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ssd21345

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Posts posted by ssd21345

  1. Noice guide!

    Quote

    I believe this is due to the relative densities of the different fuels? Not sure. Regardless, in practical terms, pick the right solution for you. With hydrazine you get an excellent thrust and delta/v at a high cost. With LFOx, you get a huge amount of thrust (so you could reduce the engine size, or power requirements) and small cost with lower delta/v. Liquid fuel seemed a good balance - low thrust (but plenty, in my application) and best in class delta/v with low cost.

    Yes, hydrazine is a high volumetric energy density liquid fuel. Think of OP version of liquid fuel/RP-1

    Quote

    I was having trouble make nuclear engines work for me. Their relatively low thrust (NERVA, for example) made timing transfer windows a pain in the ass, and capture burns (to Moho, for example) a bit scary as it took so long to decelerate for capture. Note that making a burn over 5 minutes for transfer is pretty much impossible, you very easily end up burning into kerbin's atmosphere as your manuever node at the start of the burn may be radially in to make sure you're resulting trajectory is correct.

    Freethinker maintained persistent thrust since kspie warrant this kind of burn. They're low thrust but still much higher than ion engine, so it is kinda middle ground for isp and thurst. Yes, similar to stock ion engine, you have to start burning at high orbit and burning step by step. Also check out Brachistochrone Trajectories if you have high isp engine:

    Spoiler

     

     

  2. On 10/16/2021 at 10:19 AM, Zaffre said:

    Ah, glad to see it works for you now. I'll have to look into that sometime.

    You are very welcome! Glad to provide.

     

    ...Wow. It sure has been a while since I've said something, huh? I feel very bad for letting this sit, but I have been having a truly terrible time with motivation while also tied with rl stuff. New computer, school, family stuff, all that jazz. BUT! This is not dead. Nuh-uh. Sometime later this month I should have the update out.

    also won't work with Precursors Planet Pack if you're interested

  3. Wonder if other also got bugged engine attachment with TCA installed. One person on discord reported that it immediately deattach when he trying to attach ("bouncing" as he described). While I am trying to symmetry install engines, I also got bouncing, but I click fast enough that both engines got attached on appearance but staging only register one of the engine. It is not ksp-version specific since I have this bug long ago, but I always lazy or forgot to report it that I already uninstall it and the related log long gone, plus the reproduction method is unknown since it is only happen after revert for some times.

  4. Some sidenote, since I got some report of thonkscale errors on the discord and I also encounter it myself: Please don't use usi mod bleeding edge version. It seems broke all mods including b9partswitch and tweakscale for some reasons (how?). If you have fellow errors please uninstall any recent usi bleeding edge mods and install back the stable version:

    pVqwXbL.png

     

    (I deleted usi folder and they all gone)

  5. Noice, thanks for both of you for making and continuing this mod respectively! (just browsing though my following post list) 

    i found another very abandoned fuel mod in my follow list if you want to check:

    good luck

    some info: benjee's shuttle also have hypergolic fuel. So you might want to make a patch to disable the fuel on the shuttle. Tundra Exploration dragon pods also have Ethalox.

  6. On 8/12/2021 at 1:07 PM, Vanamonde said:

    Whether the mod maker is one of the volunteers or a member of Squad staff working on his own time, it's still work done without compensation on behalf of the community. If you don't like the mod for whatever reason you are free not to use it, but no one is justified about being rude to the mod maker. 

    Well, the whole first page is just arguments due to misunderstanding between mod makers with unfortunate timing of bringing up a specific issue that goes well beyond this mod. Fortunately, they moved on now.

    Anyway, thanks anyone who tried to fix the docking problem! Glad we have a mod fixed a lot of bugs, might try later after I figured out all my other mods don't have problems (or any incompatibility issue with this mod)

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