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Everything posted by Bornholio
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This and science boxes that work iteratively, i can dream of a world where the parts of 1.3 filter backwards in time to 1.2.2
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Likes to give = 0, All that remains is cookies...likes restored. Hope the cookie was tasty.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Bornholio replied to Starwaster's topic in KSP1 Mod Releases
Stony and Metallic ones probably should be, this is likely a C-group dark carbonaceous objects. Could mean that its melting temp is quite low with lots of volatiles. Likely given that 95% of it can be turned into fuel.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Bornholio replied to Starwaster's topic in KSP1 Mod Releases
Using the earlier provided .dll i checked out the asteroid and a cryocooled methane tanker in orbit.- 5,919 replies
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was ist das? What is the source of that explosion. Did you launch a rocket? @triop they don't regen all at the same time do they? Methane Tankers....13kdV 120t. Needed to build something for testing DRE .dll for @Starwaster who is spending Sunday retooling it. /moreCrazyThanMe
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Bornholio replied to Starwaster's topic in KSP1 Mod Releases
Should I use this in combination with DeadlyReentry-KerbalEVA.cfg (Using currently) with V7.5.0 (Via CKAN) LOL, gruesome screaming burnin' noise.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Bornholio replied to Starwaster's topic in KSP1 Mod Releases
I got an asteroid into earth orbit (76kkm AP). Found it there actually. (RSS/RO/RP-0) Intercepted latched on and then noticed it "Burning" . Was above 400km at the time and PE was not below 400km. Asteroid mass was 195kT. My probe with a nuke could give it 1dV. /smirk Notice small smudge of fire on 'roid. Not long after my probe suffered RUD. probably not related. Is there a possibility that the same effect as burning EVA kerbals is going on? Would more troubleshooting help?- 5,919 replies
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You mean like an F1 car! Various US police forces had Ford mustangs in the early '90's The could hit 160mph, this is also their ~0 down force speed. One of the guys I knew had locked in 157mph on his VASCAR speed system. Brakes are not your friend at this speed...let up the gas and wait. Below 140 engine braking is okay. Who polices the policemen.....Physics.
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Shimmy biaches. Hmmm thats all, sure you didn't try 15 times. The magic is in RCS balance so it translates and rotates without the other happening at the same time. Thus my first must have mod is "RCS Build Aid". Near the top of the list is a docking mod, "Docking Port Alignment Indicator" my favorite. @JadeOfMaar Things that shouldn't fly, and don't. I went to Mars, again, in preparation of manned landings and permanent habitation. Testing fuel and life support generation systems. My first was a lander design intended to get pretty anything I could from the martian atmosphere and midlands. Co planar launch site to Phobos and close to equator. It has very small tanks so it needs fuel tanks delivered. I tried to save all descending pieces but the thin atmosphere makes that hard. The systems are intended to be as cheap as possible because there are no supporting missions to pay for them. Used refueling in orbit to keep down lifter complexity. hyperedit and cheat page to pay for it once i did the reference fueling mission Test reference mission, trying to just get parachute/drogue deployment without powered descent. Used lithium plasma RCS and manuever engines to do all the circularized and deorbit work. The design failed to slow down enough even with very shallow insertion and long heating phase. enclosure worked great and always held correct facing. Final design for initial fueling base, the Castor 30's worked perfect, just as main heating phase started they ignited and cut velocity to zero (actually got a few m/s ascent) Secondary systems, using a lighter fueling module (no argon separation and smaller solar/batteries). Reference mission testing done I launched the new fueling lander, two storage tanks and a bulldozer/assembly rover. Landing the tanks. computer/KSP performance was very bad for some reason. Had real problems getting MechJeb to do things (like burn on time at maneuver node). so i did almost everything manually. Very frustrated at the difficulties I had. May have to reload a few mods and maybe remove a bunch of unused parts.
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You might want to start with re-installing vens stock revamp. make sure you are using the correct master. It has pruners make sure you don't use them if you do not want to miss any parts. Other than that mod real fuels and any other fuel/container modifier mod might be messing them up. Though that is less likely. I stopped using vens because of docking port problems. The big one is the simple tech tree. Except for the flaw in the life support prerequisite I prefer RP-0. Other than that it has some nice textures and procedural parts, the procedural probe core being the one I enjoy the most. Remember that RP-0 is still in Dev for 1.2.2 and PF's expansion has not even been released so no support yet, thus why no release forum page.
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Except he has a pretty Dynasoar that needs the big wings already for drag offset. Its just hard to balance all the force both wet and dry in four different modes.
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/sigh FAR then make your upper less draggy. On to realistic goals, anything you can do to reduce the drag cube count up top is your best bet. place things inside cargo bay and make sure all the parts are properly mounted so they deduct the cube count from the attached parts inline. Of course the dominant aero is the shape of those wings. Can you "Deploy" control surfaces to counter the rotation or is it universally flippy. Maybe use a longer low power burn until 15km keep it below local mach. Or Weld all of it you can and edit the drag.
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There is a nice set of deployabe wings for boosters, I prefer using airbrakes, Large ones on the bottom, small ones up top. Do you have a good gimble motor on the bottom? Remeber to make the Yaw/Pitch turn on.
