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Clamp-o-Tron

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Everything posted by Clamp-o-Tron

  1. Good news for you then. 0.3 basically adds HTP as a resource to the game (a monopropellant, though, I didn't want to cause confusion with liquid fuel having two possible oxidizers), mostly for the CRE mod. Also, in the Patches/Optional folder of SH is an optional config for oxidizer boiloff. Just remove the .disabled extension from the end, making it .cfg. I'm not going to mess with the fuel ratios for LF/Ox (stockalike ), but on my install I do have a patch to change the in-game names for several resources. ISRU update: ISRU production comes in two modes, (semi-)realistic and simplified. (semi-)Realistic will activate when Rational Resources is installed. I sacrificed quite a bit of realism so that I don't have to add Chloride as a required resource or add way too many methyl groups to the reaction than I'd be willing to (and you would have to get a lot of Carbon). Instead, the Convert-o-Tron will just do its chemical magic to convert the components to Aerozine-50, which is just a mixture of Hydrazine and Unsymmetrical Dimethylhydrazine. 2(CH4)+N2H4+N2 -------> 1/2(N2H4)+1/2(H2+N2+2(CH3)) 2(Methane)+Monopropellant+Nitrogen -------> Aerozine (Units in nothing particular, let's just say moles. I'll do the density conversions later. If any people who are more than armchair chemists want to correct me, please do.) Nitroxide is pretty simple. N2+2(O2)------->N2O4 Nitrogen+2(Oxygen)------->Nitroxide Even simpler is the simplified chain (OFC). IDK how much Ore -------> some of both IDK how much Ore -------> Nitroxide IDK how much Ore -------> Aerozine I feel OK with having something this complicated with several resources in a "stockalike" mod, because ISRU probably something useful with these fuels, and it will need Rational Resources to function.
  2. @steedcrugeon I know you haven’t been here in a couple months, and the mod is quite old, but is there any news about this? It looks fantastic and I’d love to give it a try, or maybe continue development if you could send me the files.
  3. Down in Oregon here... the weather is rarely destructive at the base of the Willamette valley where I live, but there were many trees falling last night. Although there wasn't much rain, the wind got up in the 80 kph range and could have been really bad. No power outages on my side of town, but the more southerly part was blacked out for half an hour. As far as I can tell from the local news, nobody was hurt, and only a few cars were crushed, so we're OK.
  4. Static fire! Second in just a couple hours! Everything looked like it went well.
  5. You need to overwrite the ModuleDockingNodes so they have the same NodeType, instead of the part name. Try replacing each of the NodeTypes with something standard, preferably specific to you so you don't cause problems with other mod compatibility.
  6. Big simplifications and additional propellants coming in 0.3. I originally planned to get some RCS stuff in per @Spaceman.Spiff’s recommendation, but that’s been giving me trouble and I want to get the nearly finished version out the door. Also, ISRU chains (ore and realistic) are coming.
  7. Thanks, will look into that in 0.3. Progress is a bit slow as I can't do much work on it atm, but we will get there eventually
  8. According to Kopernicus Issue #459, a good fix is going into your settings.cfg file in your KSP root, and editing the TERRAIN node like this: TERRAIN { preset = high version = your KSP version PRESET { name = Low // some planet-specific configs } PRESET { name = Default // some planet-specific configs } PRESET { name = High // some planet-specific configs + PLANET + { + name = Voss + minDistance = 4 + minSubdivision = 1 + maxSubdivision = 6 + } } } If your terrain settings are set to something else, edit the subnode with the same name instead. Alternatively, I believe MM can patch settings.cfg, so this might work: @TERRAIN { @PRESET:HAS[#name[#$../preset$]] { +PLANET { name = Voss minDistance = 4 minSubdivision = 1 MaxSubdivision = 6 } } } Untested, of course This has the limitation that you will have to restart your game before playing at Voss after a terrain settings change. Hope this helped
