conversion factor to convert kilograms (mass) to Newtons (force).
  11. That's a known KSP issue (it's not unique to JNSQ). You only see the "JNSQ_" options the first time you do your game settings. If you want to change the settings, delete the file settings.cfg in your KSP folder. When you restart KSP you'll then have to redo your settings.
  12. @RKunze, you might want to also do this... @Body[Ovok] { @Orbit { @inclination = 178.5 @semiMajorAxis = 121694130 @longitudeOfAscendingNode = 235 @argumentOfPeriapsis = 180 @meanAnomalyAtEpoch = 4.861592654 } } Just modifying the inclination will flip the orientation of the orbit in space. Making the changes I show above should keep the orbit oriented exactly the same, but just reverses Ovok's direction to retrograde. Also note the inclination should be 178.5, not 181.5. Same thing for Bop... @Body[Bop] { @Orbit { @inclination = 165 @semiMajorAxis = 141820511.8491002 @longitudeOfAscendingNode = 190 @argumentOfPeriapsis = 155 @meanAnomalyAtEpoch = 4.041592654 } }
  13. No, it's stock only. RSS doesn't need it, realistic atmospheres are already built into RSS.
  14. BetterSRBs already comes with four different thrust curves. If you have B9PartSwitch installed, just right click on the SRB and there are four "fuel grain" variants from which you can choose, each with its own thrust curve. If you don't have B9PartSwitch installed you'll get a single default curve for everything. You can also certainly write you own config to add more grain options and thrust curves. But if you want to be able to create custom thrust curves on the fly from within the game, that's not possible nor will it be. That's a level of complexity that's beyond the scope of what I want to do with this mod.
  15. No, it's not normal. Insufficient information to say what might be wrong.
  16. UPDATE Version 1.2.2 Changelog Deleted SRB upgrades. See opening post for download link and instructions. It was discovered that part upgrades and B9 Part Switch were not playing well together, so I took the easiest solution and deleted the part upgrades. Instead of getting a performance upgrade when discovering General Rocketry, early game SRBs now have constant performance that is a compromise between their previous low and high values (new specific impulse is 215 s SL / 235 s vac.). Be advised that this could impact previously built rockets using these parts. The SRBs affected by this change are: Stock: RT-5 Flea, RT-10 Hammer KW Rocketry: Globe I SRB ReStockPlus: RT-1 Mallet, RT-2 Striker
  17. Not at the moment. I started a conversation with the Kopernicus devs about possibly adding that as a feature. The initial reaction was that it might be possible, but as far as I know, there's really not much happening on Kopernicus at the moment. Perhaps they'll look at it more seriously if and when work on Kopernicus ramps back up.
  18. Sounds fine to me. Nuclear pulse engines are suppose to be part of KSP2, so I see no reason not to get a jump on it.
  19. Just remember that it doesn't need to be very hot to have significant buoyancy. The air on Nara is only about 40 K. I did a little math... Let's say we heat up the air inside a balloon on Earth to 100 °C warmer than the outside air. The air outside would have a density of about 1.2 kg/m³ and the air inside about 0.9 kg/m³. That gives us a buoyancy of about 3 N/m³. On Nara let's say we heat the air inside the balloon to just 10 °C warmer (to 50 K) than the outside air. This means that at the surface of Nara the air density on the outside is about 29.5 kg/m³ and on the inside about 23.6 kg/m³. That gives us a buoyancy of about 58 N/m³. Of course this changes dramatically as we ascend and the pressure drops. Let's say the pressure drops to 1 atm (at an altitude of 40 km), and assuming we don't increase the temperature any further, then the buoyancy decreases to only 1.45 N/m³. But suppose as we ascend we continue to heat the air all the way up to 200 K, which is still quite cold. Our buoyancy at 1 atm of pressure would then be 5.8 N/m³, which is about double what a hot air balloon gets on Earth.
  20. By "air" I mean the air on Nara, i.e. hydrogen-helium (based on molecular weight, 80% H2 and 20% He).
  21. It would have to be a hot air balloon. Nara's atmosphere is hydrogen-helium. A helium balloon would sink, and a hydrogen balloon wouldn't have all that much buoyancy either. But a hot air balloon would work pretty well. Of course I'm speaking in terms of real life. I don't know how balloon mods work. They probably aren't all that sophisticated as far as the physics go.
  22. I don't know much about Kerbalism. I have no idea how it might interact with BetterSRBs. By the way, a long time ago I tried that Javelin engine on Nara and I was able to get to orbit using it. But I just cheated the vessel into position for a test launch. I didn't actually build something capable of both landing and then relaunching.
  23. @mabdi36 & @jimmymcgoochie, @Gordon Fecyk, has added hydrogen breathing engines to his Exploding Breathing Engines mod. He did that at my request as I thought it might be a good solution to the Nara problem. I haven't tried it out myself. I also played around with the idea of a staged combustion aerospike engine. Staged combustion engines operate very high combustion chamber pressures, like about 200 atmospheres. With that much pressure they ought to work even on Nara, though with a considerable loss in performance. The science behind it is real, though some people might consider it cheating. I called the engine the Javelin. It's just a simple config that clones the Dart and changes the stats. If you want to try it, here it is... https://www.dropbox.com/s/zba8rneth3j9vw6/JavelinEngine.zip?dl=0
  24. That's for you to figure out. That's why Nara is there, an extreme challenge for some enterprising individual to conquer.
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