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Everything posted by Flavio hc16
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Customizing available parts for teaching
Flavio hc16 replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
you can set the game to ignore the pre-made vehicle in the in-game setting at the start of the career -
How to change jet engine parameters?
Flavio hc16 replied to Flavio hc16's topic in KSP1 Mods Discussions
Thanks you very much for the response- 8 replies
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- config
- jet engine
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imho the ones that are messing something are interstellar fuel switch/ B9partswitch and else i have kis kas umbrellaspace industries/spacey/spacey expanded/space station redux/planetary base/thunder aerospace CTTP firespitter/ wildblueindustries mark4 system, mk3 expanded scatterer /windowshine/eve/sve recoupler/ vessel easy switch/hangar extender/flexible docking/ fuel pump/rcs aid
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for me the mods doesn't work for the fuel tanks (1.31) it shows the updated specs in the vab/sph list, but not when you place and play with the object, I have tried to change also the value from the config but it didn't work. For the engines and the capsule it works fine ( yes, i have checked that i have changed every value to the same number in the config) https://imgur.com/eX7jpk0 in the image you can see that it says something in the description and something else in-game
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So, today i downloaded the 3.2x rescale mod, and I'm loving it for the rockets parts and imho is a nice middle ground between RO and stock, and is doable with stock parts (and for bigger rockets i have spacey/spacey expanded). However i would love to do also some SSTO, but here lies the problem: orbital speed at 3.2x rescale is around 4.1 kms/s ( from the 2.25 of stock) so i would love to rescale also the rapier engine so they can bring me around mach 8 at 25-30kms in air-breathing and then from there on switching to the closed cycle. I already know how to change the performance of rocket engine, but i can't wrap around jet engine parts, and what means what, especially in this parts PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True // no mach limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 I know that the 1st number of the velcurve is the mach number, but everything else? I have tried with lowering the intake air ratio to 0.6 and almost doubled the 1st number of the velcurve, but even on levelled flight at 20 kms ( high atmosphere line is at 21 kms in 3.2 rescale) the engine get starved for air with a shock-nosecone worth of air intake per engine. Can someone help me?
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- config
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I don't understand how money works
Flavio hc16 replied to Gorman's topic in KSP1 Gameplay Questions and Tutorials
2 option: 1) you are taking back part of your vehicle, so you save some cost 2) during the first flights you win a nice amount of money thanks to the " world first" organization, for breaking speed and altitude records -
STS Replica losing control during reentry
Flavio hc16 replied to Jollyranger's topic in KSP1 Gameplay Questions and Tutorials
the main problem is that your COm is behind the middle of the craft, so it wants to reenter engine first, i have done the sts replica 3 days ago, and solved it using 2 of the monopropellant mk3 tanks, une behind and one in front of the cargo bay, then you have 2 option: or you use monopropellant engine, or if you have fuel switch mod ( like i do) switch the monoprop tanks for the liquid fuel/oxidizer tank -
"self-leveling" landing struts?
Flavio hc16 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
The space station part redux has self levelling landing leg for 1.25-2.5 and 3.75 meters part -
space shuttle engines
Flavio hc16 replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
if you can install some mods, try the spacey/spacey expanded, they have some very big srbs and the 5 meters orange tanks that are errfect to make shuttle's replica -
Unclear Experiment
Flavio hc16 replied to HFer Kerman's topic in KSP1 Gameplay Questions and Tutorials
Yep, it's seems the same to me. Is the little knob ( 0.625 meters part) that opens up with 3 solar collector, the problem is that is pretty high on the tech tree, both stock and extended, it should be a 550 or 1000 science point node- 8 replies
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- mods
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Flavio hc16 replied to nightingale's topic in KSP1 Mod Releases
I don't know if i'm doing necroposting, however, i Have a problem with this mod: the crapton of tourist that gets back to kerbin and that stays in the astronaut list forever, so i have like 50+ tourist and i don't know how to eliminate them from the lists, and so picking new ones for new mission and find them becomes impossible...- 699 replies
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Orbital characteristics
Flavio hc16 replied to lugge's topic in KSP1 Gameplay Questions and Tutorials
another way to have partless readouts in ker is having a tier 3 tracking station -
Distance to target
Flavio hc16 replied to Flavio hc16's topic in KSP1 Gameplay Questions and Tutorials
I know that, the main problem is that since 1 week i don't have the distance marker anymore ( the green targeting marker that becomes grey once you unset the target), and i don't know why -
How do i get 27 tons into orbit?
