Jump to content

EimajOzear

Members
  • Posts

    62
  • Joined

  • Last visited

Reputation

23 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I was playing this with Principia and having a great time until I realised solar power was much lower than expected. KaywellBarycenter is set to False as per the instructions. Narrowed the issue down to Whirligig-Principia conflicts (?) and so far my best fix is to delete Limnel. The system seems to more-or-less behave as before, but I would rather play it as intended, so I thought I'd put this post here to help others having Principia issues and hopefully prompt some discussion or even a fix. 15 Oct edit: Thresomin and Graymun have ~7 degree inclinations after 4 years of game time. This also happens when Limnel is present; Statmun goes polar and Graymun & Thresomin have inclinations in excess of 30 degrees after 10-15 years.
  2. For NTRs with switchable modes like the Scylla aerospike, it seems only the pure LH2 mode "RR_RedAgent" (and not the LOx -augmented mode) eat into the Kerbalism reliability burn time and ignitions. Edit 1: Also, for Engines such as the Cherenkov, there are two options for selecting engine reliability, one with a MTBF and the other like a standard NTR Edit 2: I've narrowed down the duplicate "engine quality" to Kerbalism Side Patches, but the issue where the LH2 mode only reduces ignitions/burn time remains
  3. I'm thinking it's related to vessel attitude control after testing it. Manually control your orientation and the orbit drifts too. Turn off SAS after stabilising your vessel and the orbital drift/decay stops. It also seems like the game has a really bad time simulating the trajectories of non-active vessels like stage debris; a booster from a launch somehow escaped Kerbin's SOI before I did despite the booster being on an impact trajectory with Kerbin. I noticed this same issue in KSP1 with larger craft when re-orienting them but didn't happen often enough for me to care. Now it seems to be the default in the current state of KSP2. Edit: this seems to happen regardless of what celestial body you orbit, so I doubt it's a Mun-only issue.
  4. That did the trick, thank you! @Morphisor, just in case you want to implement this into your config for other people to use, for Rhode, it should be @dayLengthMultiplier = 1.87055837563452 and initialRotation = 70 (give or take)
  5. Thanks for the help, @Morphisor! The modification to Kerbin (Rhode) to make it synchronous with Lua seems to be @dayLengthMultiplier = 1.87055837563452 Now there is a slight snag where Lua is no longer visible from the KSC (due to being obscured by the mountain range to the East and the horizon), so I tried editing Lua's LAN with HyperEdit to move it above the horizon, but this has the strange effect of changing Lua's orbital period to that of Rhode's *before* the dayLengthMultiplier change (3days 3hrs 36mins) which breaks the synchronicity again, so I've settled with what I have. Besides, Lua very quickly becomes visible on the way to orbit!
  6. So I'm trying to set up a BH 3.5x rescale game, but the configs seem to remove Lua's property of being synchronous with the rotation of Rhode. If I want the synchronicity of Lua to be preserved, is it a case of changing the "rescale" value?
  7. In name only, AFAIK! There is a clear difference in dV and total mass when I compare Liquid Fuel and LqdMethane in the same tanks.
  8. Now that Cryogenic Engines features methalox engines, would it be possible to have a patch which modifies the Sabatier Process to produce LqdMethane instead of Liquid Fuel?
  9. @JadeOfMaar So de/compressors still not working for me; they work in flight, but they default to Ammonia and cannot be toggled to other forms in the VAB/SPH. Clicking "configure quick heater" and "configure flash freezer" does nothing for me with Kerbalism installed.
  10. I have this issue too, but it only applies to the boxed de/compressors in my case. My chemical plants and all of their associated processes work just fine with Kerbalism installed.
  11. Depends how you define "sustainable" I suppose... If you're in orbit of a body that can provide all of the resources you need, then mods such as Rational Resources provide propulsion options that use Nitrogen, CO2, Ammonia, etc as reaction mass, so in Kerbalism the only thing you're technically consuming is engine reliability which can be repaired by your crew. Critical failures (engine explodes during use) will require replacements from Kerbin, however.
  12. Yes, if the required resources are present on the planet. The only long-term limit is crew sanity.
  13. Yep, completely optional. Just move the ones you want (if any) into your gamedata folder.
  14. Refreshing to see this as I just finished explaining to someone on Youtube how airline failure rates are unlikely to be achieved any time soon given the nature of rocket engines. Here are some excerpts for anyone who wants a more grounded and evidence-based approach to Starship and the current state of reliability in spaceflight: "How Many Engines Should a Rocket Have?" by Geoffrey Landis is a great resource for anyone else wanting to do their own sums relating to engine reliability.
  15. Your first suggestion worked like a charm, thank you kindly! While we're on the subject, is deleting the resource distributions as defined in GPP_Resources a painless way to de-clutter the resource lists? There are many resources such as metallic ore, gypsum, dirt, etc which I never use and would rather not be there.
×
×
  • Create New...