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pmborg

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Everything posted by pmborg

  1. I am trying to do a crazy challenge take of from kerbin at "10g" of gravity and land on eve the ship actually worked very well but I noticed that strange behavior: Before: After a few seconds: Full Video:
  2. Ship "Eve5": Landed on EVE, but during descent the Radiators Broke from air stress, because the ship got initially at 60,000m lateral deceleration. I think that I will need a "Eve6"
  3. Hello @FreeThinker, Until now I have beginning using the Kerbstein engine in (KspiEpstein, but now for the first time am also trying to use KspiEpsteinUDD) there is any fundamental change in those besides the fuel? Because after a few seconds of use the power drop to 1/3 I am still trying to find a way avoid this, I think that maybe is related with megajules or wastheat?
  4. Both engine values are in the image, provided yesterday, engine provided by KSPI mod @FreeThinker: Not 100000kN = 58,320kN Not 1000000isp = 594,603 ISP Please note that about the mods, nothing is refereed as a limitation or even as a penalty points. So until now at least I have: Took off from Kerbin successfully...1 Achieved orbit of Kerbin...2 Set course for Eve...1 Points: 4 But as a side note the secret is not the engine, that is just a detail, I have done it, with 3 different engines types, this engine is not even capable of get off the ground. No boosters were used Vehicle until now is 100% reusable.
  5. I have done a basic test, with a small ship at the 3th attempt made it, (in a Kerbin of 10G) and got it in Orbit at 7500m/s at with AP: 452km, then just run out of fuel, I need a 4th attempt to do all steps of the Challenge for tomorrow night. Actually 4th attempt, Kerbin Orbit: Hope tomorrow night have more time to do all mission and upload the video. Cheers!
  6. Before: After remove NF stuff: rtg-0625 NearFutureElectrical\Parts\RTG\rtg-0625.cfg Just to the sake of record solved the problem by just keeping these files from NF and delete all rest: D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\NearFutureLaunchVehicles>tree /F D:. └───Parts └───Payload └───cargo-5 cargo-5-1.cfg cargo-5-1.mu cargo-5-2.cfg cargo-5-2.mu cargo-5-3.cfg cargo-5-3.mu cargo-5-4.cfg cargo-5-4.mu cargo-nose-5-1.cfg cargo-nose-5-1.mu cargobay-5-1-n.dds cargobay-5-1.dds cargobay-5-2-n.dds cargobay-5-2.dds service-bay-5-1-e.dds service-bay-5-1-n.dds service-bay-5-1.cfg service-bay-5-1.dds service-bay-5-1.mu
  7. Thank you @Maelstrom Vortex your input was confirmed, I appreciate it very much this means that I can convert the nuclear reactor from 1000 tones to 34 tones.... extra delta V. Need to think how I will solve the problem now to get-rid of NF parts
  8. Thanks for the remark, but I think its clear now for all now
  9. True, in all my success tries, I used 1M delta-v (my record) enough to enter in star orbit, after the use of the "Magnetic Scoop", but is very difficult, sometimes I need 5M and sometimes I need 10M. So I changed the ship in order to allow me to have 17M delta-V to be used as break capability , after the use of "Magnetic Scoop" to break from 33% light speed (100,000km/s to hopefully less than 10,000km/s)
  10. Actually this is much easier than what it looks, when using the proper technology to do it. A planet with a so dense atmosphere is never a disadvantage, because increase the break action force (advantage 1) to enter in atmosphere which allow almost a zero delta-v to land from Orbit. And with very simple technology like electric fans or air-balloon type you can very easily go until 10km or 15km height, without using the main engines and then just light them and go very easy to orbit again. But this breaks the logic of using normal rocket engines which are not suitable for that.
  11. Thanks for the feedback I will try to adapt it and test it without NF, today at night. Hello, I had " Muon Catalized Fusion Engine" but removed because it seamed that all worked well without that, "dead weight" I will also test again with it. Thanks.
  12. This is my current ship: I am getting 7.42GW from a "Tri Alpha" scale 19m, do you have more without NF? BTW: @FreeThinker no idea why those numbers are red but the Ship work perfectly and with no overheat.
