itsaps
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Quad RCS Thruster - fire all directions simultaneously
itsaps replied to itsaps's topic in KSP1 Mods Discussions
Sadly this was not what I was looking for.... You got some aspects right, but all in all I wanted to get rid of any force while dumping fuel. If the "dump" RCS port would be for dumping only this would not be bad at all, one could still put on normal ports for manoevering and control the dump ports via action toggles, just on and off... But I think I would have to edit the .mu models itself so to exchange the RCS Thrusters with normal Engine thrusters on a 4 way RCS. This is to tricky for me now and I would go for a different solution now: Take the 1kN tiny engine which runs on different fuel sources, edit exhaust and consumption rates, drop the thrust and place 2 of them in mirror alignment around a very tiny fuel tank. Save as a subassembly and done. This satisfies me needs for now.- 11 replies
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Quad RCS Thruster - fire all directions simultaneously
itsaps replied to itsaps's topic in KSP1 Mods Discussions
Uh that's a very good hint, I'll try that soon!!- 11 replies
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Quad RCS Thruster - fire all directions simultaneously
itsaps replied to itsaps's topic in KSP1 Mods Discussions
That was my idea too so that's exaclty what I've done, but the activation is the problem... Even the linear thruster is only responsive to the rotation/translation controls. If I could get rid of that, the problem would be solved...- 11 replies
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Quad RCS Thruster - fire all directions simultaneously
itsaps replied to itsaps's topic in KSP1 Mods Discussions
Hmm I thought of that already, but often I have a few round and pressurized tanks placed inside some fairing or storage bay - so the vent placed directly on the tank could possibly not be accessed. In RO you get a plugin, which lets you configure which resource is used by an rcs port (you select it in the VAB). There are pressure only resources like helium and there are hypergolic resources like UDHM + NTO. In real life if the hypergolic fuels are mixed, they instantly react and produce thrust. For a realistic experience, I would like to maintain the thrust values for pressure-only-resources and lower the thrust for the hypergolic ones, where I need a vent for each one of the resources. So I already can assign a RCS thruster to have like 0.1kN Thrust and just use UDHM for example. But it fires only with the typical control and center-of-mass scheme... I'm trying now to force a engine like behavior on them (so if you throttle up - just "vent is open" and fire on all ports, independent of the COM or controls) but had no success yet. Do you think I can grap the plugin behavior of the e.g. Smart Parts mod and use it for throttle action on the RCS port?- 11 replies
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Quad RCS Thruster - fire all directions simultaneously
itsaps replied to itsaps's topic in KSP1 Mods Discussions
Thank you for your response! Yes had a look at them but the thing is, smart parts does only drain one tanks content and then you cannot select which resource... And the vapor vent is afaik only the effect but not the drain of fuel...- 11 replies
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Hello community members! I'm quite extensive messing around with mods on my RSS RO 1.22 Version. Recently I got the feeling it would be nice to have a fuel vent for getting rid of those toxic and reactive fuels in rcs systems etc. before reentry or recovery. Searches in the forums suggest mostly the http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/ which would do the job, but there is one thing that bothers me with it: no effects - there is no smoke tail coming with it... So here is my idea for a "simple" solution: Take a normal quad rcs asset, modify the .cfg with minimum thrust values and single fuel source modes (like the rcs selection in RO, just split the components up to prevent hypergolic reactions) and increase the fuel drain rates to realistic values. The rcs has already the beautiful firing effects and staging and enabling comes along with the "stock" version but what I have not figured out yet: Is it possible to modify a quad rcs so to use all four directions thrusters together so the total applied force is nearly 0? Fore by throttle and always full action would be preferred... After this I would try to link a different sound to the firing, would be nice tho. Otherwise, if anyone gets an idea for any other fuel vent solution for RO fuels I would appreciate your opinions.
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Fuel cell in RO
itsaps replied to Perry Apsis's topic in KSP1 Technical Support (PC, modded installs)
Hello, maybe a little late but here is what I found out in my RO version: The cells work fine with hydrogen and oxygen (both not liquid!) but the problem is the storage density of them which requires huge tanks for storing a decent amount... But there is a slow rate of conversion (and I'm currently searching for it's origin, might be realheat) between LH2 to H2 and LOX to OX if you have both tanks and the not-liquid one was drained. Actually this transfer happens at a very low rate and I think this is now only practicle for emergency power source rather than long duration electric supply from fuel cells....- 1 reply
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- fuel cell
- realism overhaul
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
itsaps replied to Nereid's topic in KSP1 Mod Releases
Update: I tracked Research Bodies had the last action before the messages started, I removed the mod and it looks good now. Since I'm in love with RB I will try a few things now to get it running... Sorry for the initial blame on your mod -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
itsaps replied to Nereid's topic in KSP1 Mod Releases
Hello, thanks for the great mod first of all @Nereid!! I can only image how much work this is at all... I just wanted to report a problem whose origin I do not know up to now but it causes FF to spam up the logfiles in an endless loop and so also nearly freezes KSP. It happens sometimes when I leave atmo at Earth (playing RSS,RO..). Could be related to when I have 4x time-acceleration and keep it while flying into space... The game starts to simulate very slow and the logs show FF messages like: FF: kerbal added: Ernest Hale FF: hall of fame refreshed FF: kerbal status change: Ernest Hale from Available to Assigned at time 35401160.5199481 FF: hall of fame refreshed ..... in an endless loop. Log files are here: https://www.dropbox.com/sh/9a02bsarwcra5lw/AACgA6zM1EXppSEdJHFdZLDOa?dl=0 I know I run not the latest KSP version and a bunch of other mods, but maybe someone has an idea whats going on. -
On screen messages log
itsaps replied to psychopoak's topic in KSP1 Gameplay Questions and Tutorials
I'd love to have this log too! Other mods like Kerbalism could use it too, to store the messages there after they showed up on screen. Please someone own this challenge. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
itsaps replied to Galileo's topic in KSP1 Mod Releases
You are right, I tried "clever sats" but already removed it again (because of the exceptions). Still the error is there, I've no clue from where it comes. I'll try your suggestion later on.- 7,349 replies
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- galileos planet pack
- gpp
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
itsaps replied to Galileo's topic in KSP1 Mod Releases
@Galileo Alright, did not know this file before but here is the output_log.txt from KSP_x64_Data: https://www.dropbox.com/s/o2285brqaywye8m/output_log_02.txt?dl=0- 7,349 replies
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- galileos planet pack
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
itsaps replied to Galileo's topic in KSP1 Mod Releases
@Galileo Here is the whole file: https://www.dropbox.com/s/b9tuqcu4tufqkup/KSP_02.log?dl=0 I'm cleaning up and so gone thought the EXC parts first.- 7,349 replies
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- galileos planet pack
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
itsaps replied to Galileo's topic in KSP1 Mod Releases
Hello, does anyone also has these lines in the KSP log file? I'm using KSP 1.2.2 x64, GPP and few other mods....- 7,349 replies
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- galileos planet pack
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ASET Props Pack. v1.5 (for the modders who create IVA)
itsaps replied to alexustas's topic in KSP1 Mod Development
hey very nice work alex! I got to dig into my log files for an other reason but I could find following lines: I'm using 1.4 installed by ckan. Spacedock is currently down so I could not check if the files are there in the zip... In my case these files are not present and somehow requested by the parts. Anyhow it's a tiny thing and might not cause a problem yet.