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Sresk

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Posts posted by Sresk

  1. On 11/18/2018 at 8:23 AM, Stone Blue said:

    Ok, sooo... Im not seeing the 1km spawn issue with anything other than the Stail dropbay, and the Humpdee cargo tail...

    Anyone have details on how they are having it happen with the inline docking ports? vOv

    Im using latest Legacy on 1.4.5... NO WorldStabilizer installed...

    I haven't had the issue with the inline docking ports. My two parts that like to cause the bug are the utility bay and the cargo bay that opens on top and bottom. The standard cargo bay seems to work fine.

    Ps the bay's not providing aero shielding was a bug from over a year ago and it's what caused me to stop playing this mod. I'm happy to confirm it does appear to be completely fixed. I even tested it with FAR last night and all parts seemed to be performing as expected in either aero model. Great job!

  2. Yeah I knew this was a known bug from a long time ago but from reading I wasn't sure if it had been narrowed down to which parts where causing it. As to the aerospike, it doesn't seem to cause it on crafts that don't have either of the two bays. But I had a ship that had two of the deployment bays and the craft was working just fine. I'd used it on several missions. When I swapped out the engines I had been using for the aerospike is when the 1000m bug got triggered. After swapping back to a different engine the bug persisted. So it could be sheer coincidence or it could be something in the aerospike mesh that was a trigger.

  3. Woot thanks for the change on the lh2 storage and for the credit. I may still play with my op values but glad to see I could help. I found another small imbalance the the opt j science lab is crazy over powered. looking in the .cfg the stock ModuleScienceConverter has:

          researchTime = 7        //Larger = slower.  Exponential!
            scienceMultiplier = 5    //How much science does data turn into?

    the opt j lab has 

           researchTime=5
            scienceMultiplier=6

    Just doing a few orbits around kerbin or making a run out to minmus I can fill up the science lab and generate over 1200 science a day and yes in a 10 day trip I stopped every day to transmit science and generated over 10k science on a tourist run to minmus. I'm changing my values to be slightly worse than stock just to encourage me to use non space plane options for science. But you might want to consider adjusting these to match stock values.
            

    Oh also I have no idea what causes it, but I've found two and potentially a third part that causes planes to start about 1000m above the run way. Unfortunatly it's not 100% reproduceable but in my game its at least 80% and a reload or game reset will not fix the problem. The mod worldstabalizer seems to help but inconsistently. the two parts I know are problems are:

    name=j_deploymentBay , title=OPT J Deployment Bay

      name=j_4m_service,  title=OPT J Service Bay

    I also suspect the opt j linear aerospike occasionally causes the same problem. 

    I've tested all the parts empty and with things in them clipped and unclipped. They seem to be worst with things clipped in them but I;ve had the bug appear even while empty and once a craft file exibts the bug it will always do so. Wish I could be more help in tracking down whats causeing the bug.

  4. 10 hours ago, FreeThinker said:

    There is a very simple rule, the shorter the wavelength, the less diffraction and therefore the longer you can transmit your power. Sounds simple? The catch is that the shorter range, the less efficient the beam production, which creates more wasteheat and therefore the harder. Therefore based on your intended distance, there is an  optimal wavelength. For Duna and Eve,  You need to transmit at least transmit with a big dish in the visible or better ultraviolet spectrum, any further and I recommend you go X-ray. Of course you need some serious technology both on the transmitting and receiving to make it work. There are several receiver methods, X-ray is the hardest to receive. Soft X-ray can still be receiver reasonably well with Ultra Violet receivers, but anything more penetrating needs heavy duty thermal receivers or thick X-ray receivers.

    More can be fount at the wiki

    and on the kspie support page which is intended for questions

    I read that wiki and saw the math on the wave length. But If I understand you correctly there are parts further into the tech tree that allow transmitters in those shorter wavelengths? I'm curious then what is the optimal usage of the longest wavelengths? Just surface lanches or lko beaming sats only?

  5. Hey guys, it's been a year or two since I last played this mod and I wanted to say thanks for continuing to develop/support it.

    I'm currently playing career mode and am just starting to get into the kspi content. I have many of the basic parts unlocked but am not deep enough into the tech tree for the upgrades or advanced parts. Anyways I'm not sure if this should be posted here or in the support thread but I have a question on setting up beamed power.

