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Everything posted by OhioBob
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Make your own Atmospheres for KSP (automatically)
OhioBob replied to OhioBob's topic in KSP1 Tools and Applications
It appears the entire domain is down. There's nothing I can do about that, the domain is owned by @Galileo. He has been notified. -
No, SD is not a dependency for RSS.
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Aerobraking to Orbit
OhioBob replied to Tibrogargan's topic in KSP1 Gameplay Questions and Tutorials
You're already in orbit, albeit an elliptical one with a periapsis inside the atmosphere. Just raising the periapsis out of the atmosphere doesn't take all that much delta-v. For instance, let's say that after aerobraking you are in a 50 x 200 km orbit. Burning at apoapsis to circularize into a 200 km orbit takes only 112 m/s. Even less if your apoapsis is lower. You're probably saving close to 700 m/s by aerobraking. -
I prefer a lightly modded game. I'm usually at about 20 to 30. The most I've ever had installed at one time was about 40. I know there are some players who have a couple hundred or more. I couldn't possibly use that many mods, so I see no reason to install them. My load time is about 1 to 2 minutes, depending on what I have installed. (edit) I would say I use about 10 mods or so that are either base requirements (ModuleManager, Kopernicus), or utility mods (KER, KAC, etc.). On top of that I have probably another 10 or so that are visual and immersion mods (EVE, scatterer, real plume, etc.). The rest varies, usually planet packs or part packs. Though I've found that the more I play, the less I like part packs. At one time I used several part packs, now I use only a couple that add perhaps a couple dozen parts to fill in some gaps.
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Yes, this mod will change the stock atmospheres, while the OPM atmospheres are good as is.
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Efficient Ratio Booster/Payload Weight for LKO ?
OhioBob replied to KerbService's topic in KSP1 Discussion
I use very simple guidelines for 2-stage liquid-fueled launch vehicles: Payload = everything that sits on top of the rocket, including decoupler, fairing, etc. Second (upper) stage propellant mass = mass of payload First (lower) stage propellant mass = 2 times mass of payload Second stage TWR = 1 to 1.3 First stage TWR = 1.3 to 1.5 This will generally produce a rocket with about a 20% payload fraction and 3400 m/s delta-v. (edit) Here's an old post I made that details the method: -
How to switch Kerbin with another planet?
OhioBob replied to iLikeSarnus's topic in KSP1 Mods Discussions
Do you know specifically what fixed it? -
How to switch Kerbin with another planet?
OhioBob replied to iLikeSarnus's topic in KSP1 Mods Discussions
I don't know what the cause of the problem is, but I notice you don't have a map decal for the space center. Probably should add that in. There is also no deactivateAltitude value given for the PQS. Also the fadeStart/End values for the ScaledVersion and PQS are inconsistent. The AtmosphereFromGround inner/outerRadius are also wrong; they should probably be divided by 10 to fit the new scale. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
I suggest you try it and see if it works.- 7,371 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
OhioBob replied to Thomas P.'s topic in KSP1 Mod Releases
Do you mean that the start up menu is just showing you the stock Kerbin without any of the visual enhancements? If so, that's normal. Nothing you can do about it. You have to delete the stock sunflare. Try this: I don't know anything about a "thick" black bar. Scatterer produces a thin black bar over the horizon. This is inherent to scatterer, nothing you can do about it. -
How to switch Kerbin with another planet?
OhioBob replied to iLikeSarnus's topic in KSP1 Mods Discussions
Are you sure all the textures exist, are in the right place, and are the correct format? -
How to switch Kerbin with another planet?
OhioBob replied to iLikeSarnus's topic in KSP1 Mods Discussions
Why is isHomeWorld set to false? If this is a Kerbin replacement, why is that not set to true? And this has nothing to do with your problem, but if this planet is suppose to have the same gravity as Earth, then geeASL should equal 1. -
How to switch Kerbin with another planet?
