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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Angel (and most players) don't use ETT so no compatibility may exist for it in his mods. It would make sense that ETT buries his tech nodes, or his tech nodes bury some in ETT.
  2. The value you set is divided roughly by 100 to convert into atmosphere pressure. Kerbin's sea level pressure is 101 kPa. 4000 = 40 atmospheres of pressure in KSP. Once you turn on part pressure limits, the ocean on any planet becomes deadly. 400m below Kerbin's sea level is 40 atmospheres and where any part will explode. This point may be very shallow on Eve given its surface pressure. KER reveals it in its Heat/Thermal panel when a kerbal is focused. The part configs for kerbals are,iirc, in GameData\Squad\Prebuilt\ Well... Just save the following somewhere in GameData and go to Difficulty settings and turn on Part Pressure Limits. Be warned, Kerbin's ocean becomes the devil. Every 10m below adds 1 atm pressure, so you will likely be destroyed at -40m and not the default -400m. @PART[*] { %maxPressure = 500 } I would like very much to be able to write configs for this for myself. I can do it for modules, but it's different for basic properties of a part. I seek this knowledge for advancement in heat tolerance.
  3. When not explicitly declared, the default is buoyancy = 1 which makes for maximum buoyancy. Decrease this value to make an object sink easily. 0.6 is a good maximum value in my experience, with which I've had returning probes and small spaceplanes sink all the time (against my will). Set buoyancy = 0 if you like pain and suffering. CoP means CenterOfPressure indeed, and is the anchor point of drag force. I would think giving the CoL a more positive Y offset would make it steer better while falling but okay. I don't know what the default for that is. Well, as long as it's still above the CoM that's what matters, I'd like to think. I'm very sure that one of these sets the point where more or less of the part sits below the ocean surface once splashed. Since it sits too high I'd recommend raising CenterOfBuoyancy some more, and then CenterOfDisplacement. I can't fathom CenterOfDisplacement, however. Just maybe this means the point where a part will tip over and sink first if it's poor at floating. The heatshields have unique lift surface parameters to them such that they produce the effect of lift surface when laying flat and coasting through the air like a frisbee. These seem like conditions for toggling the pod's own "lift surface" like a wing panel, and disabling default body lift depending on whether something is attached under it.
  4. Those are correct. There is apparently a glitch that affects fuselage parts that have a lift surface. I'm regularly plagued by cabins or cargo bays producing immense drag, giving me more reason to use OP engines to get around at high speed. Mk2 tanks only hold as much as any similar length 1.25m tank that fits inside them, leaving a lot of wasted internal volume and (in KSP terms) a load of pointless dry mass. In the tight spaces between the Mk2 internal cylinder and its sharp sides you can fit enough Mk0 tanks to make up another equal length Mk1 tank and double the current fuel amount held by the Mk2.
  5. OPT Reconfig 1.2.4 Added XenonGas to NFPropulsion tank types. Buffed Lithium tankage (maybe by too much. Untested). Added MonoPropellant tank option to all tanks/parts. Arranged new LF, LFO, Mono tank types to prevent using tank switch to cheat dV. Added MonoPropellant tank option to everything. The following cannot be changed in-flight: Structural and Battery. Drop tanks. Raised KIS slot counts. Disabled whitelist entries for OPT labs for experiments. Apparently this causes MOLE experiments to always or only require an OPT lab. OPT Legacy 1.1.3 Moved CoL, CoP and CoM (centers of lift, pressure (drag) and mass) in Legacy wings so they make more sense (or stop making less sense) in aircraft designs. This should fix a good deal more aero problems. DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy
  6. OPT Reconfig 1.2.4 Added XenonGas to NFPropulsion tank types. Buffed Lithium tankage (maybe by too much. Untested). Added MonoPropellant tank option to all tanks/parts. Arranged new LF, LFO, Mono tank types to prevent using tank switch to cheat dV. Added MonoPropellant tank option to everything. The following cannot be changed in-flight: Structural and Battery. Drop tanks. Raised KIS slot counts. Disabled whitelist entries for OPT labs for experiments. Apparently this causes MOLE experiments to always or only require an OPT lab. OPT Legacy 1.1.3 Moved CoL, CoP and CoM (centers of lift, pressure (drag) and mass) in Legacy wings so they make more sense (or stop making less sense) in aircraft designs. This should fix a good deal more aero problems. DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy
  7. @Drakenex Yeah. I expect it'll be just fine. You'll just be getting twice the fuel in the tanks that you're accustomed to, and a rightful amount to expect. You shouldn't have to spam tanks as though you were using Hydrolox. It'll be a dark chapter in spaceflight history if Methalox rockets start looking like actual blimps.
  8. Concerning your tank type config, it looks to me like you're losing out a bit (afaik). Except for really low density resources (LH2 and ElectricCharge) the sum of resource ratios therein tend to be 1, so I would double the values you have set there for MethaLox. I rather like your very simple 3:1 ratio, meanwhile I had a hard time understanding new fuel ratios and coming to accept the one I use: 57:43... But this is for a Classic Stock (see Angel-125's mods) equivalent fuel mix: Raptium & Oxidizer. I've considered adding to the next Tundra Exploration release a sweeping change that will make all its raptor-themed engines require CRP's LqdMethane and not LiquidFuel, but I expect the players at large would be unhappy with something like this-- and I haven't even tested it yet. The trouble to setup and balance everything around it may outweigh the gameplay benefit of handling Methalox in-game. Also, I don't know if there's sufficient demand for this anyway.
