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Everything posted by zer0Kerbal
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it's KSP: lots of boosters and even more struts.
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@michaelhester07 has given me permission.
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[0.0] Small Stanford torus and Biodome models
zer0Kerbal replied to michaelhester07's topic in KSP1 Mod Releases
@michaelhester07 has given me permission. -
[0.0] Small Stanford torus and Biodome models
zer0Kerbal replied to michaelhester07's topic in KSP1 Mod Releases
eeer -
Stanford Toruses: CDDL-1.0 am considering adopting. Comments?
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will look at this mod (found the license - and it permits) to see if it can / should / may be one of the next mods I update - modernize - release. No promises. Stanford Toruses: CDDL-1.0
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question that has me and my non-graphic design mind befuddled: how are you getting the clear windows without something like JPL Advanced Transparent Pods?
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Unity UI Creation Tutorial
zer0Kerbal replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
great tutorial! thank you. -
Am super excited about the next version, many great things. Will hold off for a spell, as it seems Bill and Bob are still mucking about (*ahem* fixing and building).
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- electric charge
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thank you. am thinking.... will respond more after the aspirin kicks in. the spreadsheet (available here through google.sheets (open for commenting)) reflects the corrections. edit: here is what I currently have after fixing formulas: LFO = 80 EC/kg MP = 250 EC/kg HO = 5,999 EC/kg LFIA = 147.06 EC/kg Batteries = 10 EC/kg solar panels/rtg = 80 EC/kg (estimate based upon above numbers) initial thoughts after reading: First step is to compare apples to apples - just the fuel cells. Second step is to compare apples to plums and toss in the per minute calculations. including them now is like adding in volume to the discussion. Fuel cells were used early on (and still are). Yes solar panels and RTG's are great - but that is an entire another discussion. agree - spreadsheet formula is was off somewhere. Would appreciate if others would look and see what I missed. Think I found one issue. was inverting the density (1/density) then multiplying that by the unitEC. Now it is ( unitEC / (density *1000 )) even if something isn't right - it is uniformly not right - so still can use numbers for a generalized comparison of efficiency. LF+IA : seems about right - considering MonoProp at 250 is way too high (believe the numbers came from RLA's MP fuel cells) - they need to drop to 200 if not 150 (accounting for variations in density) HO - well, that is based upon Universal Storage 2's small fuel cell (which is less efficient than the medium) - will leave that for last. making progress. any concrete (ie numbers) suggestions for these? then we move on to how much EC per size
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apologies.
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found the plugin: https://github.com/sarbian/km_Gimbal
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thank you. and yes, that it is exactly. The copy patches leave the original part alone, but copies (+PART) and replaces the existing fuel cell with an upgraded, supercharged and pretty On-Demand Fuel Cell. (I'll buy two!) The modify patches have our highly trained and specialized MM engineers take the original part(@PART) and admire it, then strip it down, pause and have a cup or three of Jeb's Coffee, and then proceed to carefully install the highly sophisticated high tech contraption known only as ODFC. Batteries NOT included. Some assembly may be required. Your mileage might vary due to various reasons, not excluding Kraken attacks and SNACK binging. Both patches can be used at once. The Patches include stock fuel cells, stock pods (no DLC (yet)), and several other mods. More patches will be added. Hardest part of adding the patches is the scarcity of fuel cell parts. Originally thought about including patches with the actual plugin, but then decided to split the patches out so people could play the game - their way.
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thank you for the explanation. Done. Put it at the bottom of the post after your first post.
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thank you. isn't it already there? Done. Would you be so kind @Snark to move this thread to Add on releases? Thank you in advance.
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moderators - kindly move this thread into Add on releases. On Demand Fuel Cells Refueled v.0.0.1.9 - Start 'em up! Oh you glorious Fuel Cells! (this is actually 1.1.1.9 and next release will switch to 1.1.2.0) added item grouping in PAW. [NEW][BUG 0.0.1.9a] - B9 module swapping - needs onLoad etc update to make work [NEW][BUG 0.0.1.9b] next fuel mode should not be visible when only one mode [D][BUG 0.0.1.9c] mangled config caused this. added error checking in cfg.cs - thank you LGG for this code. [NEW][BUG 0.0.1.9c] ERROR!'s out when there is only one fuel mode. Stock pod patch only adds one mode (monoprop - because pods usually have monoprop if they have any fuel). This bug was temporarily fixed by added a second mode(it can be the same as the first so it appears like there only one fuel mode) in the patch (LFO). Split patches into two categories, copy (green text) and modify (blue text) Copy/Modify patches all add 50 cost, 0.001 mass, 5 EC battery, and 5 MP tank to all parts, even if part already has a battery / monoPropellant tank. Release to Beta-Testers Added support for the following: JatwaaDemolitionsCo, SolidFuelCell, StockPods, UniversalStorage2 Patches coming for the following: Bluedog Design Bureau, RLA, MiningExpansion, UniversalStorage ad hoc, ergo promptus hoc: dropping the 'v' on all future version numbering Known Issue Tracker [BUG 0.0.1.6a] Does not seeming work with BackgroundProcessing or Background Resources mods (being looked at) (so ODFC doesn't work when doesn't have focus). Should not have both BackgroundProcessing and BackgroundResources installed. Kerbal Space Program 1.7.3 Unity 2017.1.3p1 .NET 3.5
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@`Orum/@Orum is on board. developed a simple spreadsheet that allows me to plug in a desired EC/s and it creates the modulemanager code for the ODFC module. I just have to now copy and paste.. Am working on finalizing the official release with two sets of patches.
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@Fraktal @Rocket Witch @VoidSquid @Zhetaan Upon further consideration - agree - best way to do this is based upon EC per kg so is this math correct? So if LFO has an Electric Charge Density of 80,000 Electric Charge per one kg of fuel, what should the Electric Charge Density should MonoPropellant? Hydrogen + Oxygen? Liquid Fuel + Intake Air have? here is what I currently have: LFO = 80,000 MP = 250,000 (because density of MP is 0.004 compared to 0.005 for LFO) HO = 5,999,001.94 7,332,113.49 (based upon US2 fuel cells) (gases are very low density) LFIA = 147,058.85 (should be higher? because intakeAir's low density) Batteries = 10 (20,000 per 2000 kg according to above) (something doesn't seem to be adding up) I am temporarily holding off releasing On Demand Fuel Cells and the related patch (and Hot Beverages Irradiated(has lots of fuel cells) until am satisfied these numbers are solid or at least a few more days to allow for correction and commenting. working on a goog spreadsheet to show math now. Please commit there or here.
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I’m looking for a mod for heat generation
zer0Kerbal replied to Useless_useR's topic in KSP1 Mods Discussions
this might be what you are looking for - spasiba- 4 replies
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- radiators
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