Flavio hc16 replied to phantom000's topic in KSP1 Gameplay Questions and Tutorials
have you considered to enable autostruts in the advanced setting? I can assure you that a ship of those dimensions won't wobble- 21 replies
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Hi all. I'have been playing a lot this game (1000+ hours) and i'm having a lot of fun, i already reached almost all the planets apart from moho and eloo and downloaded a crapton of mods. However a week ago i have probably messed up something in the settings and now i can't see the distance to the target and stuff like that, and that's make docking very hard, especially on the dark side of the planets ( and it's even harder with eve+scatterer) where you can't see anything. Especially where is the other ship that you are trying to dock with ( lukly right now thanks to Kerbal Alarm Clock i can set very accurate rendezvous up t0 5 meters of distance). My question is; what is the setting that i have to change to have the distance back? Because i can't seem to find it Thanks to everyone who will help
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there are mods that allow you to have 1.000.000 timewarp, but even at 100.000 a 2 year journey is not that long
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- more timewarp options
- ksp years
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How to do a good gravity turn
Flavio hc16 replied to Domax's topic in KSP1 Gameplay Questions and Tutorials
there is a problem with what you are saying: dimensions. Now i explain myself:0 1) if you start to try your approach on bigger rocket that can carry more useful stuff, lets say, for long duration mission or to carry a big rover somewhere or an entire base ( especially if you have life support and planetary base, for example) you will see that make a rocket that slim and that tall will start to be uncontrollable, it will usually try to flip or it will start to bend/broke ( your rocket is 1.25 meter in diameter and 30+ meters high, try to do the same with a 3.75 diameter rocket and i'll love to see how that fly), even with autostruts. And the higher twr on the launchpad will make matters even worst. 2) power scale: you could do that thanks to the fact that the vector is a super power-dense engine, is a 1.25 meters engine with 1000kn of thrust, but if we are not using some absurd engines from mods, there is no other engine that can come close to that thrust/meter^2 of surface: the twin boar has half that power density, the mammoth even a little less than that ( it has 4 engines, but doing an octaweb spacex' style you will fit 9 engines on the bottom of a 3.75 meters part, so the power is 4000kn/9000kn), and then there is the problem that meanwhile your power is following a quadratic scale, your weight is following a cubic scale, so unless you start doing clipping and stuff like that, you can't make a rocket that aerodinamic or that it has that high of twr at the launch AND be controllable. -
How to do a good gravity turn
Flavio hc16 replied to Domax's topic in KSP1 Gameplay Questions and Tutorials
I can tell you that when you become very good you can reliably reach orbit with 3200m/s of delta v, for some lucky rockets and perfect gravity turn, as @Human Person said, you can even do with 3k, 3.1k of delta v. That said, tips to get your rocket to be more efficient: 1) Make them aerodynamic!! IF your rocket are as aerodynamic as a brick, you will have to fight hard against drag for the biggest part of your ascent ( up to 25-30k of altitude), so a very elongated and long shape is very useful. And don't get too carried away with control surfaces (flap, wings etc...), if your rocket flips or is unstable, 95% of the time you are designing it wrong 2)Don't exaggerate with your TWR at launch, and that's a mistake that a lot of people ( me too) do/did in their early days, if real rocket have a twr at the launchpad between 1.2 and 1.6, there is a reason, and you should do the same ( IMHO 1.2 is on the low side, i always aim for 1.35, and 1.6 is my upper limit), and that reason is drag: you will start accelerating a lot where the atmosphere is thick ( under 20kms) and your ship has to waste a lot of energy on just getting through the atmosphere . 3) that is a consequence of the former rules, one of the most efficient ways to get in orbit is to doing a somewhat slow burn that never stop firing up until you have reached your AP, so you should try to aim for the coasting period to be as short as possible ( the period where your engine is not firing during ascent) or, putting it in another way: your rocket should make a 3.4k delta v maneuver in 2.30-3 minutes time. 4) point at your east ( 90° on the navball) so you use the kick from the rotation of the planet, and that are another 175 m/s that you save from circularization. That's how I do for my average rocket ( something that start with 1.35 twr and has the burnout at 3.5-4 ) lift off, going straight up, at 120m/s and 1200ms of altitude i point East with an inclination of 80°, and from there on i stick my rocket to the prograde marker using sas, at 6500 ms of altitude, i reach Mach 1 and my rocket is pointing at 65° of inclination (always pointing east prograde) at at 13.000meters i breach mach 2 and are pointing at 50° at 22k meters i'm at 1 km/s and pointing 40° at 45 kms i'm at 1.5 km/s pointing 20° i stop my burn at 2 km/s , with 10° of inclination and 60 kms of heigh, then do the 40 sec coasting to 75 kms and spend the remaining 250 m/s of delta v to circularize -
Optimal Rocket Landing
Flavio hc16 replied to FlyingDutchman_'s topic in KSP1 Gameplay Questions and Tutorials
you will end up in a crater if you do your mats 99% of the time....why? because the game altimeter shows your altitude over the lowest part of the body you are landing, and even if you do your math using a mod that shows you the altitude to the ground, as soon as you move just 100 meters you can have a heigh discrepancy that will end up blowing you up. And even if you calculate the terrain around you, you have to consider the horizontal speed.- 12 replies
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- landing
- fuel consumption
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