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si2504
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Everything posted by si2504
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
si2504 replied to Theysen's topic in KSP1 Mod Releases
Could one of the guys that's good with RO configs give this a check over for me please. I'm doing a few configs for the Tantares modules, which I have done and seem to be working fine. However I'm trying to do one for the S5.79 engines that go on the Zvezda module and it doesn't seem to work. I'm hoping someone could point me in the right direction as to what I may be doing wrong for it to not show as a WIP RO part in game. Here's my config... @PART[eridani_engine_s0_1]:NEEDS[RealismOverhaul] { %RSSROConfig = False @mass = 0.04 @MODULE[ModuleEnginesFX] { @minThrust = 0 @maxThrust = 3.1 %ullage = False %pressureFed = True %ignitions = 70 @PROPELLANT[LiquidFuel] { @name = UDMH @ratio = 0.4977 } @PROPELLANT[Oxidizer] { @name = NTO @ratio = 0.5023 } @atmoshereCurve { @key = 0 302 @key = 1 110 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 5 } }- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
si2504 replied to Theysen's topic in KSP1 Mod Releases
Guys, none of my models are working for RO Tanks. I have the latest version and have the TU & ROLib dependencies, but the thumbs in game and models aren't there. Any ideas?- 2,216 replies
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- realism overhaul
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So would i be right in thinking that where the craft file says Tantares.MOE.3.E, the new name for this particular part is "octans_moe_srf_3_extended" this particular one is located in the "any_rcs" > soyuz folder.
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- totm march 2020
- mod
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Hi all. I am trying to locate a part that seems to be missing from one of my craft files. The part named is "Tantares.MOE.3.E". I would be grateful if somebody could point me in the right direction, i am using the latest versions of Tantares, LV & SP. Thankyou
- 22,678 replies
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- totm march 2020
- mod
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[1.10.1] KK's SpaceX Pack v.6.5 - 01/11/2020
si2504 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Try @pmborg configs on the very first page. -
hey, I'm wondering if someone may be able to help me get to the bottom of an issue that is plaguing a ship of mine. I have 5 of the 'tempel2' ION engines fitted, and for some reason I cannot burn for any length of time before they overheat and loose their thrust, Thermal heat systems also heat up too whilst engines are under thrust. But as I understood it, looking through the config file for them, they have a heat production value of 0, so cannot understand why they are overheating. If it is any help, I have SMURFF installed, I don't know whether that alters these engines in any way, and have also adjusted the standard size of them using Tweakscale. The BDB I'm using according to the changelog is v1.7.1.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
si2504 replied to Nertea's topic in KSP1 Mod Releases
There seems to be an issue with the docking node on the dockable crew airlock. I can dock to it ok using the clamp o tron docking port, but when it comes to undocking, I click on undock and nothing happens but the undock label disappears. I can retract the docking port and close the hatch but the vessel still is attached to the ship via an invisible node, I try to use rcs thrusters to back away from the dock and the thrusters pull all the ship with it. -
hi, great mod and has helped me a lot in building my long distance vessel. I would like to ask, and I'm sorry if it has already been asked, but how exactly do the coolant tanks work? I have a couple placed on my vessel but they show up *I think* as though they will overheat. could you kindly look at my screenshot and tell me what is required for coolant tanks to be stable. thanks!
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Hi, I'm trying to figure out how/where radiators thermals are configured. In particular the Squad "Thermal Control System - Medium" deployable radiator. I have gone through the .cfg file for the rad in the Squad folder, but I can't figure out how the radiator's specs are calculated. The max temp one is obvious, but the one's that aren't are the "Core heat Xfer" and "max cooling" configurations. I'm having an issue with a ship where the Ion engines, a fission reactor and the radiators themselves just keep overheating. I took all of the parts Xfer values into consideration and attached a number of radiators that in specs should be able to cope with the heat production of the said parts. Now as I understand it, deployable radiators can "soak up" heat production of a part no matter where it is placed on a vessel, but fixed one's have to be close to a part that require cooling. I would really like to learn how these radiators work and are configured in the settings so that I can better understand them. Any help would be great. A couple of attached pictures of my craft I built in orbit that will serve as a long distance vessel.
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Building very heavy rockets
si2504 replied to SunlitZelkova's topic in KSP1 Gameplay Questions and Tutorials
Tbf, the 1st stage engines always seemed to go crazy out of the atmosphere when the 1st stage was nearly empty. Sometimes I'd end up cutting my first stage short to avoid the craziness it caused, because a lot of the time due to the severe gimballing it was causing the rest of the craft to explode due to the instability. I can never understand it though as I always check that the thrust is going directly through the CoM, Guidance units are the correct way around etc. -
Building very heavy rockets
si2504 replied to SunlitZelkova's topic in KSP1 Gameplay Questions and Tutorials
well all I know is I rebuilt the exact same rocket I was having issues with getting into orbit, with one that had a lower CoM and it flew like a dream. Also how does drag become an issue when you are out of the atmosphere? I will post a picture of the rocket that was causing trouble and see if I can demonstrate what was happening. -
Building very heavy rockets
si2504 replied to SunlitZelkova's topic in KSP1 Gameplay Questions and Tutorials
So the main issue was with building large rockets to deliver heavy payloads. No matter what I did, the rocket would not sit or remain stable once I actually managed to get it off the launch pad. Since, I've been having a play about in the VAB and taking note of each stages COM with a full tank, and an empty tank. Thus here lied my problem. Due to the sheer size of my rocket, by the time the first stage was empty, and taking boil off of other tanks into account, the vessels COM was way too far forward, this was causing flips, joint instability and inevitably, constant launch failures. I'm now sure to check each stages COM and COT with full and empty tanks. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
si2504 replied to Nertea's topic in KSP1 Mod Releases
Hi guys, could somebody please tell me which docking ports work with the dockable crew airlock? -
Building very heavy rockets
si2504 replied to SunlitZelkova's topic in KSP1 Gameplay Questions and Tutorials
see my post above. I've tried adding launch clamps, and more launch clamps and even more launch clamps I use mainly Procedural parts on my crafts. Especially tanks & fairings, Its worth noting that I also use SMURFF as a RO alternative. -
Building very heavy rockets
si2504 replied to SunlitZelkova's topic in KSP1 Gameplay Questions and Tutorials
yeah already using it, unfortunately it does very little for real sized/very large rockets. I've also tried KJR cont. also tried activating the above with no success. The amount of launch clamps and struts etc I've tried also is ridiculous. Patience is also something that is wearing very thin, I'm wasting my evenings just trying to get one rocket to sit on the launch pad, never mind lifting off. -
Building very heavy rockets
si2504 replied to SunlitZelkova's topic in KSP1 Gameplay Questions and Tutorials
jumping on this thread, although i don't have an issue with getting the correct TWR for my rockets, my issue is actually getting the damn things on the launch pad without them bouncing about and blowing up!!! I'm using RSS and attempting to put a heavy payload into orbit. this requires a BIG rocket. I'm talking a rocket with a starting mass of 9000 tonnes. I've tried adding struts, struts and more struts. nothing will hold it stable on the launch pad, it just bounces a little then blows up. -
what versions of EVE and Scatterer are you using?
- 1,976 replies
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- totm mar 2022
- rss
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