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wb99999999

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Everything posted by wb99999999

  1. So...is there a fix for the outlandishly obscure thrust cap problem in RF yet?
  2. Ah, that's why the insulation value seen on the parts description is so strange (0.0001 or something like this, I was suspicious for a time) The file is just not there. I searched the folder with the file name. It's just not there. Probably my install is completely broken... I'll just reinstall everything once this is sorted out.
  3. That is exactly what happened. I noticed Nvidia Playback popping up almost at the same time, lol. Woops, I am not finding output_log.txt anywhere in my folder...what the heck???
  4. https://drive.google.com/open?id=0B0_1amtr4ybuQldrZkx6dkpidjA link of the file For some reason my Alt+F12 menu wouldn't open, so I got a mod called "Hot Spot" that displays thermal data for me.
  5. @Starwaster Finding 1: The wall temperature the boil-off code is using seems to be ONLY related to skin temperature in my case. Here's the situation:
  6. I am pretty sure it has nothing to do with being in time warp or not. At 1x speed it loses 0.00 liter of LH2 every second, but as soon as I speed it up to 10x speed, it is losing 0.03 liter per second. Usually when something is not being consumed it just say 0 on the meter, the two zeros after the decimal just give away the fact that it is just too little to fit in the significant digits. In the mean time I'll try to remove any mod which can mess with this in any remote possible ways and see if anything changes
  7. I am pretty sure it has something to do with RF. I am playing a RO install so it is unlikely that other mod has applied their boil-off after the RO configs; I did, however, notice a difference between cryogenic and non-cryogenic tanks. However, the difference is confusing: for Cryogenic types, having a higher skin temp does result a very slow but clearly noticeable loss; for BalloonCryo types the loss is very apparent. Notice in both case I do have my internal temp down to 19K because the Heat Pump is doing its job properly. I also tried Default tanks, and the result is not too dissimilar to the Cryogenic type tanks, and has a less loss when compared to a BalloonCryo. This seems to imply that a BalloonCryo actually have worse insulation than a Default. I do remember just a few months ago when cooling down a Cryogenic tank means it really isn't losing anything at least in a few weeks, and when done properly it would almost hold LH2 indefinitely. I strongly believe that there's something to do with RO and/or RF changes.
  8. @Starwaster About boil-off temperature, is it internal temp or skin temp it is related to? I had a tank full of LH2 and cooled (gladly) with your Heat Pump down to 19.9K internal and around 24~28K skin; my LH2 wouldn't stop boiling off slowly. Also, an uncooled service module I used for control is hitting around 25K internal and 29K skin, and is not losing any LH2. I am confused.
  9. How do you do a direct ascent exactly? I usually do a parking orbit so that I can burn at Earth-Moon AN/DN when I can launch from a high latitude site, and for lower latitude sites I just wait for the inclination to line up. Is it possible to directly ascending to the Moon from say like, Baikonour?
  10. I hope they could one day add extra insulation as an option, in the form of panels (as used on Atlas-Centaur) or just a heavier tank with MLI. Boil-off should be a concern regardless, but with a modern insulation on place it really shouldn't happen so viciously in just a few hours after the launch. I see. Maybe I will try a kick motor or an Agena. It just feels very wrong to have a lower ISP (and higher thrust no less) stage atop of the low thrust ECS.
  11. Is there a reliable way to launch into a trans-lunar orbit with an Ariane 5 ECA? I needed the ECS upper stage to finish Earth orbit insertion, but then I have no ignitions left. The plyload was a bit too heavy for the ES stage. I am thinking about doing a sub-orbital parking orbit where I line up with the lunar AN/DN and lob the second stage to a 800 km ~ 1 Mm or so Apogee and plan an injection burn that takes me directly into trans-lunar; the problem is I am not sure if this will work all the time or the moon will move to a position where I have to wait until I get to the other side of Earth to do the TLI burn...
  12. @Phineas Freak You are right. The new RF release broke them all. I have reversed my RF to an older release and the issue is gone. Thank you very much.
  13. @Phineas FreakUnderstood. What bugs me is the fact that I actually tried a lean and clean install with only the RO dependencies installed and nothing else, and yet the problem is still there... else I wouldn't cry for help on the forum.
  14. What happened to the default pod resource config? I had a few error a couple of days before so I whipped the whole game install and did it again. When I was finishing the RO install I started to have this problem. The resource (electricity, life support, hypergolic propellant for reentry control, etc.) are all wrong and resemble a erroneously applied patch or something. I have tried reinstall multiple times but the problem strangely persisted... Edit: That was a hasty and rude post I have posted, apology for that. I have encountered a problem where most of the containers, including tanks, pods, pre-loaded stages and the likes are holding the wrong resources of incorrect amount. For example, the Mk1 2m pod is suppose to contain a large amount of electricity charge, about 40 liter or so of HTP, and enough life support for a good few days; however, now when I place a Mk1 pod in VAB, it only contains 10 units of monopropellant (the stock one) and nothing else. Another example I have found is all the TAC lifesupport canisters, which now contain no resource whatsoever when placed (have to manually assign resource amounts). I have installed RO many times since this happened to me a couple of days ago, and the problem did continue to show up. Is this my own oversight or a problem? Should I open an issue for this?