    When I last played the distance that you could beam power wasn't a huge concern it was possible to send up a few sats with huge tweaked solar panels drop them in a low solar orbit (nontrivial but doable) and get ample beamed power back to ksc for thermal nozzle launches. The power dropped a fair amount out at duna but still with a relay or two setting up a beamed power network was pretty easy(too easy?)

    I'm trying to do something similar now. And am experimenting with the different emitter types. I've set up three power generating sats in a high kerbin orbit and useing either the laser emitter or the HUGE microwave dish as transmitters gives a very acceptable amount of power and a small enough spot size to make acceptable thermal nozzle usage.

    However when I send similar stats out past minus into kerbal orbit the spot size gets so huge that the power transmitted drops to 1% or less. I'm not claiming this is a bug or imbalance. Things are different now. And while I think the new system is a little needlessles complex I do appreciate the added level of difficulty.

    Additionally I mostly have access to microwave and infrared transmitters. So with all the preamble out of the way. What is the optimal/easiest/design vision way of beaming power long distances, ie. interplanetary distances. Are there parts or frequencies I haven't unlocked yet that are intended for this purpose? Is there any updated wikis/guides that has documention on the nee system? Everything I could find is several years out of date.

    For people that do use beamed power what setups have you found to be most effective?

    What is considered to be an acceptable target for megajoules and spot size and what types of emitters and out relays do you use to achieve that?

    Do you use relays and shorter hops?

    Lastly I may have discovered a bug? On of my sats since i was experimenting and trying to figure out how the parts interacted I kinda put one of everything on it. The sat generated about 30-40 mj of solar power and is orbiting kerbin at about 500km. It has an inline microwave transceiver set to relay/transmit, the 100m microwave transmitter and a laser diode generator + transmitter. Anyways the relay says 0/3 relays connected not the bug but I dont understand it. I know I'm generating about 40mj. But my wall to beam power is in 60mj range. And on the ground it shows 87mj available of which I can usually access 40-60% depending on facing and losses. So I think I've magically multiplies power output because I have multiple transmitters on the same set. Thoughts?

  6. Ok so I made an edit in the OPT_B9PS_cryo.cfg file to look like this :

     

     

    // New tank types

    B9_TANK_TYPE:NEEDS[CryoEngines]
    {
        name = OPTLH2O
        tankMass =  0.00015
        tankCost = 0.4

        RESOURCE
        {
            name = LqdHydrogen
            unitsPerVolume = 14.985
        }
        RESOURCE
        {
            name = Oxidizer
            unitsPerVolume = 0.999
        }
    }
    B9_TANK_TYPE:NEEDS[CryoEngines]
    {
        name = OPTLH2
        tankMass =  0.00015
        tankCost = 0.25

        RESOURCE
        {
            name = LqdHydrogen
            unitsPerVolume = 30
        }
    }

    I basically halved the tankMass and tripled the storage in the LH2O mode and *4 the units per volume in the pure lqdHydrogen mode.. I'm sure this isn't exactly perfect but it makes the storage capacities and weights line up far more closely with other tanks that carry LH2 in both mass and capacity. I think those numbers need tweaking but it's close enough now that the parts are playable. 

    Just to explain the problem when using nuclear engines or any engine expecting LH2 if I ran with liquid fuel I'd get say 5000dv and .33 TWR. Swap all the tanks to hydrogen and I'd get 500DV and .8TWR. With the changes above now the numbers for swapping to LH2 are more like 4000DV and .66TWR more in line with what I'd expect

  7. Sorry if this has been posted but I have looked and can't find anyone else with a similar problem :) I'm not sure if this is a conflict with this mod or with one of the other hundred mods I have installed but....

    I have a lot of mods that use lqdHydrogen as a fuel like the cryo engines, near future, and nuclear mods. I'm getting expected amounts of hydrogen fuel with most other tanks. But any spaceplane parts ( both OPT parts and mk2 parts) have an order of magnitude too little fuel in them. Yes, hydrogen fuel is supposed to be fluffy needing larger volume but having less mass. If I compare a similar sized and weighted opt fuel tank to a cryo tank the amount of fuel in them is 4x-10x too small and the weight of the dry tank is 2x-6x too heavy. I'm not sure if the cause of this is in OPT or if its a conflict from somewhere else. If you suspect it is in this mod and would like more details I'll see what I can do to be more specific. 

  8. The mun to minmus is weird. Sometimes I've done it with less than 200 dv to leave mun orbit and get a minmus encounter. But if they aren't lined up right it can take 800+... but if your not playing with life support and your willing to be patient you don't need much.

