Jump to content

MAKC

Members
  • Posts

    243
  • Joined

  • Last visited

Everything posted by MAKC

  1. I'm only using the RealismOverhaul v1b with the RealSolarSystemSettings.cfg posted by Starwaster in this thread. Edit: "Only" besides your other projects like MFS, RSS, etc.
  2. I'm getting 0.15 charge per second (post-fix) with the best encased 3x2 solar panels with 1.00 exposure, parked at KSC. Even this only seems borderline enough for RT2 signal needs plus the probe body's native consumption. AIES solar panels are slightly worse, not enough for even a simple satellite in LKO that wants to do anything besides look cool as it soars above the planet. Does this seem right?
  3. Could you perhaps include a feature to use this calculator for Real Solar System & Modular Fuel System? It would be extremely useful.
  4. I've identified a bug that decreases the dV a bit everytime you change the amount of fuel/size of a fuel tank with the R-key. It doesn't seem to matter if you decrease or increase the size, the dV drops anyway. And after launching and reverting back to VAB, sometimes the dV drops by a significant amount, roughly half, compared to pre-launch. I also noticed one instance of my TWR being significantly lower (noticeable by the rocket not lifting off properly) than in VAB. I'm not sure which of the mods is causing this or if it even might be MFS/StretchySRB confusing MJ2, however I did make a KSP_win test folder sans all the irrelevant crap just to confirm this bug. Mods used: RealSolarSystem 5.1 ModularFuelTanks 3.2 RFRM StretchySRB v5 MechJeb 2.1 ModuleManager 1.5 Steps to reproduce: 1. Mk1 pod 2. KI-1000 tank 3. LV-T30 Liquid Fuel Engine (tech level 1) 4. MechJeb 2 (AR202 Case) 5. Stretch the tank until TWR starts going down to around 1.50 and below. 5a. Optional step: launch and revert to VAB. 6. Keep making the tank bigger and notice the dV increasing as you'd expect until you move cursor off the tank and StretchyTank updates and adjusts the dV down. 7. Make the tank smaller and notice dV going down as expected. 8. Make the tank bigger and notice dV still going down as you would not expect. Hope this helps!
  5. Liquid hydrogen has a density of ~70 kg/m^3 compared to RP-1 which has a density of ~807 kg/m^3. You basically need more of it.
  6. Unfortunately this doesn't seem to play well with KSP 0.22 and Ferram 0.10. The "center of lift" is above the center of mass so it wants to fly backwards, which emphasizes the Deadly in Deadly Reentry. Also, why is the docking port so tiny compared to the Dragon?
  7. The interface and how to change stacks is kinda confusing to me. A tutorial would be nice
  8. Anyone got a realistic config for Real Solar System? At reentry speeds of 8 km/s the ablative shield is barely heating up, stopping at around ~1000 celsius.
  9. What would be a realistic fuel tank fuel mass to dry mass ratio for KSP? Do you know?
  10. It would be nice to have an optional lighter dry mass version to go with http://forum.kerbalspaceprogram.com/threads/52882-0-22-Kerbal-Isp-Difficulty-Scaler-v1-2. I don't know the specific numbers but maybe someone else can find them.
  11. I was thinking the other day that it would be nice to have configurable FBW for FAR.
  12. Lower Isp = more fuel needed for the same velocity change (in KSP anyway) = need to carry more fuel. With more fuel you get more weight but the engines don't scale since they're balanced for stock Isp values.
  13. You can only fit so many engines on a fueltank. It's still a problem.
  14. You might need to blanket increase engine thrust as well because right now we are carrying up more fuel with the same thrust as before.
  15. They should draw electricity proportional to their range and intensity. You could look at the stock lights for a baseline.
  16. It's dead. DYJ hasn't said anything for a long time now.
  17. In FerramAerospaceResearch.cfg for every entry: @angluarDrag = 0. Intentional?
  18. Yeah, but they have some design decisions that limit their usefulness and realism. Lots of people have been asking DYJ to separate chord and wing thickness but he seems reluctant to do it. I don't think he has even commented on it. He doesn't have any obligations to anyone but neither do I, so I figured I'd try my luck here since e-dog has already proven his skill in the procedural area and I think he could pull it off nicely.
  19. @ferram http://pastebin.com/sY1kharE some sort of unholy boeing x-37/kliper inspired partly reusable unmanned cargo craft. i jettison the fuel tank after retrograde burn to reentry. this way i have the CoM/CoL are exactly where i want them
  20. FAR seems to be quite buggy atm. I'm having issues with the CoL not displaying properly, the lift indicator pointing in strange directions and changing drastically when I'm just moving non-aerodynamic parts like batteries. I'm also getting weird behavior with using the B9 Aerospace S2 Tail as a nose for my partly-reusable unmanned resupply craft. It's as if it wants to fly backwards despite CoL being behind CoM. Also, stabilators seem to do whatever they want regardless of what you configured them to do. If I have a pair of them set up as ruddervators (45 degree tilt) they still react to roll commands even though I have separate control surfaces for that.
×
×
  • Create New...