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Everything posted by DocRockwell
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Sweet, thanks! Increase it to reduce the rate that the heatshield burns? I'm not really familiar with MM, does this look correct to you, for increasing the value by 50%? @PART[*]:HAS[@RESOURCE[Ablator] { @MODULE[ModuleAblator] { @pyrolysisLossFactor *= 1.5 } }
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Hey @Sigma88, perhaps this is a question that's up your alley. It has to do with game physics and reentry heating. I'm playing with Half Scale Real Solar System + Sigma Dimensions to scale it down a touch more (why not just use SSRSS? I want a ~6000 dV to LEO scale Earth so SSTU Low Part Count rockets balance nicely, but I also want RSS Constellations planets to be reasonably sized), and my heatshields were burning up way to fast and early on simple LEO reentries. I think it's largely due to the "machTemperatureScalar" parameter in the physics.cfg and was wondering if you knew more about these settings. SD is a brilliant mod by the way. Cheers.
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Ah I understand now, thanks for the references. Pardon my ignorance, the first post describes those parameters as controlling atmosphere height and depth, hence my confusion when I saw the other post. Cheers.
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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
DocRockwell replied to pap1723's topic in KSP1 Mod Releases
Ah ha! Copying the PhysicsModifier.cfg from RealSolarSystems seems to have done the trick. Redid the test and the heatshield survived with 182/200 ablator units remaining, seems reasonable for LEO reentry compared to the 141/200 in the full sized RSS. Should be good to go for reentry from the Moon and other aerocapture maneuvers now. Here are the settings in the PhysicsModifier.cfg // Borrowed from Realism Overhaul. @PHYSICSGLOBALS:FIRST // done on first so anything else will override this. { // AeroFX @aeroFXDensityScalar1 = 0.00004 @aeroFXDensityExponent1 = 0.7 @aeroFXDensityScalar2 = 0.0036 @aeroFXDensityExponent2 = 2 @aeroFXStartThermalFX = 2.5 @aeroFXFullThermalFX = 3.5 @aeroFXVelocityExponent = 4.0 // CONVECTION // Convection areas @fullConvectionAreaMin = 0.1 @fullToCrossSectionLerpStart = 0.8 @fullToCrossSectionLerpEnd = 1.5 // Newtonian Convection @newtonianTemperatureFactor = 1 @newtonianConvectionFactorBase = 4.0 // approx real number here. @newtonianConvectionFactorTotal = 1.5873 // was 1.0, but 1.0.5 has a .63x factor internally. @newtonianDensityExponent = 0.5 @newtonianVelocityExponent = 1.0 // Newtonian-To-Hypersonic transition @newtonianMachTempLerpStartMach = 2.0 @newtonianMachTempLerpEndMach = 4.0 @newtonianMachTempLerpExponent = 3 // Hypersonic Convection @machConvectionDensityExponent = 0.5 @machConvectionVelocityExponent = 3.0 @machConvectionFactor = 2.0 @machTemperatureScalar = 7.5 // ~6000 at 7.3km/sec @machTemperatureVelocityExponent = 0.75 // Turbulent convection (total guesses) @turbulentConvectionStart = 100 @turbulentConvectionEnd = 400 @turbulentConvectionMult = 25 } -
So the Atmosphere and AtmoTopLayer settings do the same thing, as far as you know?
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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
DocRockwell replied to pap1723's topic in KSP1 Mod Releases
Does this mod adjust heatshields or reentry heating or atmospheric parameters affecting them? My pods are getting cooked on reentry. I did a test with normal RSS and HSRSS (100% reentry heating in difficulty settings). Craft: Mk1 command pod with 1.25 mm heat shield and Mk16 parachute. Starting orbit: 300 km Reentry periapsis: 50 km for RSS; 45 km HSRSS. Reentry velocity: 7000+ m/s for RSS; 4400 m/s HSRSS Results: in RSS the pod lands with 141/200 ablator units remaining on the heatshield; in HSRSS the pod survived but the heatshield was used up after scrubbing off only 1000 m/s (0/200 ablator units with 3400 m/s velocity remaining). I've had instances with smaller heatshields where the ablator is all used up before reentry special effects even kick in. What gives? -
I'm running this with Half Size RSS and I keep getting contracts for Tau Cetie early on in my career. Any idea why this might be?
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Thanks! I gave both a quick test. HSRSS seems to swap the moon with another celestial body (crafts in orbit, contracts, etc), minor issue if continuing a save game. Constellation planets appear to work and keep their original scale. I left RSSVE installed and the clouds and such looked really nice, not sure if it was due to RSSVE or EVE configs that ship with HSRSS. With RSS the Constellation planets are also scaled, Kerbin (in the Trappist system) has an equitorial radius of ~480 km. Still trying to decide which to play with.
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Has anyone played this with Stock Size RSS or Half Size RSS?