OhioBob replied to iLikeSarnus's topic in KSP1 Mods Discussions
GPP and GEP both delete and replace Kerbin and they work fine. I did GEP myself. It might be because you're deleting all PQSmods. I don't remember for sure, but I think that might have caused a problem for me when I did that. Instead I had to selectively delete just specific mods. The other cfg you posted is also selectively deleting just certain mods. Try removing "removeAllPQSMods = true" and see what happens. If you want to look at another example that I know works, download GEP and look at, OptionalMods/GEP_Primary/GameData/GEP_Primary/Nodens.cfg. -
How to use launch window planner?
OhioBob replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
@Actually_New_KSP_Player, you've already gotten some great replies that your question, but I have just one more small thing to add. If you have to perform a midcourse correction, it is usually best to do so when 90-degrees from the intercept point with the target, as shown in the figure below. This is because if you have to make any plane change adjustment, you can do so most effectively using the least amount of delta-v when at that position. -
@Gordon Fecyk, it has been a few months since I looked at those vapor pressures. I just took a second look to make sure I wasn't misremembering. Eve's mean sea level temperature is about 135oC. At that temperature, dodecane (C12H26) has a vapor pressure of 8.9 kPa. With an atmospheric pressure of 10 atm (1013.25 kPa), Eve's atmosphere would have to hold 0.9% dodecane for the liquid and gas to be in equilibrium (or 1.8% at a sea level pressure of 5 atm). For lighter hydrocarbons the vapor pressure is greater. For instance, octane (C8H18) has a vapor pressure of 127 kPa at 135oC. That means for equilibrium the atmosphere would have to hold 12.5% octane at 10 atm (or 25% at 5 atm). The higher percentages don't seem very plausible to me. But your 1-4% seems reasonable if the oceans are heavy hydrocarbons with molecular weights in the same class as dodecane. The oceans would have to be comparable to something like kerosene or diesel fuel. (edit) FYI, if the atmosphere contained 2% dodecane, then the remainder would have to be about 76% N2 and 22% CO2.
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Back when you posted this, you hadn't yet released Realistic Atmospheres 1.3.0. If you made the new Eve atmosphere this composition, what impact would having a hydrocarbon vapour have on its properties? Or perhaps this could be like the percentage of water vapour in our real-world air? Apparently that varies from negligible at -40 C up to 4.2% at +30. I'm looking at rebalancing Explodium Breathing Engines to accommodate this; maybe reduce the percentage of explodium vapour to 4% or even less. Fortunately, the engines don't need very much of the stuff. Unfortunately I was using outdated information when I made that comment. I was not aware of the change that Squad made to Eve's atmosphere in KSP 1.2. Re-computing the area mass of Eve's atmosphere using the new curves, I found that Eve's atmosphere is even more massive than I thought, about 69 tons/m2. That's why I decided to up the atmospheric pressure to 10 atm instead of 8. And for the composition I ended up using 60% N2 and 40% CO2, for a mean molecular weight of 34.4 g/mol. I went with that composition just because it made Eve's atmosphere come out to an even 60 km height. As far as what would happen if a hydrocarbon were added to the atmosphere, I don't think it would really change anything. The 60-40 composition is just the basis I used to compute the molecular weight. The actual composition can be anything, just so as the mean molecular weight is 34.4 g/mol. So if some hydrocarbon is introduced, you can just assume the other constituents are adjusted in whatever proportion is needed to keep the same mean weight. How much the composition has to change depends on what the hydrocarbon is. For instance, if you added 4% methane (16 g/mol), then 53% N2 and 43% CO2 would still give a mean of 34.4 g/mol. With a heavier hydrocarbon the proportion of nitrogen would have to go up. By the way, I looked at the vapor pressure of heavy hydrocarbons, such as dodecane (a major constituent of kerosene), and found that the temperature and pressure on Eve is just about right for the existence of hydrocarbon oceans. I think there would be a low percentage of hydrocarbon vapor in the atmosphere, much like water vapor on Earth. I don't know what could possibility explain the existence of vast oceans of dodecane, but I see nothing about the surface conditions on Eve that would preclude the possibility.
