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KSP2 Release Notes
Everything posted by Jso
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Treat the insulation like a fairing and dump it in the upper atmosphere/edge of space. It's pretty heavy so you don't want to keep it any longer than you have to. The way boiloff works is, heat from the outside is absorbed by the part's skin, the heat from the skin is absorbed by the part's internals, and the internal heat is transferred to the fuel causing it to boil. The jettisonable insulation slows down the skin to internal transfer, so it would seem to make sense to get rid of it as soon as possible when it's still hot from climbing through the thick part of the atmosphere. That way you jettison the heat rather than absorb it to the tank. All of the other Centaurs have two layers of insulation, internal and external, and no weight penalty, so they are better equipped for long coasts.
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It's under BDB in the save game's difficulty options. I don't know of a mod but that doesn't mean there isn't one. This is an MM config I used a while back for testing. The first part uses the stock resource converter, the second uses a custom converter module I made to attempt to address some issues with the stock module. It's been over a year since I've looked at this stuff so no promises. I'd do a quick Mun and back trip or something to test it, and I recommend not exceeding 100x timewarp. Both parts contain a buffer for the Hydrogen gas.
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If there's someplace for it to go, LqdHydrogen boiloff will be converted to the Hydrogen resource and stored rather than dumped. With a resource converter you can liquify the Hydrogen (gas) back to LqdHydrogen and return it to the tank. We don't provide a part that does that, but there may be one out there or you can roll your own. It should be very heavy and consume a great deal of EC. Be warned there are issues with resource converters and high time warp so it may be a long trip. You can mitigate boiloff with sunshields or orienting so the sun is not directly on the tanks. Radiators may help to some degree, but they are really to avoid overheating, not refrigeration at 20K. Or as was suggested you can turn off boiloff.
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Since you would "control from here" on the docking, port, I'm questioning if any of these SM's should hold crew, since four our purposes they're just crew tubes, not cabins. Maybe if we had a rear facing IVA that worked with these parts. Yeah. That's an all-in-one part so... trouble. Does it need immediate attention or is this just visual? Like, overheat how: glowing red; showing a temp gauge; parts exploding? I see a few problems in your screenshot. If that's a craft file, you need to rebuild from scratch.
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Just report issues. I'd rather not see overheat indicators, but here and there is ok, it just shouldn't be the norm. Things exploding when they shouldn't be is what I'm really looking for. That and the "what didn't I think of" unintended consequence. I also updated exhaust damage for all engines, I think I neglected to mention that in the commit. You have to turn on thermal debug in context menus to see what's happening with temperatures.
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Boiloff will be 12x slower next time I do an update. I'm targeting about 5.5% per 12 hour day for Centaur V, but conditions vary, so that's just a ballpark number. I've also got a new thermal simulation using the part's temperature rather than approximating based on incoming radiation that's about 99% done.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
Make sure the file is under GameData someplace. Check the file extension and make sure it's actually .cfg and not .cfg.doc or whatever wordpad uses (folder options uncheck hide extentions for known file type or something along those lines). Use Notepad or get NotePad++ for editing text files. -
There's a cfg to disable that in the extras folder called RemoveEngineSpoolup. Create a folder called Bluedog_DB_Extras in GameData, and copy only the RemoveEngineSpoolup folder from Extras to there. It's located in this folder in the download: \BD_Extras (No Warranty)\GameData\Bluedog_DB_Extras\RemoveEngineSpoolup
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
This would be my guess: @PART:HAS[~name[kerbalEVA*],@MODULE[ModuleScienceExperiment],!MODULE[WBI*]] -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
Typically you would use :NEEDS[CommunityResourcePack] or whatever mod defines the resource in question. I'm not aware of any way to test for a condition outside the PART other than NEEDS.