  13. Hello, Currently I am using this list of mods, with KSPI, and as far as I noticed there isn't any problem with those. For Rovers I am using: "FelineUtilityRovers" For Life Support I use: "USI-LS", "USI-FTT" & "USITools" This is my current list hope it helps: "ModuleManager" "NearFutureSpacecraft" "NearFuturePropulsion-XenonHETs" "KerbalEngineerRedux" "ContractConfigurator" "Mk3Expansion" "TweakScale" "USI-LS" "InterstellarFuelSwitch" "PhotonSailor" "ModularFlightIntegrator" "Konstruction" "Mk1CabinHatch" "NearFuturePropulsion-LowThrustEP" "TarsierSpaceTechnologyWithGalaxies" "NearFuturePropulsion" "USI-FTT" "BetterScienceLabsContinued" "CommunityCategoryKit" "SCANsat" "KWRocketryRebalanced" "FelineUtilityRovers" "TexturesUnlimited" "KerbalPlanetaryBaseSystems" "RSSDateTimeFormatter" "unBlur" "CommunityTerrainTexturePack" "KIS" "DMagicOrbitalScience" "CryoTanks" "DraggableNavball" "Kerbalized-SpaceX" "KerbalAlarmClock" "TriggerAu-Flags" "DraggableAltimeter" "KerbalAtomics-NTRModSupport" "KerbalAtomics" "kOS" "PatchManager" "NearFutureProps" "MoarFEConfigs" "CraftManager" "KXAPI" "Mk2Expansion" "BackgroundResources" "B9-PWings-Fork" "Toolbar" "FirespitterResourcesConfig" "FirespitterCore" "SpaceXLegs" "EasyVesselSwitch" "OuterKerbin" "MechJeb2" "KSPInterstellarExtended" "NearFutureLaunchVehicles" "CryoTanks-Core" "TextureReplacer" "ClickThroughBlocker" "ToolbarController" "NearFutureSolar" "Ballistanks" "StationPartsExpansionRedux" "SpacetuxSA" "CommunityResourcePack" "CommunityTechTree" "HeatControl" "StockalikeMiningExtension" "NearFutureConstruction" "DeployableEngines" "DynamicBatteryStorage" "KerbalJointReinforcementContinued" "KerbalXMod" "KSPWheel" "KAS" "OuterPlanetsMod" "BetterTimeWarpCont" "FilterExtensions" "REPOSoftTech-Agencies" "HumanColoredFaces" "InterstellarFuelSwitch-Core" "B9PartSwitch" "HangerExtenderExtended" "USITools" "JSIAdvancedTransparentPods" "OrbitalTug" "BurstAtomicThrust" "KVVContinued" "OPTSpacePlaneParts" "OPTReconfig" "NearFutureElectrical" "NearFutureElectrical-Core" "NearFutureElectrical-DecayingRTGs" "NearFutureSolar-Core" "BetterBurnTime" "HideEmptyTechNodes" "RemoteTech" "CivilianPopulation" "RealPlume" "SmokeScreen" "RealPlume-StockConfigs"
  14. Hello @Sky Whale Please note that the unit refereed is not meters (m). Speed-of-light = 299,792.458 km/s
  15. Hello, This is a great feat, when one or more Kerbals, get that speed and go to another world in another star Maybe you will find this thread helpful Currently I am working on a new ship that is a bit ugly but is by far my best InterStelarShip and break all my previous records for a 100% reusable! This is very important for me, make a ship that can jump, from one star to another... in theory indefinitely. Without using Warpdrive of course! Cheers!
  16. Problem solved for now, I created a shield-dome variation :
  17. Thank you @Snark for the elaborated reply, its clear now for me at least some topics. I liked to know about this one: " KSP2 devs have made it clear that they're making moddability a top priority" I understand that the all API need to be changed, if mods have a clean code with inputs and outputss to KSP API isolated, from the mod core in general, can be faster to adapt/convert to the new "API/World" The are mods that should have been included on stock already, and something like " Kerbal engineer Redux mod" or a simplified version of that, in my opinion of course. About mechJeb, don't need to be like that, but at least with basic capabilities to allow a complex maneuver like a rendezvous helper to allow some basic manuvers like this ones here:
  18. That might be a solution to big objects, but for dust something like this might be needed:
  19. Blocker features in KSP2: If is not stable enough like KSP, without crashes If it's not faster than KSP, there no point to move to a slower platform. Absolutely Mandatory mods for me: (without a similar thing I will not even install it): Kerbal engineer Redux mod A must mods for me: (with those but excepting much more after sometime, I will give it a try and buy KSP2) MechJeb2 (add advanced autopilot capabilities) Kopernicus Mod (option to add other worlds and change the current ones)
  20. Hello probably about KSP2 or even for current KSPI, I dont sure if was planned real obstacles: 1 grain of sand, once per hour debris with the size of small pia, once a month Basically a real-ship need some kind of armor to do the Journey, or use a radar with laser beams to target some debris. Do you already have something like this @FreeThinker ?
  21. https://github.com/sswelm/KSP-Interstellar-Extended/commit/f2d0981e3185198ea16254afd98691e76bf7bde6 I noticed the fix thanks!
  22. Yes the goal make all sense, nevertheless it seams to me that this is a recent bug, from one of KSPI lastest releases But if for any reason you are struggling with it, you can also provide 3 or 4 models of it and limit the TweakScale for 2x in each model which will allow in the a scale of 8... Just an idea.
  23. Hello @FreeThinker, I am getting negative values of cost for the "Tri Alpha Reactor", using big scaling: Any idea, of what could be?
  24. Hello again! I would like to add just one more small detail, about this last ship version/project (InterStellarShuttle-v5-2Dv2), this is a detailed view of the ship seats: The Generic Idea is to have a Colony Group of "50 seats", with 50 Cryonic Seats (optional solution for an emergency), the ship have 12 extra seats, for "un-planned" births (I hope that it is enough...) for a Journey about 18/19 years to Alfa Centaury 4.2 light years away. Avg numbers of the tries so far: Total Ship Capability: 110.3M deltaV About 1 year to do rendezvous Jupiter and refuel at an altitude between 1900km and 1600km, note dead zone at 1550km 2 years to accelerate 12 years to journey, 100,000 km/s (33.3% light speed) 2 years to de-accelerate (this is still and area of improvement, because sometimes, I take more time to de-accelerate) Between 1 and 2 years to final start orbit and rendezvous planet SUM: between 18 and 19 years Note original capability was 117M delta-V but with mini-ship-shuttle and after adding more seats, the potentially deltaV capability Dropped to 110M At the end of Journey there is an extra fuel maneuver capacity, between 2M and 5M deltaV Note: its always possible to refuel at 100% again near by a gas giant planet of that star system. if necessary is possible to abort the mission in a specific Star and go to another nearby Star? Testing this possibility, due fertilizer and other life-support systems, for now for sure work, the "emergency plan" and freeze everybody and use remote control. This MiniShuttle Ship now can transport 12K Ore to the main Interstellar ship. Any ideas or comments from your precious hints @FreeThinker ? Thanks in advance!
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