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hypervelocity

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Everything posted by hypervelocity

  1. hi everyone! hope you are doing great! by any chance, are you referring/using the following part to prevent boiloff? I can't seem to manage that. I run a standard 1.2.2 RSS, RO, RP-0 install with the only aggregate of Background Processing & KSP Interstellar Extended (could this mod be bugging my radiators?) - also I read from the part's description that's not compatible with RO/RP-0, maybe I have a wrong part.cfg? many thanks in advance!!! EDIT 2: I managed to do a little test in orbit and found out the average heat transfer for a set of 8 of these in a 5x10mts procedural cryo tank is roughly 20 kW/h - when I activate 100x timewarp, the heat transfer goes up instantly to 50 kW/h and I get the least boiloff (though it does not eliminate it completely)
  2. thanks for the detailed answer @Bornholio, it is greatly appreciated! I am using starwaster's mod - I tested a PP Cryo Tank with roughly 120k lts of LqdHydrogen (roughly what is required for a 10 ton payload trans-lunar injection by a J-2 powered stage) and total boiloff occured at 17 days if I recalll correctly & my installation is working fine. That's good for cislunar operations but not for interplanetary. The paper regarding the state of the art is very interesting and I am going through it these days, thanks for that! I think my idea of getting water > H2 O2 > hydrolox from the Moon will shift to Mars methane ISRU.
  3. re the resurfacing of the boiloff issue - is anyone knowledgeable of the current state of technology regarding this matter? is it *realistic* to plainly remove bolioff as @winged explains in his post, or would it be advisable for realism's sake to try and reduce WallConduction & InsulationConduction to very low levels? I mean, I am mostly certain H2 lossless storage can be achieved here on Earth - what would be the electric charge consuption and/or extra mass penalty one could devise to realistically simulate tanks for spacecraft?
  4. I just want to show my appreciation for this mod! The parts look great! I have attempted a CFG edit to bring them to the Realism Overhaul realm, but sadly without much success (ending up with negative mass in some parts, unable to introduce Real Fuels modules, etc.) Has anyone developed their own Realism Overhaul configs and by any chance would care to share them with the world? :$ Many thanks in advance!
  5. great video @jrodriguez - may I ask what part pack are you using for the Raptor engines?
  6. wow @Shadowmage, this looks awesome!!! would you consider the prospect of supporting Procedural Parts in the future?
  7. Mods that are basically part packs should work regardless of KSP version, however some of those quoted in the list are really really old (LazTek comes to mind, I remember that mod's last update was for KSP 0.90)
  8. question for the RSS mod developers/maintainers: are there any plans to include more bodies, and/or to incorporate RSS Planets & Moons Extended mod to the official RSS?
  9. mate, @Supergamervictor has you covered! head over to his post as he recompiled it for 1.2.2 & 1.3 (experimental)
  10. I recall having tried with the AJ10 variants and not being entirely convinced - how many relights in the 190? gimballing? I believe one of these was the issue. Also, that's weird - I have both AIES & Ven Stock Revamp and I still can't see the Aestus - @winged just replied it could have been accidentally removed, I am suspicious of RP-0...
  11. that's a great idea mate! I'm not sure you need a coder though - you can create 3d models for the parts and use some simple CFG's to load them in the game. you can copy a given part's CFG based on similar functionality (i.e. for the mech's "head" you could copy a command pod's CFG, etc.) cheers!
  12. hey guys - quick one for you all! I also posted in the RO forum as I was not sure what would be the appropriate realm for the question I am playing a carreer game in KSP 1.2.2 & RO/RP-0, and I was wondering if anyone knows what happened to the Astrium Aestus engine? I used it a lot in 0.90 and then I just lost it! I am now using Astris as my favourite deep space engine due to acceptable ISP, infinite restarts & storable propellants. thanks in advance!
  13. hey guys - quick one for you all! anyone knows what happened to the Astrium Aestus engine? I used it a lot in 0.90 and then I just lost it! I am now using Astris as my favourite deep space engine due to acceptable ISP, infinite restarts & storable propellants. thanks in advance!
  14. hey @winged quick one for you as I am also a big fan of the Astris engine and was interested by your comment: what mod introduces the Bell 8096L (XLR81)? also - does anyone know what happened to the Aestus engine? that was also a great engine for deep space missions, good ISP (above 350 if I recall correctly), restartable & storable propellants.
  15. Victor, many many thanks for taking up on this endeavour! Your work is very much appreciated and it was a pleasure discussing with you!!!! the inclusion of my name in the above post is a delightful courtesy of @Supergamervictor, as he has entirely conducted the research & actual re-compiling work, all credit to you mate!!! cheers!
  16. I am also seriously after a sound RO SpaceX part pack. I am specially interested in their engines (current and propossed).
  17. Being an avid RSS/RO player, I would deffinitely play this. I would emphasize starting at today's current tech level, and leaving theorical/untested techs far along the tech three so there's some incentive in actually doing contracts/science. Suggestion (not sure if feasible): would be cool to have a button at the start of a new career game which would allow to select whether you'd like to play under RP-0 or this new mod, in order to avoid having to resort to multiple installs. Cheers!
  18. I would support this, editing older manoevures (vs. only the latest one) would be cool! This would be specially useful when creating complex flight plans!
  19. guys, honestly don't know if this is an intended feature or a secondary/side effect from the code, but the mod is producing alarmingly large amounts of ADDICTION my god, did this mod rejuvenate my *need* to play KSP again! I am fascinated by the new trajectories, it is mesmerizing, I sometimes just sit there, watching the curved lines twist and intertwine... the possibilities are endless - also flight planning is FUN, challenging and powerful! I have always played KSP with RO/RSS, but I don't think I will ever be able to play without PRINCIPIA again. THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU
  20. Agus, you need to go to map view, open Principia's menu, click on 'Select Target Vessel...' and left-click on the vessel' you want to target. A 'Switch-to' button will appear in Principia's menu, which can be clicked to switch.
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