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
DocRockwell replied to Galileo's topic in KSP1 Mod Releases
Sweet mod, thanks Galileo! Full scale RSS is a bit of a pain when using parts balanced for stock. Is it complicated to increase the scale a touch, to like 2x stock size? Trying to find a nice balance between difficulty and historically accurate rockets (built with SSTU low part count solutions, in my case) being able to fulfill their missions. Cheers- 598 replies
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Hi guys, I'd like to run RSS at a reduced scale, Half Size (5x kerbin scale) sounds perfect, can anyone comment on how HSRSS and Galileo's SSRSS compare (aside from the obvious difference in size)? SSRSS uses Sigma Dimensions and has RSS as a requirement, whereas HSRSS appears to be stand alone with its own texture packs, is one method better than the other in terms of implementation? Are either these compatible with RSS Constellations? EVE + RSSVE? Cheers
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
DocRockwell replied to Galileo's topic in KSP1 Mod Releases
I can't get this to work, when I try to enter a game I just get a black screen with the loading animation at the bottom right corner. I can hear the crickets chirping at the space center, and the game hasn't frozen, but it won't load. I have done the following: Deleted KSP and let steam redownload all the files, tested the game (works) Installed l Kopernicus, ModularFlightIntegrator and ModuleManager (with CKAN), tested again and everything seemed fine. Copied GPP to the GameData folder, I get the GPP loading screens and all that, looks like everything should be good, but no luck. (running KSP64) Any suggestions? Need me to post any log files? Thanks!- 7,371 replies
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I was in the processes of abandoning my career and reinstalling to start fresh with Galileo's Planet Pack (it should be compatible with this right?) and I noticed this in one of the subdirectories of GPP https://github.com/Galileo88/Galileos-Planet-Pack/tree/master/GPP_CareerSaver Career Saver: dull moment with Strategia mm cfg, removed scatterer from dll I'm using contract configurator (the source of the error) to use Strategia. Looks like it resets some globalflightindex values (no idea what that is), perhaps there are some clues to fix this bug in here.
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I got that start up screen to when I uninstalled Environmental Visual Enhancements, Stock Visual EnhaNcements, Stock Visual Terrain, etc. while trying to get my save game to work. Looks normal with those visual mods installed at least. Still can't load my save game. edit: perhaps I shouldn't say it was "normal" with the visual mods installed, cause normally I don't get clouds on the main screen, but I did once I installed the update (and the cloud shadows flicker).
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When I go to load my save, I get an exception from Contract Configurator warning me the contract data wasn't loaded correctly. Here is the error message: "Exception occured while loading contract 'ScanSatOfficial.SCAN_NarrowBand': System.ArgumentException: 'Tekto' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, .CelestialBody defaultValue) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 " Should I just ignore the exception and carry on? *edit* can't enter my save game, just keeps loading and never gets to the Space Center. *edit2* Woops, Tekto isn't from this mod, it's from Outer Planets, I assumed this error was from this mod because it occurred right after updating. Cheers on a great mod btw!
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Thanks! That was the issue, setting up my station with additional habitation modules. What's the most efficient way to sustain a station? Nom-o-matics + fertilizer + recyclers?
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The kerbals on my science station have been resupplied but they're stuck as tourists. The GUI says they have 35 days of supplies, and I even tried setting "no effect" for supply shortages. How do I get them back to work? edit: brought them back to Kerbin for a crew rotation and they came back to work on reentry.
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KSP Interstellar Extended Continued Development Thread
DocRockwell replied to FreeThinker's topic in KSP1 Mod Development
How do I reprocess actinides back into useful fuel? I have a molten salt reactor hooked up to a science lab with storage for ThF4 and depleted fuel. When I reprocess the fuel the actinides are consumed, but nothing is produced. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
DocRockwell replied to Galileo's topic in KSP1 Mod Releases
Yeah, is that bad? I started forcing dx11 a while ago when I was trying to fix some stuttering issues. I'm really not to sure if it's providing any benefit, couldn't find much documentation, just a lot of speculation.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
DocRockwell replied to Galileo's topic in KSP1 Mod Releases
Don't know if this is of any importance, but I was having the same glitch other people described, where textures sometimes have prominent lineations. I switched from version 2.0.2 back to 2.0 (low res) and things are looking better.- 1,019 replies
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The thrust on the Soyuz service modules is kind of low. It's set to 1.225 kN, whereas this source (http://www.astronautix.com/s/soyuz.html) puts their thrust at 3.92 kN.
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Thanks, that did the trick! I didn't know you could drag the slider for fine scale adjustments, I've just been using the buttons.
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Using this mod for the first time, it's a really cool concept and the parts look great! I'm trying to make a Soyuz/R7 ship but I can't get the diameter of the fuel tank and the RD108 engine to match (see pic). Having a similar issue at the top end too, I selected the Soyuz nose for the top of this fuel tank, but its diameter doesn't match the 3rd stage. Are there any working ship config files so I can see how others have used the features of this mod to recreate ships? The repository linked in the OP is no more. Cheers.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
DocRockwell replied to Galileo's topic in KSP1 Mod Releases
Ah thanks for the info. I really enjoy your mods btw, great work!- 1,019 replies
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