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How to switch Kerbin with another planet?
OhioBob replied to iLikeSarnus's topic in KSP1 Mods Discussions
Did you delete Kerbin before trying to replace it? Try adding this: !Body[Kerbin] {} -
[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
Why do your folder names have the version numbers in them, like CTTP.v1.0.4. That's not going to work. You have to go into the .zip file, find the GameData folder, and then move the contents of that folder to the GameData of your KSP install. The folder names must be exactly as they are inside the GameData folder of the .zip. For instance: CTTP Kopernicus ModularFlightIntegrator OPM What you have is all messed up. It's never going to work like that.- 471 replies
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
Are you sure you have all the mod components install and in the right place? Kopernicus will often display that error message when it can't find files where they are suppose to be. Can you post a screenshot of your GameData folder?- 471 replies
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My basic technique really hasn't changed much since I did the earlier atmospheres. I've tweaked some things in the way I produce pressure curves, but the values that go into the curves are generated using the same formula. The main thing I changed with this version of Realistic Atmospheres is the temperature curves. In the earlier versions I reused large parts of the original stock curves and just tweaked them. This time I threw the old temperature curves out and completely redid them from scratch. And, of course, with new temperature curves, the pressure curves changed. If I were to redo OPM now, I'd just do the same and invent new temperature curves and recompute the pressure curves. The atmospheres would be different, but I doubt anyone would notice a substantial change in the way the game plays. I don't think it's really worth making a change. I probably wouldn't have changed Realistic Atmosphere either if it weren't for the fact that I wanted to change Eve's atmosphere to make it more difficult.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
OhioBob replied to Galileo's topic in KSP1 Mod Releases
OPM should work. It you're getting that error, then you probably installed something incorrectly. Double check and make sure you installed all the Kopernicus and OPM components. Your GameData folder should include at least the following: CTTP Kopernicus ModularFlightIntegrator OPM Squad ModuleManager- 471 replies
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I think he's asking not if this mod includes the GPP atmospheres, but whether the atmospheres in GPP where developed using the same standard and techniques.
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Yep, the GPP atmospheres are good. The only thing I didn't do in GPP was add the band of rapidly increasing pressure at the bottom of the gas giant atmospheres. Squad added that to Jool two years ago, but I never noticed it until a week ago. Since I was already in the process of updating Realistic Atmospheres, I added it in. Without that feature, what happens is a probe descends through the atmosphere, passes through the gas giant "surface", and then implodes when reaching an altitude of -250 meters. The idea behind having the zone of increasing pressure is to make it so that a probe never reaches the surface. It instead implodes when the part max pressure limit is exceeded (4000 kPa). But pressure limits is an option in the game difficulty settings. If that's turned off, the probe will still reach the surface. So I added a backup. I used a new feature in Kopernicus called HazardousBody to produce an elevated heating rate in the lower atmosphere. So if a probe isn't destroyed by the pressure, it will overheat and fail due to exceeding the max temperature limits. So there are two modes of failure, one of which should destroy the vessel. Max pressure is a hard limit that will always destroy the vessel at the same altitude. But the heat builds up over time, so when a vessel is destroyed depends on its characteristics. If you have a vessel built like a lawn dart, it could conceivably slice through the air and descend so quickly that it might reach the surface before the heat buildup destroys it. I got close in testing but never made it all the way to the surface. If anyone does make that far, the -250 m limit is hard coded and will destroy you no matter what.
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I haven't thought about that since it's not my mod. But if the guys running it now want me to take a second look at it, I will. Chances are, however, that any changes I'd make wouldn't have much effect on game play.
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[1.5 - 1.12.5] BetterSRBs [v1.2.6] [30 June 2021]
OhioBob replied to OhioBob's topic in KSP1 Mod Releases
UPDATE Version 1.0.5 Added support for RLA Reborn.