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KSP2 Release Notes
Posts posted by Davi SDF
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8 hours ago, guest10985 said:
Does anyone have systemheat configs for Cryotanks?
If i remember correctly, they come in the "Extras" from the latest release of the "System Heat" mod, it's called "SystemHeatBoiloff"
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5 hours ago, Grenartia said:
Potentially dumb idea, and I know Nertea's got a lot more important things on his plate RN (plus, I think it could be done by someone else), I think it'd be a neat QoL feature for the fuel switcher to default to the fuel intended for the tank (i.e., stock tanks keep LF as default, cryotanks keep LH2 or methane, etc.). Its just a real PITA to build a plane in early career, and try to fly it, only to realize that the LF tank got defaulted to 'structural' and does not, in fact, contain any of the thing it was meant to contain.
Cryogenic Tanks (the fue switcher) does not have any "Structural" tank option.
You might be using Rational Resources, if you are, they have a patch for fuel tank switching too, and their's overrides Cryotanks. That's where the "Structural" tank option might be coming from and why it might be the default in all tanks. -
1 hour ago, Beale said:
Thanks for the good feedback, stage 1 is of particular interest. ISP values are from real life, so not sure how to improve it much - more fuel will increase the burn time, but not help the TWR, and the opposite is true for a higher TWR. Any ideas? Typically the engines are balanced around 25% of irl thrust.
That is probably due to Proton in real life using Hypergolic fuels, and they have different Molar Mass when compared to in game fuels.
I did my own custom config using Aerozine50 and NTO (not exactly true to the real life counterpart but still) and it flies pretty well.
Unless Tantares adds support for Hypergolic fuels, i don't think there's much to be done. I'd say it's pretty fine the way it is.
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6 hours ago, Taco Salad said:
I've tried researching it on my own but, I can't find anything on them so I gotta ask.
Is the F1-V, the vacuum variant inspired by any proposed design, or are they purely fictional?It's fictional, but it's probably something that could have been easily done if they needed a Vacuum F-1 variant
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7 hours ago, Gregory SpanKerman said:
Running this with ReStock breaks the textures on the following parts: SB-4 Taurus, SB-6E Minotaur, SI-3 Atlas, Clamp-O-Tron Mk3, MK3 Sheilded Docking Port and Mk3 Inline Clamp-O-Tron.
This is especially weird considering it doesn't do anything to the MK2 expansion parts. Here's a picture of them, with the exception of the shielded port. Any idea as to what's going on?
As far as i know, this is not an issue with Restock, but with the mod using old Stock textures that were moved/removed in later updates and the mod not being updated to deal with that.
If you take a look back in the thread, you might find the fix, it's a simple patch i think
I myself use restock and this mod together, and they work fine
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10 hours ago, RamboRoth said:
Any advice on getting the N1-L3 to not break in half on launch? I'm using the included craft file and on loading the rocket bends in half and breaks. I tried to go through and ensure every part connection was correct and referencing the wiki and I can't seem to find what the issue is. Thanks.
I used Auto struts on mine, and it seems to work fine.
If you decide to try it, set the first stage parts to connect to "root" and the second to upper stages to connect to "heaviest"
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Finally someone diving deeper into this!
And, yeah, this is the kind of thing that i can only see being used in the rather far future, or in
ApertureKerbal Space Program -
2: EARTH SHATTERING NEWS! A WHOLE CITY WAS DESTROYED BY A MAGNITUDE 15 EARTHQUAKE!!! (IS THIS THE END OF THE WORLD?!)
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2 hours ago, adriangm44 said:
Wait a minute, stock parts are overpowered for stock system? I’m getting real lost here.
Yes, stock parts are really powerful for the stock system
You can very easily make SSTOs that have good payload margins (that is, they carry a lot of cargo).
Imagine that you built a 1.25 meter rocket with three of the longest tanks and a Vector below. if you put the Mk1 capsule on top of it, ,it can actually reach orbit.
That would be like making the Mercury Capsule reach orbit with a Redstone Rocket (even though in real life, it could only reach sub-orbital speeds). -
3 hours ago, towermom9 said:
@benjee10 and @EStreetRockets the shuttle engine from RMM is also a bit too big (im using the one with shuttle mount) and i cant find the mount for the ET in O.R.A.N.G.E.S
You can make an easy and quick use of the offset tool to get them to the place (one up to the top one and one left and right to the respective bottom ones).
The RS-25 are pretty big engines (they are basically vacuum engines forced to work at sea level)
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I like to think Kerbals are kinda like WH40k orks, fungi that just poof and spread their fungus to grow more Kerbals.
Why they want to go to space? Cause it cool! And some of them are really eager to prove that Eeloo is a planet (they get into serious fights for that).
Unlike orks, they have a good understanding of how machines work. They are very smart, and always think about if they can make something work (they have a serious case of not thinking if they should).
I do like to think that Kerbin has more than barren grasslands and deserts, it's just that the game isn't focused on that, they might even have "Kountries", wich would basically be rival Engineering programs!
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2 hours ago, GoldForest said:
I would put some speratrons on the ETs. Definitely risk getting your third, or second depending on how you look at staging, stage clipped and destroyed.
I might actually do that, certainly not because it happened once!
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I knew the day to show off my Jupiter III would come!
SpoilerLaunch Sequence
SpoilerSpoilerSpoilerSpoilerSpoilerSpoilerActually flying the beast!
