Jump to content

Jimbodiah

Members
  • Posts

    2,492
  • Joined

  • Last visited

Everything posted by Jimbodiah

  1. You can also use engines to make a hard landing and survive intact (screw engines or chutes!) But I think this is the balancing pass that Mage mentioned. If you find anything in the meantime, you can always open a Pull Request on Github, or ask someone here to add it for you. This way Mage can see what people are requestion to be changed and implement it in a single location (github). I think any info that other people can give and have changed is less time Mage will need to go over all the parts himself. Hollar if you have anything and want me to PR it. José and Blowfish can help out too perhaps? PS: Mage mentioned this earlier, but if you press your middle mouse button (scroll wheel button) then you can rotate camera view and see the rest of the GUI list. I didn't know about this either until Mage pointed it out a while back. First pass on the Kerbin365 patch... hollar if I forgot something etc http://kerbal.nl/sstu/K365.cfg
  2. Hence the 3.2 scaling is just about perfect for SSTU mwuhahahahaha And Mage... the thrust works now!
  3. @blowfish Is there a way to detect the 3.2 scaling perhaps, that way I could check that (uses Kopernicus & scaling = 3.2) to scale them up for all the mods. The fun thing of K365 is that it is focussed towards still using stock parts, just making it a bit more realistic vs a stock SSTU Delta IV taking you to Duna instead of just LKO. I've found that a realistic looking SLS (Orion, ISPC & lander) is just enough to get the 2nd stage into LKO and make a Munar burn (20-50dV left) and the lander needing to do the munar injection burn as well as land, leaving the orion to do some maneuvers and send itself back to kerbin. I think this is the best ratio for using stock parts without the need to rescale them in size, and get realistic looking RL rockets that are not OP as .... Rescaling the engines would mean rescaling the other parts as well, ending up with a not-quite-RO setup, IMHO negating the purpose of K365. The current large engines would give just enough for their jobs as-is, but the smaller ones are just lacking a bit to make orbit in time without resorting to clusters of 5-7 engines (might as well use a J2 then for a small second stage which deviates the build from anything realistic looking). It's a compromise between stock and realism, won't be to everyone's taste, but neither is K365 I think with it's 3.2 bodies and 6.4 distances. You can go either way depending on who flips the coin. I'm just patching to keep the current part sizes with minimal work into the patch, yet make it a tad more playable in 3.2 without resorting to using more a larger engine cluster. I think, correct me if I am wrong, that 64K would be a better place for an RO-style overhaul on parts sizes and specs, but other people more knowledgable than me should make those. I just hack some cfgs to suit my game play in the end. can ask Mage to include it or just offer a seperate download for as long as I play it myself (which could be ofrever or until I freak out tonight with something). ROFL.
  4. OK, so I can't change the thrusts on the new engine modules, is that correct Mage? Ablator is patched and works when K365 is detected. Now for the engines. This is what I use (both with @ and %) but it will not change the values. I have it working on my B-SM though to raise the thrust, so I must be overlooking something with the other engines. @PART[SSTU_LanderCore_LC5-DESE or any other engine]:NEEDS[Kerbin365] { @MODULE[ModuleEnginesFX] { %maxThrust *= 1.27 } } If I can get it working I will send a PR on github.
  5. Yeah, the 0.40 matches then as that is 40%. Some engines are around 50% and others around 33% though, but it depends on what you use for the source material. I just averaged it at 2.5, and turns out I was not wrong
  6. I just made an excel sheet with the values from the link you sent me and what Mage uses. The thrusts are around 0.4x real-world values, but ISP is the same as real-world. Kerbal is Earth/9.66 Mage uses 0.4x RL values (1/2.5) Earth = 0.4 * 9.66 = 3.864 K365: 3.864/(9.66/3.2) = = 1,27x stock thrust or 0.79xRL Please check my math, as I may just be having a brain fart. If it checks out I will patch the engines later today for K365.
  7. @ComatoseJedi Ah, I took 7 as the shuttle had 7 people on board most of the time. It only has 6 in SSTU? Didn't even notice. Will it stay at 6 Mage? Else I need to change the LS patches. I also took 3 as the number for the Soyuz at the time looking at the current missions "Assumption is the mother of all f_ck-ups". @JoseEduardo I don't want to change the fuel types or their ratios, I'm not aiming for an RO-style patch, just a minor tweak on thrusts/isp. Testing a nicer patch for the ablators right now that checks for the directory and just mulitplies the stock values instead of setting an absolute value, this way they will scale up with whatever Mage uses in stock. I see the shuttle does not use the ablator mechanic at this point, will add it later.
