Nnimrod
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Everything posted by Nnimrod
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Thanks, I had forgotten about that ^^ The Pioneer antenna description says it's good to "1500Gm, Jupiter and beyond" That would be right, as Jupiter can be (very) roughly 500-975Gm from earth. But if you plug the stated range (20Gm) and the DSN range (500Gm) into the range formula it comes to 120Gm. Am I doing the math correctly? EDIT: I suppose I really just want to build a satellite communications network, but there's no need with the existence of the DSN. Maybe I should get the remote tech contract pack and set my funds rewards to 5% or something, so I have to actually launch satellites for money
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I'm a bit confused with the antennas, and reading the RemoteTech manual didn't explain everything. Why are there two values for range? Sometimes the first one is zero, and sometimes it's the same as the second value. And sometimes it's a different, smaller value. The Voyager Antenna (Improved Electrics) says it's good all the way to where voyager has been, but it's range field is 0/16Mm. Also, bandwidth isn't listed anywhere. Can the formula be used to calculate antenna ranges? Do you use the second value? EDIT: One small additional thing - it doesn't seem to say anywhere that researching the further solid rocket nodes increases your procedural SRB limits, but it does. That could be a clause tagged onto the end of the node description in the tech tree, or done the same way as the procedural fairing upgrades.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Nnimrod replied to Starwaster's topic in KSP1 Mod Releases
Awesome! One step closer to RP-0 being ready.- 5,917 replies
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Is RO specifically intended to only use copies or allegories of real world engines/spacecraft parts? I ask because I'm interested in giving it some more interesting engines (Not that I don't find the NK-33 or RL-10 interesting :P). Originally I planned to develop (For just myself) a standalone engines mod, but I've decided that's too ambitious for my capabilities. I would however like to put my work to some use, and I thought I might try to model some realistic and feasible, tho quite fictional engines using a variety of propellants ranging from kerosene/O2 to B2H6/ClF5 and much more. I recently decided to try RO, and that introduced me to Real Fuels - which comes pre-packed with a huge range of propellants including the aforementioned more hydrazines than I could shake a stick at, fluorines, boranes and all sorts of good stuff. But, there's no engines making use of them. Furthermore, they aren't really accurately modeled. I remember seeing kerosene and oxygen having the same density, but of course they don't. I would be interested in A. helping more accurately model various propellants in Real Fuels/RO, and B. dreaming up some engines to use them, that could be reasonably considered "Realistic". I don't do graphics stuff at all, or really coding, but I can prepare/gather the data in spreadsheet form and balance the engines/propellants into tech nodes. A snippet from my previous project: http://imgur.com/YBtIIcr
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Nnimrod replied to bac9's topic in KSP1 Mod Development
I don't mean anything negative towards FAR, I am using it. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Nnimrod replied to bac9's topic in KSP1 Mod Development
thanks kinda sucks tho :s I was under the impression FAR was a realistic aerodynamics model, but I suppose such a thing is outside the scope of KSP. Maybe KSP II tho? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Nnimrod replied to bac9's topic in KSP1 Mod Development
When using this with FAR, do you get more lift from thicker wings? -
I'm hanging trying to load the game, on Proceduralparts/.../RFSRB.CFG I'm also on the 1024 version, is that my problem? I've installed RO+dependencies as well as a few others. Have not had the issue before using PP with 1.0.5.1024, only now that I've installed RO. EDIT: Moved to 1028 and the issue is gone
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Nnimrod replied to FreeThinker's topic in KSP1 Mod Releases
What do I need to change to change the amount of lH2/lO2 in tanks? I want to modify some prollant:mass ratios. I could just edit an existing tank (Or make one with procedural parts) to have the desired dry mass and H2/O2, but if there's a way I'd like to change how much H2/O2 this mod gives fuel tanks.- 1,187 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Nnimrod replied to Starwaster's topic in KSP1 Mod Releases
I'm using 64k, if I install this will I need to tweak settings? Right now I have the in-game heat adjustment at 60%. @PHYSICSGLOBALS:FOR[64K]{ // AeroFX @aeroFXScalar = 0.003 @aeroFXDensityExponent = 0.5 @aeroFXStartThermalFX = 2.5 @aeroFXFullThermalFX = 3.5 @aeroFXExponent = 3.5 // CONSTANTS @spaceTemperature = 4 @solarLuminosityAtHome = 1360 @solarInsolationAtHome = 0.15 @standardSpecificHeatCapacity = 800 @internalHeatProductionFactor = 0.025 @aerodynamicHeatProductionFactor = 1.0 // CONVECTION // Convection areas @fullConvectionAreaMin = -0.1 @fullToCrossSectionLerpStart = 0.8 @fullToCrossSectionLerpEnd = 1.5 // Newtonian-To-Hypersonic transition @machConvectionStart = 2 @machConvectionEnd = 4.0 @machConvectionExponent = 3 @convectionFactorSplashed = 5000 // Turbulent convection (total guesses) @turbulentConvectionStart = 100 @turbulentConvectionEnd = 400 @turbulentConvectionMult = 25 // Newtonian Convection @newtonianConvectionFactorBase = 4.0 @newtonianConvectionFactorTotal = 1.0 @newtonianDensityExponent = 0.5 @newtonianVelocityExponent = 1.0 // Hypersonic Convection @convectionDensityExponent = 0.5 @convectionVelocityExponent = 3.0 @convectionFactor = 1.1 @machTemperatureScalar = 1 @machTemperatureVelocityExponent = 1 // CONDUCTION @conductionFactor = 5 @skinSkinConductionFactor = 0.06 @skinInteralConductionFactor = 0.25 @shieldedConductionFactor = 0.01 // RADIATION @partEmissivityExponent = 4 @radiationFactor = 1 }- 5,917 replies
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I'd love to see an extension of this mod using some... not so practical (putting it lightly) propellants like fluorine or boron compounds, metallic hydrogen, difluoride dioxygen, etc. If anyone can figure out a way to use these types of things, it'll be the kerbals I guess I forgot to mention that I really like this mod, the engines look great and are reasonably well balanced. Playing with 6.4x, KWRocketry, and this. I also tried Bobcat's soviet engine pack, and while they are great, they are of course not balanced for a serious career playthrough
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nnimrod replied to KillAshley's topic in KSP1 Mod Releases
Any tips on how I can load this without crashing? Currently I have several other mods, and when loading the game I hang and freeze with the progress bar at the bottom stuck on squad/spaces/podcockpit/internal/podcockpit. When it hits that my memory usage jumps from ~2mb to 2.2mb and ballons up to about 2.6 or 2.7mb and stays that way, until I close it. Without this mod I cap at around 1.5-1.6mb during loading. I'm using ATM. I'd really love to use this :/