  9. Spoiler. Bob Gaelan is OhioBob. Have you tried the mod as it is? (The one for KSP 1.3.1 by Z-Key Aerospace.) It may work just fine with planet mods. If it doesn't work, consider trying Astrogator. It's partially derived from KAC and contains its own alarm list.
  10. @Esendis Unfortunately there's nothing I can do about the plume size without making new plumes. And I have a good deal of plume stuff to do already.
  11. Other mods exist for that, such as Near Future Electrical, USI Core (which contains a reactor pack) and KSP Interstellar. But installing some of these makes the EC demand in the drives go way up, as then you have realistic power generators-- the drives will demand realistic magnitudes of EC input.
  12. I'll think about it and throw the code snippet for you.
  13. I've already experimented on re-balancing, and providing extra instances of the HX HPD engine, configured for a variety of uses. (And I even made plumes for them.) No one has answered my question on Aug 21 (with pic) for desired compatibility so I've left it alone. Default Instance: Upgraded LFO and NTR modes. Pseudo-plasma engine modes: greater Isp, makes it much more worthwhile to build HX class DSEVs, not guaranteed to work at Kerbin sea level anymore. (Due to the scale of HX, it is said that such ships should be built in orbit...and there's no HX decoupler? So I'm counting on players to use EL or the new Global Construction.) Nuclear Saltwater Rocket: Single mode: Will use CRP/USI's Karborundum + Water, or WBI's Explodium. Guaranteed to work at Kerbin sea level, may work well on Eve too. But do you want to use this kind of engine on your home planet? I hope not. Ion Drive: Currently dual mode: Epstein Drive/Pseudo VASIMR. Will use CRP's LqdHydrogen or WBI's Propellium. Will provide very modest TWR and amazing Isp at the cost of 1 (or just over 1) added HX reactor per engine. Or you can lower the Isp (and power draw) by a lot for some decent TWR. If time is not an issue, the utility here is unparalleled. The HX reactor gets reconfigured and maybe an extra instance as well. Its 750 EC/s nerfed in favor of 250EC/s an added, upper NFE or FFT class fusion or fission reactor module (in most cases, 6000 EC/s). The HX Ion Drive instance is tightly balanced against the reactor. I've also prepared a wide array of extra tank types which will be accessible to (nearly) all HX parts with tankage. Heavy Ion Drive: Interstellar level stuff. Scoop sold separately. Upgraded NTR "SupraNuclear" with 2000 Isp and more power draw Nuclear Saltwater/Explodium: The power to deorbit The Mun
  14. I played some 2.5x GPP science, even streamed it. Everything went well (as I packed more than enough food this time (Snacks! by Angel-125) unlike the first time). I could've done a biome hop or two but I'm new to non-sandbox stuff and I have no sense of scale with dV above stock scale. The ship could do with much better solar panels and a little more LFO in the stage with the expendable adapter tanks.
  15. The stock switcher does not support fuel switching. That's a major loss in my opinion. Now that the stock mesh switcher is a thing, people who make mods like Mk2 Expansion, after this, would have prior knowledge to make their parts with skin options that aren't bound to a specific propellant or propellant mix-- that the skin options would be purely cosmetic or vaguely tied to certain sets of propellants or other resources. If the parts were (re)made, without explicit ties to certain fuels/fuel mixes, that'd be fine I guess. But it's not worth the trouble in the end, to check and make sure your obviously LFO tank isn't actually holding Mono, and that your obviously Mono tank isn't holding LFO or Xenon. It gets worse as part count inflates when you build really fancy ships.
  16. 1.25m ion engine cluster. I don't need it but I've had a small want for it. The brown rings are either radiators or EM field coils. It's fun to build these things in their basic form in 3D.... The steps after this are mostly not fun: proofing the final geometry, making the UV maps and textures.
  17. Yes. Just install it. But also install this because there's a collider issue between the animated docking ports and KSP 1.4.x . Install this too and its requirements (B9 Part Switch and maybe Community Resource Pack). It keeps OPT fairly up-to-date with some code fixes and new features, and engine balancing. . . The main dev is gone and I'm not adding parts. Sorry.
  18. Concerning the above 2 points, the custom Gael science worked while the homeworld was internally called Gael (planets have the internal/real name and a separate display name which usually always match). As far as I can tell, GPP has been the only planet pack that changed the internal name and called Kerbin something else. The Gael science stopped working near our first release for KSP 1.4, as, for compatibility reasons, we decided to turn the internal name back to Kerbin and leave just the display name for the tracking station and whatever utility mod happens to recognize and prefer display names when using planets in their info. If you had the money to, you couldn't pay us to do this. Building GPP is no longer fun, and the time has passed for adding very large features like science defs for planets.
  19. @Lightning_Gamer oh, Mono really isn't there. It's available for cockpits and docking ports but I'll make it available everywhere.
  20. @Lightning_Gamer You could make a cabin out of, and alongside the Stail Lab with just a judo chop of MM-fu. Also, install my mod linked above, OPT Reconfig. It will allow every OPT part that holds fuel, to hold many things. (Actually, OPT Legacy is supposed to require OPT Reconfig now and by consequence is supposed to be crippled without it). And install B9 Part Switch and Community Resource Pack.
  21. Ore and all the drill-able CRP resources will appear on their own. That's how those work. For rare or custom resources or any resources in space around them, discreet configs will be needed. Niven is a very interesting choice for a parent in GPP.
  22. @krillin678 OPT is not made by (or made for) Nertea so it's not going to contain engines that use NFT's known propellants. The only things OPT can do that directly help with NFT are (and that is only if you install my mod OPT Reconfig with OPT) to provide Lithium and ElectricCharge tank options and some radiator capacity to all cargo bays and hollow fuselages.
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