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mateusviccari

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Everything posted by mateusviccari

  1. Good thing you managed it. That is a very strange approach though, I don't think IRL we would deploy chutes that high up in the atmosphere. I tried it today with a lander of about 20 tons, only two drogue chutes, periapsis of 60km and using the 10m inflatable heat shield to help with initial drag. At ~15Km with a speed of ~1600m/s, the heat shield was ejected and a retrograde burn of ~500m/s was performed to get to a safe drogue deploy altitude. Engine was cutoff as soon as the drogues where activated. Full drogue deploy occurred at an altitude of 2500m. Main engine ignited at an altitude of 500m to prepare for the final landing. The drogue chutes where auto cut-off at 100m above the ground, where the final landing was completed solely with the main engine. Fuel remaining was enough to get back to a 250km orbit and dock to the mother-ship with a safe spare margin. There might be more efficient ways, but realistically speaking, I think it's a pretty standard descent approach.
  2. If I remember right, letting the system run unstable would cause a whole bunch of problems.
  3. It's quite simple actually... do not circularize before entering mars' atmosphere. Enter directly from earth-mars transfer orbit. That way you remain longer in the upper atmosphere and you can safely deploy your parachutes at reasonably high altitude with a relatively slow speed. The entry periapsis altitude depends on the mass of the craft and the size of the heat shield. But I would say go between 30 and 50km and you should be fine. To test using the cheat menu put yourself in a highly elliptical orbit (almost escape velocity) using infinite fuel, then decrease the periapsis to test the reentry, it should give you a fairly good approximation of a trans-martian reentry trajectory.
  4. Is there a way to leave the stock engines untouched? I mean, replace all parts with restock except the engines? I've tried removing the "Engines" folder from assets and patches but now the stock engines are missing from VAB
  5. The zoom thing is a game feature, when you have the shift key (or alt? I don't remember now) pressed while scrolling it changes camera FOV. I had some issues where the game was doing that without the key pressed, to fix it simply press and release that key. Not sure about the other issue though. Perhaps something with your installation. I would suggest removing all mods from the game and leaving only waterfall and stock waterfall effects and their dependencies. If the problem does not happen, add back the mods one by one or in batches of a few each time, so you can see what other mod is causing the issue.
  6. OMG sorry guys, turns out I was just being stupid using KSP version 1.10 - updated to 1.12.1 and it works now.
  7. Sorry but where is that option? I don't see any "Simulate" button or anything like that
  8. There seems to be a problem on the editor when clicking on the button. It does not calculate the generation and rejection. Or am I doing something stupid? It only happens in the editor. It works as expected when I launch the craft. List of installed mods (the "SystemHeatExtras" contains all the files from the extras folder of the mod): EDIT: Tried to run KSP with ONLY SystemHeat and the problem persists.
  9. I hope NASA sends probes to all the gas giants' moons ASAP. Not because of science, but because we need 4k textures for KSP.
  10. Dude you should update the first post of this thread, it currently says the mod only adds one engine, but reading the last pages, it clearly has evolved a lot.
  11. I have a question about RO Tanks: The service module tanks' descriptions start with a red warning "Not intended to hold fuel". How am I supposed to add an RCS tank, since the other 3 types cannot hold hydrazine? EDIT - Any type of integral structure tank with "Highly pressurized" type should work, it just happens that sometimes you have to remove the engines/RCS and add them again to force real fuels to identify the fuel mixture
  12. When using CryoTanks, all the fuel switchers other than LF/OX don't get their dry masses rescaled - they remain with their dry mass as if it was stock game. So a stock Rockomax X200-32 with LF+OX has a dry mass of 4.8t but when switching to the LH2+Ox it's 0.813t (not rescaled) I know this mod is not marked as supported. I'll try to write a patch for it tomorrow.
  13. It seems the bug only happens when you switch between VAB/SPH using that blue button. If you exit the building and enter the other one by clicking on it through kerbal space center, the bug doesn't happen (at least for me).
  14. Yes. Since you can't tilt the orbit of home planet, they tilted the entire solar system. You can install principia which deals with it in a more elegant way. But that will also make the game a lot different.
  15. Released v0.0.4: Addes support for B9 Procedural Wings https://github.com/mateusviccari/SimpleFuelsForRss/releases/tag/v0.0.4
  16. There you have it, Sir. Please let me know if there are any other parts mod you'd like compatibility to be added. https://github.com/mateusviccari/SimpleFuelsForRss/releases Version v0.0.3: Added supported for procedural parts (procedural tanks and solid rocket booster) Fixed tank costs Remove Community Tech Tree hard dependency, which is now just a recommendation.