  9. A joke about 2001: A Space Odyssey, in which HAL-9000 says something to the same effect.
  10. Those look like kinetic-kill anti-satellite weapons, meant to be spin-stabilized, accelerated with a tiny SRB, and set on an impact trajectory of several hundred meters per second with the target using the SRB burn and tiny RCS corrections. I hope we never see one used for war. Those parts have been depreciated, their textures and localization strings have been removed. They won't show up in the normal VAB editor pane, but they apparently do show up in Community Category Kit mod categories. There are replacements now with better art. Also, FYI, you can take screenshots of KSP by pressing F1 anywhere, instead of taking cellphone pictures of your screen. EDIT: Ninja'd
  11. Assuming you use the whole Starship/Super Heavy stack, you should have enough fuel to send Starship to Duna without refueling (at stock scale). If you need to refuel, the ships can dock end to end, as shown in the official animations. Starship might not have enough fuel to return to Kerbin from Duna, so you probably would have to send an ISRU unit packed inside a cargo Starship, with as many pieces as possible inside inventory containers, and assembled in-situ. You may need Kerbal Attachment System to transfer fuel to the Starships.
  12. Payload separation confirmed! It’s a shame, though, was looking forward to an SSO launch from CCAFS and SHERPA’s flight.
  13. This surprised me. I found some numbers from 2016, and they all show higher confidence in vaccines in general that we see with the SARS-CoV-19 vaccine. France was interesting- they were near the bottom in all 4 categories and were the lowest of the Western European nations. Do any Frenchmen (or -women or -whatever) of the forums have any insights into why this might be? (Numbers from here) I can see why the refusal rate would be so high, with the theories becoming more popular pre-pandemic, some political and public figures entertaining them, the extremely quick development time, and (I assume) more time stuck inside, exposed to misinformation online. I hope that the numbers aren’t actually that high, in France, the US, and everywhere, so that we can beat the R0 down below 1. BTW, I want curry now. Thanks.
  14. https://github.com/R-T-B/Kopernicus/releases/tag/UBE-release-58 Try this- download the KopernicusBE_1110_Release58.zip, not the KopernicusBE_1101_Release58.zip. Kopernicus technically isn't compatible with 1.10 and 1.11, but the beta is available with very few bugs.
  15. You can still learn a lot from obsolete prototypes, especially aerodynamics, as there probably aren't a lot of changes to the tried-and-true (at least once!) control scheme. A 100km flight would be tremendously useful in determining the flight characteristics in thin atmosphere and long-term Raptor firings, even if it wouldn't replicate orbital reentry velocities. Worst-case scenario they lose a landing pad, which as we see with SN-8 wasn't much of a big deal.
  16. No, it's someone's Orbiter 2016 mod. https://www.orbithangar.com/showAddon.php?id=d12991b8-6daa-4541-a338-98c8d04f4655
  17. This is pretty incredible. I might have to scrub launches because of high-altitude winds now! How difficult would it be for users to run MPAS simulations of other Earth-like worlds and input the results into KWP, and might EVE integration come soon?
  18. The framerate gets pretty bad in LEO, so they're taking steps to reduce the number of objects the universe has to run physics simulations for.
  19. Just a heads-up: @Nertea has a version of this that is much better for mod authors than my general patch that just nukes everything. // Deletes cargo partmodule in KSP < 1.11 @PART[*]:HAS[#author[Chris?Adderley??Nertea?],@MODULE[ModuleCargoPart]]:NEEDS[!Squad/Parts/Engine/Size2LFB_v2]:FOR[NearFutureSolar] { !MODULE[ModuleCargoPart] {} } Obviously, you wouldn't use exactly this, probably something along the lines of :HAS[#manufacturer[KNES]], and :FOR[Knes]. The :NEEDS[!Squad/Parts/Engine/Size2LFB_v2] is a new part (a revamp, I think) added in 1.11, so it is a good way of checking if 1.11 is installed.
  20. Oh, hey, I was doing H2O2 RCS switches, along with Aerozine and Nitroxide! Stockalike Hypergols 0.3 is just about ready, with peroxide as a new propellant, with the only problems being some fuel switching issues. I’ll finish up the RCS switching I had planned for 0.4 early, just for you. p.s. every time I work on this, I do it for 2 days, then forget about it. I’ll try not to this time. p.p.s. I say that every time
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