    However I will say it's WAY easier to go from minmus to the mun than the other way.

  9. 13 minutes ago, Perzel said:

    Is it the thermal power of the reactor that determins the thrust ans ISP of the engine, or the core temperature? That would at least explain why the particle bed reactor is better.

    But it doesn't explain why the fusion reactor delivered 0 thrust. The reactor control window tells me that the reactor is 100% active. But somehow there doesn't seem to be enough power. I checked it with the thermal launch nozzle and the thermal ramjet nozzle. Neither of the produced any significant power with liquid fuel.

    And where can I check the upgrade stage of my reactors?

     

    I haven't been able to get any sort of reasonable performance out of any of the engines when connected to any reactor, the reactors are just too heavy. I just beam power and use the thermal receiver.

  10. change of topic here if you don't mind. How are precoolers supposed to function in KSPI? I'm asking becuase I'm trying to play with the scram jet from mk2 expansion mod. The engine won't kick on until mach 4 and it's supposed to run all the way up to mach 15... but at mach 4 it get about 15kn of thrust and then over heats and shuts off. I've messed with precoolers and different altitudes to no effect. Are there settings I can turn down that effect how engines overheat?

  11. On that note I really should be taking notes as I go through the .cfg files and I'm sorry I'm not but 3 things...

    1. One of the cargo bays (I think it was the avatar or the humpback but honestly forgot sorry ) had it's closedPosition = set to 1 it should be 0 since it starts closed.

    2. For whatever reason I just could not get the humpback parts to not have drag inside the cargo bays until I increased it's look up radius. I doubled the value to make it work I'm sure a smaller value would also work but that's what it took for me :)

    3. Also is there a way to get the hollow fuselages to not have drag inside them? I was wondering what would happen if you added  MODULE
        {
            name = ModuleCargoBay

    to them since they don't have a close animation...

    Just in case here is a link to the wiki with the modulecargobay link.

    Hmmm now that I read through that link myself I have a sneaking suspicion as to why I've had to increase the lookup radius to get a lot of the parts to work. Almost all of these parts are much longer than they are fat or tall. So if lookupradius is casting rays in a sphere from the center and not as a cylinder then really the radius needs to be alot larger than 1/2 the size of the parts here is a simple drawing to illustrate  (let me know if that link works just linked to my own googledocs) the problem. 

    http://imgur.com/gallery/72ICF

    The radius to the short width is what I believe we have now and leaves a lot of room for things to experience drag. The longer radius equal to the length of the part almost works but leaves gaps. The longest radius of course covers all of the interior space but then has a lot of overlap outside. I don't believe this is a problem as the rays stop as soon as it hits the exterior "wall" of the part (or more accurately the collider) so theoretically you could increase the lookupradius by x10 and not hurt anything.

    For the time being I've doubled the lookup radius of all of the parts and set all of them to have closedPosition = 0 and I'm having a lot less troubles with drag in bays.

  12. If it's happening with stock planes have you tried turning on SAS? Also are you trying to lift your nose either too slow or too fast? Lastly what level is your airstrip? No matter how well built the plane is I can't take off from the dirt strip. What Your describing happens to me most often with landing gear that aren't perfect, that your encountering it with stock planes tells me it's something else.

  13. Hey guys just FYI on the latest update it looks like this bit of code:

    MODULE
        {
            name = ModuleCargoBay
            DeployModuleIndex = 0
            closedPosition = 0
            lookupRadius = 4
            nodeOuterForeID = top
            nodeOuterAftID = bottom
            nodeInnerAftID = bottom2
            nodeInnerForeID = top2
        }

    Got removed from the Stail cargo bay resulting it those bay have drag and heating effects inside them. I know the avatar cargo bay does have that, I haven't checked the rest of the cargo bays.

  14. 31 minutes ago, StevenRS11 said:

    I still think that this is the best mod ever made. I recently started tinkering with foamboard RC planes irl, and I have found myself using KSP + FAR as a design tool. I am still working on my first real plane right now, but once I get it finished (ghaa servos) I cannot wait to see if it flies like the ksp model. 

     

    Man I would love to think so too but every stinking time I install FAR it breaks somethings, either turns my cargo bys into kraken drives or throws NaN viruses, or in this most recent case breaks the ability of bays to shield cargo from drag and heat :(

  15. So After a LOT of messing around I figures out half my problem was what you described and half my problem was FAR :/ As soon as I got rid of it I could move stuff around and adjust what it was attached to and fix the problem.

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