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Nori

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Everything posted by Nori

  1. I get that, but my main issue here is that they mass over 20x. I can't imagine actual refrigeration adding more than maybe double. On line 86 of tanktypes.cfg I believe you are missing a semi-colon after the RefinedExotics listing. I think that's why Lithium doesn't show up for me.
  2. Well that's just gamers (heck people) in general. They don't want to take the time to even try to figure something out. But overall, I think the KSP community is quite good compared to many others and the modders are amazing.
  3. While I agree that balance is all over the place, I think Cryotanks isn't that crazy vs real life. For example, the Space Shuttle's Orange tank massed 26k kg and can hold 730k kg of LH2/LOX. Saturn 5 had 427k kg of 480k kg as fuel for it's second stage. By mass 92.4% was fuel and apparently that's with engines. I am not finding much LH2 only tank info. The NERVA massed 34k kg empty and 178k kg full. Includes all the heavy engine components though. NFT seems to allocate mass for LH2 as 63.9% as fuel. Anyway, if you want CContainers to be less efficient, that'd be fine, but 20x less is quite a bit overkill.
  4. There's a bug in the food section of tank types. There isn't a ^ before the = so each setting overwrites the last. While I doubt people will have taclifesupport and USILS, I imagine it is common to have USILS and KolonyTools.
  5. Dry mass for H2 seems quite off. These two tanks are physically the same size but uh more than 20x the dry mass for the jumbo.
  6. Somehow I didn't get a notice for this and missed it. So far I've noticed that the following don't have gimbal (excluding the nuke engine): M2X_Jumpjet M2X_FuselageRVTOLE M2X_LiftFan M2X_FuselageLiftFan M2X_Pegasus M2X_Siddeley M2X_Ramjet M2X_SCRamjet M2X_Turbofan M2X_Turboprop M2X_HeavyVTOL I can understand your point on the VTOLs. I use Throttle Controlled Avionics to manage the VTOL's so not having Gimbal actually hurts it. Though that is hardly your problem of course. The other non-VTOL engines not having at least 1 degree of gimbal can be really tough. Though it appears that is only 4 engines so no biggy. I'm personally doing a MM patch to add some gimbal back to them, but I had just wanted to ask on the reasoning. Thanks
  7. So, I really think they should make Strategia stock, because the default strategies are pretty blah and there really aren't many of them. It's a "feature" that doesn't feel entirely fleshed out. I mean Strategia shows all the cool things that could be done with it too. Anywho, heres to hoping custom barn kit gets updated soon because it's also awesome.
  8. True, true. But then I have to think. I think I should just hide the LF only tanks...
  9. Cool. In flight it totally makes sense, but it is just a extra step in the editor, so thanks for looking into it. That criteria makes sense. The one caveat I have with it is that decent size Mk2 parts of stuck with simple tanks. I was playing around with spaceplanes for hours last night and kept wishing I could have multiple tanks.
  10. Whoa, this is a really cool project. I didn't even know this existed. I've often thought I should do a 2x rescale with all stockalike parts for just a bit more of a challenge, but getting that setup has always been fraught with trouble. This looks much easier (for me at least).
  11. Couple of thoughts. Were you able to look at the Cryo module Nertea uses for his mods to simulate boiloff of H2? It isn't added to any of your tanks so I'm not sure if it is compatible with Configurable Containers. I thought I saw mention of this, but not sure. For ModuleSwitchableTank in the VAB, you have to empty the tank to change it. Is this because the tanks are changeable in flight and have to be empty there? I was also wondering what the criteria is for using that module vs the tank manager module.
  12. Anyone else having this issue? The menu is stuck only about halfway up and I can't move it around at all. It seems to be some sort of conflict with another mod as I don't see this issue with only EE installed. https://www.dropbox.com/s/6ygrzt1osvbhi4q/KSP.log?dl=0
  13. Well, on the bright side, it fixed the super annoying GUI flickering bug in the VAB and a bunch of other bugs.. Methinks it'll be the last version for a bit, but who knows.. Also Configurable Containers and TCA seem to work in my quick testing.
  14. Quick question. Is this supposed to work with the new patch? The DLL doesn't seem to be loading. Not sure if it is just something on my end.
  15. Ahh, that would be what I missed... I thought it had something to do with the arrows on the bottom right of the screen.
  16. Ok so I'm a bit confused by something. I don't see a way to access a pre-configured tank setup. The tanks have their default of LFO, but if I remove those and try to add back LFO there doesn't seem to be any way to do that. Also, if I load up a tank and then name and save it, I see no way to retrieve that configuration for another tank. I've gotta be missing something...
  17. Solid stuff! Thanks for the hard work.
  18. Like I said, Nertea tries to balance realism and gameplay. His engines and power systems are based on real world near future science, but he changes some numbers for gameplay reasons. For instance, his VASMIR engines have much higher thrust vs real life, but they do have more realistic power and ISP values. Let's be honest, no one wants to sit around for days(real life ones) while their electric engine makes a 2k dv burn. Anyway, I use NFT and USI stuff and I much prefer NFT balance
  19. I'd say follow cryotanks. Nertea tends to have good realism vs gameplay balance.
  20. Looks like it doesn't. Lithium in gas form is used. See page 7 http://alfven.princeton.edu/publications/choueiri-sciam-2009 This is a beautiful thing: I'm not seeing anything missing, though if you could add a Cryogenic storage config for a H2/OX config that would be awesome. It's a 6H2 to 0.4Ox ratio.
  21. Yeah his Magnetoplasmadynamic Engines and RCS blocks use it.
  22. Ok working on it. I have it loaded up and am trying it now. One thing I just noticed is that Lithium is actually usable by some Near Future Propulsion engines as well. It does not break the save, however I'm not 100% sure how a inflight ship would react to this being removed.
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