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5ardaukar

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  1. i´ll try to be more precise... in earlier versions, i programmed flight computer (deactivated SAS of course) for example: execute manouver node in 4m30s... then i set the delay to 4mins... and hold down the "H" key 30 secs to give the craft a small push to fight the ullage.... So the craft (while "steering" to manouver node prograde) accelerated a little in the last 30secs before the manouver was executed... this doesn´t work anymore.... hitting the "H" key seems now to be ignored... No great deal, cause there are other ways to handle ullage... Just to let u know...
  2. I am really thankfull for your efforts Taxiservice, because RT is one of my must have mods for immersion and realism... And as Elouda said the short "throttle cut off" also happens when cancelling a burn. Thing is, because of the limitied ignittions in RO this issue sometimes kills your "whole flight". Another (really minor) "bug" i found in your latest version is: in earlier versions (with activated flightcomputer) a delayed response of rcs thrusters occured when i hit the corresponding keys (in most cases H & N) - used this to counteract ullage, now with activated flightcomputer no response to the key input, therefore with activated SAS: no delay in in RCS-response at all... ;-) Wish you a nice weekend and a big thank you...
  3. thanx for your fast response ... here the infos/pics: https://www.dropbox.com/s/xgfr3vg4i9j9e29/output_log.txt?dl=0 https://imgur.com/6nsb046 ---> engine started https://imgur.com/QWeLYsx ----> clamps released....
  4. Bug ? Or intended? Hello folks, i´ve got a small issue with remote tech (removing RT solves the "problem"): RO mod... When i throttle up (hitting "Y") and activate engine on an unmanned probe on the launchpad and hit space to release the clamps, the the engine turns off (guess for a fraction of a second) and the rocket drops to the ground with no ingnition remaining. It seems as if switching from local control (launch clamps active) to remote control (launch clamps released), the engine throttles down for a short moment... so the engine is no more able to throttle up because of the limited ignitions... The only way to get around is... Before releasing clamps, i open the flight computer turn throttle up to 100% give a 1h duration burn, activate engine and then release clamps... So i´m asking is this intended? Is there another way to start an unmanned rocket without using the flight computer right from the start? beside that: thanx to all the modders who make ksp such an amazing experience...
  5. For all those passionate players of RO/RSS who struggle with the boil off problem... I tried many different ways to handle those liquid fuels, tried radiators, heat pumps etc... As far as i can see... when you pass the 100x time warp (switching to analytic physics calculations) boil off happens... I found a way. I tweaked the realtanktypes.cfg (realfuels) and the rftanks.cfg (procedural parts) to get a tank type which prevents boil off. First it feels (and looks like) cheating I know... but considering that in the end every "feature" you need in space has to be paid with "weight" (insulation, radiator, electricity...), i suggest you alter the basemass to stay in a realistic scenario.... I´m not the author of the mentioned mods, i just edited the cfgs. Here is how.: \gamedata\realfuels\resources\RealTankTypes.cfg add.. //Ultra TANK_DEFINITION { name = Ultra highlyPressurized = False basemass = 0.000039 * volume outerInsulationFactor = 0.0005 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 wallThickness = 0.0025 wallConduction = 16 insulationThickness = 0.0381 insulationConduction = 0.014 temperature = 400.15 note = (has insulation) } TANK { name = LqdHydrogen mass = 0.0000016 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.15 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdAmmonia mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.65 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdMethane mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.45 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } } \GameData\ProceduralParts\Parts\ZOtherMods\RFTank.cfg add the bold line.. { name = ModuleFuelTanks volume = 1060 utilizationTweakable = true type = Default typeAvailable = Default typeAvailable = Cryogenic typeAvailable = ServiceModule typeAvailable = Fuselage typeAvailable = Balloon typeAvailable = BalloonCryo typeAvailable = Structural typeAvailable = ElectricPropulsion typeAvailable = Ultra } } The temperature in the first cfg is the key... What it does....: Now it is possible to choose "ultra" as a procedural tank type which is capable to store the configured fuels up to the given temperature in K. Many thanx to all the modders out there who do a great job... P.S. please excuse the fact that i´m not a native speaker/writer
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