  8. I have a patch that doubles the ablator on the A/B/C pods if you want. Just trying to figure out how to auto-detect 365 as it's just two Kopernicus cfg files. Does anyone know how to check if a directory exists? current patch: http://kerbal.nl/sstu/K365.cfg I've also made a PR for updated USI and TAC LS files that adds the shuttle at 7 kerbals x 12 days (average mission length of all the real shuttles). @Mage/Jose: Do you know the ratio for thrust/isp change on the RO patches? I want to see if I can alter the thrust for the 3.2x version, don't think they change much though.
  9. The ablator was balanced for stock use, so anything needed for other mods would need to be made by yourself. The stock values kind of make having an ablator resource a moot point as you never run any risk of using it all up anyway. Kind of makes no sense to even have the mechanic if they use cheat values. At 3.2 Kerbal there is not enough ablator on any of the pods, but you can patch that yourself in the cfg or with a MM config. I have the same issues now with my own 3.2x game where I am coming in at 5500m/s (mun return) and the Orion's ablator is gone about half way through the atmosphere. On stock Kerbin it is more than enough though unless you need two aerobraking passes, but even then it should still survive the heat. I will probably make a MM patch to check if 365 is running and then multiply ablator on the pods by 1.5 or something, might upgrade engine thrusts a little as well but have no idea about a balanced ratio for 3.2
  10. thanks! Why not use drop box instead of hiding the link to this mod. I feel like I'm playing in Davinci's Code. hahaha
  11. BTW: Awesomeness.... Kerbal 365 (3.2) means I now actually need an SLS to send the Orion+SM+lander to the Mun. The HUS is juuuuusst powerful enough to get into a circular orbit and have enough to do the munar (lol) injection of around 1600dV. All with stock engines and realistic looking proportions. Pretty cool.
  12. Re the LC decouplers... They will only attach to the bottom node of a tank (not the center as before) where the engine rack goes, but then the engine does not see the fuel tank anymore: 0 fuel is shown. - Place tank - place decoupler - place engine If you place the engine first, the decoupler will not attach at all.
  13. I'll test them out. The lander concept is good, I would not change much, but some suggestions: - gold foil (or gold/yellow looking at least vs the current orange) - Modular tanks for width (4 steps like right now?) and if ppossible height - Integrated docking ports, 1.25m for LC3/LC5, 0.625m for the LC2, but I think that is already what you had in mind? - fuel switch on the tanks for LF/Ox, LH2/Ox, LF, LH2, MP as per the MFTs. This would allow us to use the RL10/etc on the landers - gold foil on the tanks - standard small built-in monoprop (50-ish) in the tank sections as 50 from the LC is just not enough sometimes and an extra tank section to enable monoprop is overkill - possibility to add LS supplies through a patch, as something is blocking these resources from being added. - did I mention gold foil? hahaha - built in antenna like on the Apollo SM perhaps? Yeah, I know: once I get started...
  14. There is a small dianeter difference, you gave to jump down. Up should work fine though. No doubt it will be adressed when Mage gets around to the landers. The two decouplers are broken as well as per 1.0.5.
  15. PS: The problem seems to be gone on my end with the latest release. 60-70fps and no log spamming. I started with only SSTU/Mechjeb/KJR and also had 60-70fps, so adding all my mods did not affect the performance (around 15 mods).
  16. upside down? One on each side? Asperagus? If mage makes the engine unit a seperate part, we can build the SD HLLV even.
  17. It manifests as a twitchy screen after placing the first engine under the tank, starting from the CM. Adding another tank and engine increases the issue.
  18. "Stable" is relative it seems @davidy12 I can send up a ship just fine as-is, you just need bigger rockets due to the 3x size of the planet now. I need around 6000dV and 3500m/s escape velocity. Also the atmosphere is 82km high now. Took a bit to get the hang of what was needed, but it seems okay now. 2x RS25 first stage, J2 second stage. If anything, I think the thrust would need to be increased as is done in RO. But this is just fine, only playing around with it for a bit of a challenge to see if RSS is for me.
  19. The current version has a bug that spams the log etc causing it to crash, already reported on github and I think Mage is working on it. Use the pre5 release, it is stable and does not have the performance issue of pre6. https://github.com/shadowmage45/SSTULabs/releases/download/0.3.29-pre5/SSTU-0.3.29-pre-5.zip
  20. I just installed K365 which is a go-between for stock and RSS. 3.2x planet scale, 6.4x distance to planets/moons. You need some huge rockets just to get into LKO The Soyuz capsule now needs a launcher that looks like a saturn V
  21. I have a topic with rockets somewhere, but they were broken 3-4 releases ago and will not rebuild them every version. There were actually some crafts included until recently.
  22. I made a lot of crafts, but the problem with a WIP mod is that it breaks the builds quite often. Maybe when SSTU gets a stable release it might be worth while to set up a repository for craft like the SLS, Ares, Saturn etc etc etc.
×
×
  • Create New...