SpoilerSpoilerSpoilerSRB staging
SpoilerSpoilerSpoilerNot-so-epic staging events
SpoilerSpoilerSpoilerSpoiler120 Tons of payload, not exactly a highly accurate build (i had to make some "Extra powerfull" RS-100s and use Vacuum Space Transportation Main Engines in the second stage, J-2Xs were not powerfull enough).
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5 hours ago, AnFa said:
I have a question. I just used the Oktans Androgynous Size 0.5 Docking Port A, and the two vessels docked just fine. My only question is, what is the "guide" for? It didn't guide anything I could discern. I even tried docking with both vessel's port's guides extended, and they just boopped and nothing happened. What mechanic purpose do the serve? Or are they merely cosmetic?
The docking ports can extend to simulate "Soft docking", after they bump into each other, you can retreat the rings and actually dock them both.
In KSP, it isn't really usefull, but Soft docking is used in real life to absorb some of the shock between both ships or between the ship and the station . This helps the docking ports to not get damaged. -
I don't know if this might work for you, but it worked fine for me.
I myself have about 11 Gigabytes of mods, and what i did was installing them in batches, those that i already liked and knew they worked i installed first, opened the game and checked if everything was alright.
Then i added one batch of 15 mods, checked if they worked and i liked. Those i disliked i removed and those that didn't worked i took a look if i could make a quick fix. (Repeat until you tested and removed those you dislike/don't work)
I did that until i got my current install, pretty satisfied with it.
One thing you can do narrow down what you like faster is thinking about what is your goal with that install, (like, if you want a realistic experince, a more casual one, something else entirely, etc.). This way you can decide wich mods fit or don't fit your objectives. -
2 hours ago, Syczek said:
Anyone have addon for Community Tech Tree that places better all parts in tech tree. As now i have very chaotical placement
TheSkyhawkScienceSystem is specially made to accommodate BDB, it also has some extra patches, but you can remove them if needed
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On 8/19/2023 at 4:04 PM, DanBMan said:
Is there a way to get the IVAs to use RPM / MoarDV? Maybe I am getting confused with a different one, but I remember this mod used to be compatible with it?
You might be confusing this mod with Near Future Spacecraft, wich i remember having RPM IVAs
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23 minutes ago, Jack Joseph Kerman said:
Finally! No more Dres!!
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1 hour ago, Azunki said:
I have a question, and a bit of a problem. How am i supposed to, or expected, to launch a 100m tall tower of an antimatter engine into space, much less attached to something?
Well, you can make the engine smaller, but you will have to put the radiators yourself, it makes for easier orbital construction, but more work.
Ooor, you can make a BIG rocket that is capable of that, Near Future Launch Vehicles gives you tanks and fairings capable of that.
Oor you can download a mod that gives you the capacity of making parts in orbit, like Sandcastle. Realistically, an Antimatter engine would be made in orbit due to it's size. -
10 hours ago, hugoraider said:
Yeah, true, but the options are kinda limited for a Soviet style Mun-rated launcher. I mean, I only can think about the N1 and UR-700
There's also the R-56: http://www.astronautix.com/r/r-56.html
A smaller, Soviet Moon rocket, with a LEO capacity of 40 tons, it would probably need orbital assembly to work as a Moon rocket, but the original Apollo project also needed orbital assembly.
It would probably be around 3.75 meters wide in KSP, so it should be fairly easy to make! -
16 minutes ago, stephensmat said:
To be clear, does this mod have 'life support' requirements on it's own? I plan to use it on a game I've been playing for a year, and I have several ships in flight. If it means I lose all Kerbals in Flight because those ships don't have the Life support parts, then I have to start a whole new game.
No, SSPX has no life support requirement, it will only have life support mechanics if you add a life support mod
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Today (well, not really today) i worked on an N-1 M V-II-III !
What is an N-1 M V-II-III?! Well, glad you (probably) asked! It's this thing!http://www.astronautix.com/n/n-imv-ii-iii.html
A humongous, upgraded version of the N-1, that would put even the Saturn V's height to shame.
SpoilerIt's BIG! I had to use Procedural Tanks on the first stage and some personal engine configs of mine to get the uprated versions of the NK-33s.
SpoilerVeery heavy, but, very much worth it! It's trully an spectacle to see it flying.
SpoilerGoing into the hight atmosphere at a relatively high angle to lob the two stages up, they need the extra time to accelerate the heavy payload.
SpoilerIgnition of the second stage and separation of the first stage. This cryogenic second stage is really powerfull, and even larger than the Saturn V's S-II.
SpoilerThere's eight powerfull Hydrolox engines in it, mostly to how heavy of a payload it can launch. In the original project, the engines would be modified NK-33s to make them run on Hydrolox.
SpoilerAnd the third stage starts up and the second stage gets... well... staged! A bit smaller, but still comparable to an S-II, with around six RD-0122s. In the original project, there were other, purposefully developed engines for the stage.
SpoilerAnd off it goes! It takes some time to get to orbital speed (i'm playing in JNSQ) but it works great! It can get 270 Tons to Low Kerbin Orbit without many problems. Great if you intend to launch
MarsDuna missions!Imgur post link: https://imgur.com/gallery/wQ4fkSt
I really have no idea if the N-1 M V-II-III was something real, of if Astronautix just made it up, either way, i love the concept!
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
in KSP1 Mod Development
Posted
This is a known problem with the saddle tanks, i'd recommend either mounting each side individually, or using radial 2x symmetry (if i remember correctly, the part tells you to do that).