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Everything posted by ChronicSilence
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In my quest to get a bunch of mods working perfectly, I've noticed a couple things you may be interested in for future patches: 1) the NovaPunch "In-line Twin Fusion Rocket Engines" (1.25m and 2.5m), all of the Radial Boosters, and "NERVA Mk. I Nuclear Thermal Rocket Engine" don't have Engine Config modules (no tech levels, and the fusion engines / radial boosters still use LiquidFuel). I realize the NERVA uses a HybridEngine module instead, but I think it should still have tech levels since the LV-N does. 2) the NovaPunch RCS ports don't have EngineConfig modules like the stock RCS ones do (i.e. monopropellant only) 3) the stock R.A.P.I.E.R. engine doesn't have an Engine Config module (no tech levels for the rocket mode, and still runs on LiquidFuel) 4) the control panel for StretchyTanks is glitching where it shows the amount of mass that would be added for filling it with a given fuel: for example, it says "LiquidOxygen Max: 7200 (+0.018 tons)". When you fill it with LiquidOxygen, however, it adds ~8 tons. The opposite is true for the ElectricCharge resource on the service module tank, which says "Max: 720000 (+203.4 tons)", but in fact adds 2.034 tons. Image below. 5) not only do Bobcat's Soviet Engines still use LiquidFuel, they don't have any tech levels either (but I think you already know that one, since they're both done in the EngineConfigs module). Not complaining or anything. Just bug reports. I'm a huge fan of your work.
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Ok, got it now. I was using RealEngines, I switched to RftS and that works well. BobCat's Soviet engines still show LF though, yes.
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[0.22.X] BobCat ind. Historical spacecraft thread
ChronicSilence replied to BobCat's topic in KSP1 Mod Releases
Quick question: is there a reason that the engines in the Soviet Engines Pack show up in the editor catalog with shrouds on them? Would be nice to see the engine itself in the thumbnail. -
I have another question! I'm just full of them today. What is the difference between LiquidFuel and Kerosene? I thought they were supposed to be the same, but I have yet to find an engine (in KW Rocketry, Bobcat Soviet Engines, or Stock) that uses Kerosene. They all say LiquidFuel instead. However, the Real Fuels tanks are apparently capable of loading Kerosene. So... what's the deal with that?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Ahh, of course. I see that now. One more question: are the KW Rocketry batteries supported? Their capacities don't seem in line with the stock ones after installing RO. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Quick question: is there a heatshield that fits the Mk 1 pod (small single-kerbal one)? I can't seem to find one that works. None of the regular sizes (0.5m, 1m, 2m, etc.) fits it properly. -
This makes way more sense. Regarding SFJackBauer's RealEngines, what do you mean when he say it uses "various models from various part packs"? Does that mean that the RealismOverhaul mod itself with his config (I think it's listed in the OP as "Realism Overhaul v3pre3") contains those engines/models? Or does that mean that if you install one of those "various mods", the relevant engine will be all nicely configured for real life? On that point, do you think you might be able to expand in the OP a bit about which part mods are supported/suggested? You mention somewhere that it supports "all KATO engines" or something, but for someone like me who didn't start going for the "realism" until after you released your stuff, that doesn't mean much. Maybe a list of suggested part mods, with links to relevant threads? Thanks!
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Yes, I saw that and I installed the Realism Overhaul v3pre3. It works for all the KWRocketry engines, but doesn't work for stock engines. I'm just confused because, as far as I remember, it USED to work for stock engines before Real Fuels was split off from the old MFS mod.
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I wasn't aware that there was a "Real Engines" mod. I though I remembered the stock engines having tech levels back when I was using the "Modular Fuels System with RF".
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I seem to be having a problem with the stock engines. I have both RO and RSS installed, but RF doesn't seem to recognize the engines. When I click on them in the action editor, it doesn't bring up a tech level menu or any other stats. Any thoughts?
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So to confirm, this means that we should use this mod instead of MFSC with the Realism Overhaul? It sounds like it, but on the RO thread you still list MFSC as mandatory.
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There are not any currently in the mod. Calculations for it would be extremely simple though, assuming that the change in width from top to bottom is linear. It's just V = (pi*h/3)(R^2 + R*r + r^2) where R is the radius of the wide end and r is the radius of the narrow end. Details: http://jwilson.coe.uga.edu/emt725/Frustum/Frustum.cone.html
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Yes, I will do this. But if the idea is for this mod to be an overhaul to make everything work nicely with RSS, it would make sense to include it in this mod. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Might it be possible to include some RemoteTech2 tweaks in this overhaul mod? Unfortunately RT2 doesn't jive very well with the RSS. The max dish range is 400Gm, but Vall is something like 4,400Gm from Kerbin. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Might it be possible to include some RemoteTech2 tweaks in this overhaul mod? Unfortunately RT2 doesn't jive very well with the RSS. The max dish range is 400Gm, but Vall is something like 4,400Gm from Kerbin. -
[1.2] Real Solar System v12.0 Dec 8
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Quick question: with this mod, what is the altitude of geosynchronous orbit? I tried 35,786 km (GEO), and although it's very close it still drifts a bit. Does anyone have the exact number? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
What are you all using to mount multiple engines on the bottom of stretchy tanks? I can't seem to do that since the surface attach is turned off for engines. -
Modular Fuel System Continued v3.3 (OBSOLETE)
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Regarding cryogenic fuels, what's the best way to provide insulation to prevent boiloff? -
[1.2] Procedural Fairings 3.20 (November 8)
ChronicSilence replied to e-dog's topic in KSP1 Mod Releases
Quick question: can anyone tell me what the difference is between "Interstage Fairing Adapter" and "Interstage Shroud 2-side"? Is it only that one has 4 fairings and one has 2, or is there something else? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
When I try to load this (with all the required mods installed, I think), it's telling me that the following parts are missing: - decoupler.ftr.4m - KzInterstageAdapter2 Any idea which mods these parts are from? The ProceduralFairings mod has "KzInterstageAdapter", but no "KzInterstageAdapter2". -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
ChronicSilence replied to NathanKell's topic in KSP1 Mod Releases
Thanks for looking into the stretchy tank nodes, it's definitely a game breaking problem when you can't ever re-load a craft in the VAB without having to remove the tanks entirely and rebuild. I'm trying to figure out the PF interstages. When you use them, do you put the ring on the stage that's being discarded or the stage that's remaining (above the engine that's about to ignite)? Putting them on the continuing stage between the fuel tank and the engine is the only way I can get it to work with the attachment nodes, but it seems counter-intuitive because that ring is the part that you would like to discard with the spent stage. I think what might be the most useful is a couple sample craft so newcomers can see what the general building strategy is.