steve000
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Everything posted by steve000
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
steve000 replied to Dr. Jet's topic in KSP1 Mod Releases
I love so much the electric impeller motor. I made a 100% solar powered low tech air craft last night and explored kerbin everywhere. I know its early days but if I could add some design change. I fly RC planes etc and I think the power needs to be adjusted just a little. For example I only had 2x these thrusters on the plane, I originally added 10x thinking this is what I would need. 2x was plenty. hobby companies don't make 650mm (assuming this is .65m size) EDF thrusters but they do make large electric motors that drive large props. For example this motor http://www.hobbyking.com/hobbyking/store/__25413__Turnigy_RotoMax_150cc_Size_Brushless_Outrunner_Motor.html will turn a 30" (720mm) prop and generate 34kg of thrust or about .33kn drawing around 9000w EDF motors like your design generally make around 2x the thrust for the same current draw. As we don't know what 1 unit of power is in KSP we could assume its around 1000w. I feel if the motor were to be balanced it should have a power rating of about 1kn drawing around 9units of power a second. This would need about 25 of the OX-STAT Photovoltaic Panels per motor If you wanted to KSP easy-ify it perhaps it could be lowered to 4 units per second needing only 11 per motor or 2 of those XL panels from the asteroid day pack. Keep it up, love this mod and where it is going. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
steve000 replied to ethernet's topic in KSP1 Mod Releases
I have experienced this as well. Id love to be able to transmit it back or perhaps have a "Science collector ship" with a storage module on board for the experiments. I have to admin having spent literally a day of my life building, launching and docking a station I was off put by the fact that I had to then land the damn thing. It weighed almost 800,000 KG until I changed the engine config. This is it with the science lab docked milking mun science. http://i.imgur.com/OOHg1Wf.jpg I need a new ship to complete the landing or a few many parachutes -
NathanKell. Thank you. I did try it with a total mass of 47500kg and 28000kg of fuel and got a delta of about 10500ms. where as the poodle with about the same fuel and 35000 kg total weight was about 7360m/s The LV-N makes for a realllllly large rocket though. I am sorry for asking the same question though, I did have a flick through the forums as much as I could without reading every page. google was no help.
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Thank you Raydar. the rest of you you don't need to be rude about it. I read that but i just didn't explain my self as good as I should have. It was my impression based on what I have seen around the internet and on youtube that the hydrogen had a little more volume and therefor more delta v was provided in this size of tank. An example from scott manly was when he did a video on the modular fuels mod (yes its not the same) but i thought this mod was based on the modular fuels before things were split off and therefor the volume of hydrogen would be similar to what it was in that mod. Considering there is many game modifying mods required for the real solar system mod I was under the impression that I might have installed a mod that changed the total volume of hydrogen available to use in the tank... I had broken something hence the "What am I doing wrong?" In the event that I have 20t of liquid fuel and a poodle or 20t of hydrogen and a LV-N the LV-n should have 2-3x the delta V than the poodle yes? I work in IT, I deal with questions and the same question day in day out but I still treat them respect because they are people too. Just because you are anonymous behind a forum wall doesn't give you permission to be rude. I am sorry that I asked the same question that has been asked a million times before. I should have worded it better.
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Hey folks, What am I doing wrong? The atomic engines seem to have significantly less delta v than the other engines. the ammonia and methane has more delta but still not as much as the poodle. whats the point if this is correct? Please see http://imgur.com/rnqqeU1 and tell me what i am doing
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That fixed it. Im now in the process of fixing the other planets. I'll post their heights on here later. I found 1.05 to be too much and am at 1.03.
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I knew there was something simple. Thanks heaps
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When I go to mapview I get this weird larger than the actual body display. I have lurked around for a few days on various forums trying to fix it but have found nothing. any help? Its worse with clouds installed http://i.imgur.com/TJuk98u.jpg
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I installed this mod http://forum.kerbalspaceprogram.com/threads/40667-0-21-1-WIP-TAC-Life-Support-28Jul and it appears to have allowed the generation of waste which inturn has allowed the generation of nutrients. so with the modification of the config files and adding another mod I got it working 100%. fantastic stuff,thank you for making the mod.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
steve000 replied to Yogui87's topic in KSP1 Mod Releases
^^ what he said. -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
steve000 replied to Pelf's topic in KSP1 Mod Releases
Because docking is not implemented... I did it the hard way.. the only change was i made each item weigh .5 only the 3m and 4m modules tho.. everything else is standard. Included are pics and the launcher... solids all the way to 150k.. -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
steve000 replied to Pelf's topic in KSP1 Mod Releases
Ha Pelf, I dont mind either Just calculating whats in stuff in KSP, I just base it on what came with the game volume x qty x weight etc... scale it up... Also again ty heaps for telling me to rotate the pieces, although sometimes is a wee pain it has saved me heaps of headaches. I can actually get stuff attached properley! -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
steve000 replied to Normak's topic in KSP1 Mod Releases
'unity. they export to .mu so you cannot do as you want besides that would be like 20000 polies. they lag enough as it is. ' So that\'s why my space station was causing 1fps.... I had 38 panels and radiators on it Thx for that. BTW I fixed a stupid 'this peice wont connect to this other piece ' problem I kept having, it was sending me to format my pc // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,1,0,1 instead of // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,0 Allows me to attach them to trusses etc now. -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
steve000 replied to Normak's topic in KSP1 Mod Releases
Hey mate, What did you use to model them? I cant open them in Unity or blender. I would like to make the xlong panel 2x the size -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
steve000 replied to Pelf's topic in KSP1 Mod Releases
Rotating helped thanks. Captain, you think too much. -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
steve000 replied to Pelf's topic in KSP1 Mod Releases
Can I just say people, the specifics of what is inside an RCS tank I think is irrelevant to KSP..... its some kind of simulated gas that shoots out nozzles. I also noticed after then removal of the nodes many of the models are spheres. When attaching parts they want to move all over it like a ball shape instead of cylinder. Is that a byproduct of node removal? -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
steve000 replied to Pelf's topic in KSP1 Mod Releases
Sorry, my question made sence to me.. I found in the Kosmos there is a very tiny ASAS that worked well for me. I originally thought the storage module was an RCS tank as well.. Perhaps you could create 2 service modules one that is full of hot air for RCS and another empty for future storage/ cargo? Again thanks for all your work on this, its great Steve