  17. I'm making configs for procedural tanks to use custom resources, by adding additional TANK_TYPE_OPTION settings. Can I make part unlocks (make the new options unlockable through the tech tree) for these settings? How? Also, how does costMultiplier work? It seems to behave differently between liquid fuel tanks and the other tanks (xenon, SRB, MonoPropellant)
  18. Oh damn I completely forgot about procedural tanks. I think it shouldn't be a problem, just give me a little time and I'll figure it out.
  19. Satellite coverage stays 0 even with operational satellite (probe core, solar panels, antenna): Here's the log: https://drive.google.com/file/d/1iG5a97v6vLmcrCXg5AebKTFH14Th2Tbz/view?usp=sharing
  20. Is there an incompatibility with RSS or custom planet packs? It recognizes the planets correctly, but no matter how many satellites I put around earth, it still shows Earth 0/10. All with the biggest probes, antennas, and solar panels.
  21. If you're still undecided, take a look at the settings I just released, to play the game with stock parts and real fuels, with a performance similar to the stock game:
  22. KokaLoka - Delicious beverages and rocket propulsion research - proudly presents to you: Simple Fuels for RSS (or any other 10x stock sized system) DOWNLOAD HERE (github) Requirements: ModuleManager CommunityResourcePack Recommendations: SMURFF (highly recommended) CommunityTechTree Kopernicus and RealSolarSystem This set of configs use B9PartSwitch to add different variants to parts in game. Similar to RealFuels but in a simple way, and not (at all) trying to be realistic. The focus of this mod is exploration of the entire solar system without having to build Burj Khalifa sized rockets, enabling you to replicate real world spacecrafts (Space shuttle, Saturn V, Soyuz, etc) with stock parts + making history DLC, or parts from other compatible mods, while still leaving you with a good leftover delta-v, just like stock does. This means that rockets destined for low earth orbit are a bit of an overkill (you can enter orbit with a MK1-2, a single jumbo 64 tank and a skipper engine - low earth orbits are actually easier than low kerbin orbits. Not so much when going to the outer solar system, mercury, venus, etc. Starting from version 0.0.5 there are two main ways to play: Without SMURFF Also known as "RSS easy mode" Tanks carry less fuel (lighter tanks overall) Engines get a great ISP buff Rockets are going to be small With SMURFF (Recommended) Lets SMURFF change tanks' dry masses Tanks carry a great deal more fuel Engines get only a slight buff in ISP Rockets are going to be bigger Current changed parts are: -Tanks with Liquid fuel / Liquid fuel + Oxidizer have different combinations of Kerosene (RP1) , Liquid Hydrogen, Aerozine50, Liquid Methane, and their respective oxidizers, Liquid Oxygen or NTO -Rocket engines, Vernier RCS, and rocket mode of hybrid jet engines (RAPIER) now work with fuel mixtures above -Tanks with Monopropellant RCS now have Hydrazine (Only one RCS fuel for now, hopefully more to come) -RCS thrusters work with Hydrazine -Solid rocket boosters run on PBAN or HTPB. The former gives more thrust while the latter gives more Delta-V. (see note 1) -Jet engines run on Kerosene -Nuclear engines run with either Liquid Hydrogen or Liquid Methane, and have another mode where you can also add Liquid Oxygen to make it 3 times more powerful at the cost of some ISP (see note 2) -Xenon tanks have the stock Xenon Gas and now Argon Gas, which is a little less efficient but way cheaper -Ion engines run with either stock Xenon Gas, or Argon Gas, and have another mode where the thrust gets increased 3 times at the cost of some ISP and a lot of electric charge. (see note 2) Cryogenic fuels do not boil off! I'm not a plugin developer and this mod does not have realism in mind. It only brings real fuels to the game so you can build good looking rockets. *1 - For now, to switch SRB modes you have to switch BOTH the engine AND tank. I will try to fix this later. *2 - There's a little bug when changing the mode in flight where if you do it while the engine is active, it adds another fuel bar to the engine icon. This is only a visual big and can be prevented by shutting down the engine before changing mode. It goes back to normal after a save/reload Other changes -Changes Fuel cells to consume the same fuel mixtures as rocket engines -Changes ISRU parts to produce the fuels used by the parts -Remove Stock fuel resources from everything (hopefully) (see note 3) -Unlock fuel mixtures from the tech tree *3 - It does not remove stock resources from saved crafts. You have to build them from scratch. Example Compatibility I made this settings to play with Stock parts but it should work with any other mod adding stockalike parts balanced to the stock Kerbol system. I don't plan to make this compatible or balance mods that already add more fuels. Compatibility patches provided for Procedural parts (Fuel tanks + SRB) and B9 Procedural Wings. Tested with Restock, Restock Plus, Near Future launch vehicles. If you find any incompatibilities with a mod, as long as it is stockalike, please let me know. I also accept suggestions. Please write a comment and I will see what I can do. Feel free to make pull requests on the GitHub source.
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