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Revised and improved my version of BNTR_Config.cfg. Still needs a way to separate the modes from the engine versions. Will add PEWEE and PEWEE Methane versions after that. https://www.dropbox.com/s/we34lexr9p92m63/BNTR_Config.cfg?dl=0 NERVA config, these should probably never bee hybrid mode engines. Will eventually add CO/CO2/N2 versions to address older concepts of mars ascent. https://www.dropbox.com/s/az36x2t75d92w2n/NERVA_Config.cfg?dl=0 NERVA II Config. I'll upgrade them to Hybrid mode version potentially after Figuring out how to do BNTR correctly. This is functional as single mode specialized reaction mass engines for now. Want to do PEWEE versions as scales of this motor. https://www.dropbox.com/s/b2ro9klltg3o52s/NERVAII_Config.cfg?dl=0
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Using Filter Extensions? Using CCK? They may be hiding in a category and removed from the default places. I liked the whole system but some parts get lost inside places they should not be. Do They show up in Tech tree? Using RP-0? if so have you run a perl script or loaded an old Tree.cfg?
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I await word of molten tungsten. Are their any radiators? At least its not an emancipator, those things melt whole spacecraft. I probed Phobos and the Martian atmosphere. Arrival Phobos Launching Missiles at Mars
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@TriopImage Kraken speaking in Ricardo Montalbán's (Khan) voice. " I've done far worse than kill you, Admiral. I've hurt you. And I wish to go on hurting you. I shall leave you as you left me, as you left her: marooned for all eternity in the center of a dead planet, buried alive. Buried alive. " I felt the Krakens flaming breath burn off my antenna's out of spite. Leaving for mars (one of 4 identical missions on same timeline. This was legitimately my best burn planning ever. No KAC. But where is now the massive relay antenna? And what of the deploy-able one on the transit stage/Radar mapper? What it should have looked like. (Backup mission diverts to Deimos...)
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Methane is an alternate to NERVA derivatives since the fuel cladding is compatible. Water nukes would have needed a completely different coating test plan done. A methane NTR could run hydrogen at reduced comparable thrust, while a hydrogen design likely lacks the reinforcements in pumps and nozzle needed to run methane directly. One design version for Pheobus included a evaporator and gaseous pumping to use the hydrogen systems as is. Never got beyond the design submission stage. Since the fuel cladding are mostly carbides and the moderator also carbon deposition should have been a minimal problem. The earliest alternate fuel demand, Werner era, was for CO2. This has the same problem as a water nuke because the free oxygen is even more corrosive than free hydrogen. One caveat is that steam is far better known from and engineering sense. Modern NASA information is pretty well summarized in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19910012833.pdf Air force designers wanted water NTR ICBM's in the '80's for the low thermal signature they would have. This is assumption that a hydrogen source (likely water) is available to make the methane otherwise Mars fuels are limited to CO2 and N2 derived. CO2+decent TWR nuke could make an excellent lander since it would be possible to refuel in less than a day with known techniques (basic cryogenic compressed gasses). This UCCS power point gives a good design summary for the math behind it. http://eas.uccs.edu/~aketsdev/MAE 5391_files/MAE5391_Nuclear Prop 2.pptx Right now my version of the BNTR Config is wrong because it allows mode switching in flight. The NERVA ones should be correct and it is like most engine configs that just pick the various revisions of the engine.
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RealSolarSystem folder should have a RemoteTech_Settings.cfg among other things (Only sets locations of various DNS Antennas on Earth) RO_RemoteTech.cfg should be in the RO_RecommendedMods Folder inside RO. (Sets new values for basic antennas such as DP-10) Inside the main screen RO configuration window you can load the configs and change some of the settings, make sure the antenna multiplier is not 0. The RemoteTech_settings.cfg in RO folder is only three settings @RemoteTechSettings:FOR[RealismOverhaul] { @RangeModelType = Root @MultipleAntennaMultiplier = 1 @ThrottleZeroOnNoConnection = False }
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Was not, they need a second eye on them. Earlier i posted NERVA I&II configs with Methane and Water Configs. They also could go. Feel free if you test any of them. Notepad++
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Kerbal Atomics is working for me (+NFE Plugin & NF Mods). The RO configs I'm using mostly for nukes are via SXT parts. CMES has a bunch of depend's so I left it alone since its all been Dev. Maybe i should start fanning out with a new fresh install. (Had problems with a nuclear turbine) Did you notice if the Chaka parts are placed reasonably high on the tech tree?
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@NISSKEPCSIM Does a nice job of it, pretty and concise summary for fun quick read and then links a mission thread. Spam if your excited about it. Boats and Trains and Planes.... maybe even a rocket now and then. /Smile /engageSleepMode_ON
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Dang this 25 like limit. If i go anywhere but here and spread them around i'm perpetually out. @Triop If it is what you did today in KSP..... I try and compress my sessions. The anigifs help clean up 10-50 pics into one frame. Otherwise my Imgur would explode and I'd have to answer are you a robot 50 times. I failed to launch. Something not right with the nuclear turbines.
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Found and put in a pair of timberwind 45 configs (H2/Methane) and BNTR (307MW Methane). Working on a set of '70's Peewee derived stats for it. Unfortunately what I have can be selected in flight with the BNTR mode button. You could add the shadow mass to the TW's by multiplying the massmultiplier by 1.8-2.8 or more. That or add 1.6-2t of water tank right in front of each. Back calculating the Timberwind 45 I come up with an estimate of 2200MW@3000k and 44.5kg/s for 441kN thrust, 30TWR Puts MM@.660 BNTR_Config.cfg