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Everything posted by Psycho_zs
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[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
IRL reference for LH2OX ratios: https://forum.nasaspaceflight.com/index.php?topic=9806.0 http://www.astronautix.com/props/loxlh2.htm 6:1 by mass is preferred as the most efficient. I hope, we wouldn't wander too far away. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
A correction for Hydrogen patch for RLA Stockalike: small nuke was renamed to "RLA_small_ntr" and it uses ModuleEnginesFX now. Also, IMHO it would be logical to rotate 'Centi' tank models by 90 degrees so their strut structures would face surface attach area. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Oops, my approach at installing this pack was way too picky. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Psycho_zs replied to NecroBones's topic in KSP1 Mod Releases
So, the default value of the shroud switch in VAB part context menu is not configurable? -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
...so, boiloff is not linked to temperature or tank volume? I wonder if it is possible to set initial part temperature at launch. It seems pretty slow. After a week on the launchpad the rocket is still able to go into space, just about 1% of the fuel is gone. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Chelyabinsk does not extend its nozzle when activated. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Psycho_zs replied to NecroBones's topic in KSP1 Mod Releases
Is there a way to set tank shouds off by default? Not the model hack included in configs, but flipping the switch. In my experience shouds are needed very rarely, in most cases they are just a bunch of polygons in the scene that you never see. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Psycho_zs replied to Claw's topic in KSP1 Mod Releases
Claw, have you ever looked at phantom forces produced by kerbals on ladders? These forces are strong enough to turn ships or even accelerate them by dozens of m/s (rescuing kerbals stranded in lightweight airlock parts is a pain, they often turn into magic rockets zipping away). -
Here is my take at not using asparagus: I am using gradually less powerful (and fuel-hungry) engines in staging, with six boosters and the core they go like this: 1. 2x Kiwi, 2. 2x Reliant, 3. 2x Swivel, 4. 30% thrust Swivel on the core, throttles up after all boosters are done. Flames out when almost reached the orbit, allowing the core booster to be caught by the atmosphere. 5. Terrier on the ship itself 67.5K kerbobucks, 110 tons, Stage Recovery is used for 6 boosters. Fins placed on the first stage to prevent boosters being flip-shredded by the airflow, Kiwi's chewing fuel pretty fast and these boosters are dropped just a bit after max Q. The ship weights 19.5 tons and has 1778m/s dV, carries 4 kerbals. Also 300 units of monoprop, small supplies pack, batteries and probe core packed inside large decoupler. Ideal for Kerbin orbit rescue missions, or LKO crew and supply runs, with dumping excess resources on the station before reentry. Radial core on the pod to land 4 tourists on Kerbin. Stuff from mods: One small supplies pack from USI Life support, Kiwis, 4K pod and radial probe core from NecroBones' mods. Everything else is stock.
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Psycho_zs replied to Felger's topic in KSP1 Mod Releases
...answering to myself, there were misplaced bangs in configs for Terrier and Poodle at 'NEEDS[!VenStockRevamp]' which reversed VSR detection and wrong set of dimentions were applied. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Boiloff could be done with stock resource converter, all-in-one with cooling (in)ability and temperature curve. BTW, parts in NFS and NFC may need maxtemp tweaking. For reference, stock crew container has maxTemp=1000, skinMaxTemp=2000. IMHO, most orbital parts should adhere to that, although it's still a bit high. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Boiloff may seem like conceptually complex, but it could very logically solve lifter/vacuum tanks balance. Orbital tanks could require some modest radiator power and additional Ec, and lifter tanks would just lack the ability to use radiators. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Psycho_zs replied to Claw's topic in KSP1 Mod Releases
If it is not too late to push a bug for fixing: Struts on subassemblies are usually all messed up. It would be nice if their directions were preserved. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Awesome models! -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Could you reproduce this bug? By the way, sometimes I see something similar with stock small ISRU. When craft is focused, it heavily starves on ore (drilling too slow), so works only at fraction of power. But when returning from other craft, it instantly shuts down from core overheat. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Re: Xenon Why not... -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Just in case, my test ship is here: http://pastebin.com/yXBbD5xV It has cooling capacity for MX-1 at 60% throttle, uses a couple of parts from these mods: [Moderator removed defunct website links] -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
This time switching crafts leads to a more explody consequences. A lot more heat is being transferred to ship parts on non-focused vessel. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
Well... Have a craft in orbit with powered up reactor and matched cooling capacity at balance. Switch to any other craft outside physics bubble. Spend a couple of hours or days on it with time warp (in multiple bursts). I never used maximum timewarp steps, but gone over x1000. Switch back to original ship. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
HC radiators: Max temp seems low, 1900 vs 2500 stock Something is wrong with Max cooling (at least as show in VAB). Example: XR-1500: 57kW, stock large radiator: 85077kW I supposed, the feature of HC radiators would be higher temp difference, but VAB says 'Cools up to 4x part temp', just like stock radiators. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Psycho_zs replied to Felger's topic in KSP1 Mod Releases
I've tried to change configs for stock engines, so that all LFO engines would use Kerolox-Lower or Kerolox-Upper FX. But I can't seem to get Poodle and Terier to work right with Kerolox-Upper FX. For Poodle, the plume is too big, setting fixedScale seem to have no effect. For Terier, scale is perfect at 0.3, but position of the plume is buried inside the engine, no matter how I tweak localPosition. By the way, is it remotely possible to select FX automatically based on the fuel being used? Theoretically, FX could be tied to fuel, speed of the plume to ISP, saturation of particles to fuel consumption, etc. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
When switching back to a craft with powered up reactor (was at balance) after spending some time on another craft including in time warp, lots of parts are overheated, reactor shutting down from overheat and core has some damage. -
[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
When nominal heat production = nominal radiator cooling, MX-1 core temp stops around 750K. When transferring in and out of time warp, radiator flow temporarily decreases which allows the core to heat up. So, switching timewarp on and off eventually results in overheat. So, you didn't like my idea about heat loss? -
Thanks, now I see. I'm just restoring backups of persinstent save frequently due to mod experiments. Save file just feels like logical place to store vessel rotation, it's is not a lot of mess IMHO. Anyway, it's your call.
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[WIP] Nert's Dev Thread - Current: various updates
Psycho_zs replied to Nertea's topic in KSP1 Mod Development
+1. Colossus is especially awesome. It now looks a bit similar to hydrogen NTR exhaust when using RealPlume, although not as spread out.