  15. Now I think about it, the gimbals problem probably has something to do with the relatively new feature that let you adjust the deflecting angle of the nozzle...since this adjustment is on the very axis that wouldn't gimbal.
  16. @Starwaster https://drive.google.com/drive/folders/0B0_1amtr4ybubXlCQVZlY2JxWlk?usp=sharing It's all in this folder. Thank you.
  17. I have had this problem for a moderately long period since around KSP ver 1.2, and this is what I found earlier: https://github.com/Swamp-Ig/ProceduralParts/issues/176 (links to a 2015 post about a user having a similar problem) It seems like the problem has already been resolved... but I keep having the same problem. I am using a full RO install with KSP 1.2.2 by the way. The problem in question is when I make a procedural SRB that is big enough in size ( in my case, about 3 meters in diameter and more than 10 to 12 meters long) and have it burn short enough (pretty sure it's somewhere below 3 min burn time), when the vehicle is loaded onto the pad, the thrust (thus burn time) would be set to a arbitrary number (in my case 197 seconds) despite the numbers I set. Usually this will result in my rocket nor being able to lift it self. The old poster seems to have this happen whenever more than one SRB was used, but I have this happens regardless, as long as the SRB is large enough. Personally I think there's something to do with the length/diameter ratio of the SRB... still trying to get some pattern out of this thing. Edit: It is not about the ratio. Build a large enough booster and set its burn time to anything below 180 seconds, will cause the problem to surface. The thrust will be reduced to a specific 2,335 kN and the burn time will scale with it. I speculate that the size cap is at the exact point where setting the burn time to less than 180 seconds will cause the resulting thrust to be higher than 2,335 kN... this is very bizarre...
  18. Hello, I'm the guy who bothered you for a couple of days for the (once) malfunctioning Heat Pump mod if you remember me at all. I have to apologize that being a non-programmer, I don't know how to use Github to report bugs and ask for support, so I have to say it here It seems like across many installs and versions of PP I have played, two bugs have persisted: the one that makes the stretchy SRB produce less thrust and burn longer when there's more than one of SRBs, and the one that causes the SRB gimbal to only swivel at the pitch but not the yaw axis. Is there anything I have done wrong? Or should I look forward for a fix? Thank you very much!
  19. Hello! I was trying to build an Araine 4 replica and noticed your config used a model from KW rocketry and another model from RSB as the European HM7 series of engines. However, the KW model is hilariously over-sized even after rescaling, having a 5 meter tank butt; the RSB model's size is good, but like all RSB parts, lacks a bottom attachment node. Would is be possible to have a bit of tweak from you guys about this particular config?
  20. It seems to me that your heat load problem sounds a lot like when I played RSS without RO (and thus default thermal settings), but if you got the entire RO bundle this is probably not the case then. Just a reminder that the standard MK1 capsule has a LEO-rated heat shield built-in with RO, and both MK1 and MK2 capsules should survive a low orbit reentry WITH EASE especially if you do a ballistic (non-lifting) reentry: they probably would survive a negative perigee if you have them plunges into the atmosphere steeply and decelerate rapidly. So what I am saying is no, there's definitely something wrong going on with your install. CKAN is unlikely to have a lot to do with it though...
  21. Your case sounds like incorrect/faulty thermal configs on the mods... you may want to check if you have the RO patches correctly installed. Are you using CKAN or did you do a manual install? Did you install Realheat?
  22. I have encountered a very strange issue... I've been messing with procedural SRBs, and it occurred to me that whenever I set the burn time below 2 minutes (120 seconds), the booster bugs and reset the burn time to 2 minute and 14 seconds (and thrust level correspondingly) upon loading the craft on the launch pad. The parts work fine when burn time is set anywhere above 2 minutes, but as soon as I lower it below 2 minute, it bugs out and resets the time. Any clues on how to fix this?
  23. I have checked my install: I am using Filter Extensions, but not anything else; it also happened in sandbox mode. The parts seems just not being configured (since it's 3 sets of parts with normal, cryogenic and service module variant all derived from that 1 set of parts in stock and therefore ven's revamp)
  24. For some reason I was unable to find the RCS/Monoprop version of the Stratus series tanks (The surface attachable ones from VSR and therefore Stock) in the 1.2.2 release. The default version and cryogenic version of the same tank is present, but I really loved the Service module version of these parts, for storing attitude control propellants and also for cheating the pressurization system (if you have even 1 small tank that is highly pressurized and cross-feeding, you can run pressure-fed engines without hauling a heavy service module. These tanks were in the 1.2.2 pre-release and older ROs. Am I the only one having the problem?
  25. Yes! The cooling is much better after the 1.3.1 patch! Now the boil-off literally doesn't happen if I turn the cooling on and give it a little time! Thank you!
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