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Posts posted by dlrk
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FYI, there are some duplicate tanks in Squad_modularFuelTanks.cfg . [fuelTank], [fuelTankSmallFlat] are both duplicated, among others
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Are these updates working with 1.8.1?
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FYI, the missing toolbar icon occurs when texture resolution is set to less than full res.
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@DStaal
Thanks for the info. So, Im trying to design a probe as you describe, but what I keep running into is that the smallest capacitor discharges at 40ec/s, while my engine takes 29.99ec/s , and the burn I need it to do appears to take about 10 minutes. So it seems like I'd still need an enormous, heavy battery. Am I mistaken/missing something? It appears that a sufficiently large capacitor to handle the whole burn would discharge to quickly, even at the lowest setting. -
I'm looking for some help understanding the use of ion engines and capacitors. Capacitors discharge so much so quickly, I'm not sure how to use them, and ion engines seem to use so much electricity, that they'd either require excessively heavy batteries, solar panels or reactors. I'm pretty sure I'm missing a concept here.
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Sorry to bump, but is there a newer version of this thread, or some more info on capacitor use anywhere?
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9 hours ago, Starwaster said:
It's handled in the DeadlyReentry.cfg file
I see that just now. I'm not sure what's going on, perhaps some sort of conflict with ReStock or some other mod, but in-game, the nosecone had a much lower skin temp than the 2706 prescribed in DeadlyReentry.cfg. I added noseCone to the SPP CFG, and it worked fine, so that's a bit odd. Perhaps some sort of load order issue with the MM cfg.
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I'm not sure why, but the stock aerodynamic nose cone doesn't seem to be included in the SPP or wings CFG. Was this intended? If yes, what is intended to be used as the nosecone for spaceplanes with DRE?
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@sarbian
How does MJ decide the rate of rotation to a new attitude? It's a bit slow at times -
Seems fine to me as well at this point.
@Nertea Would a config for the Restock+ Cherenkov engine to use the NFE reactor system possible? -
Is the new 1.10 version backwards compatible to 1.8.1?
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Is the current restock/restock+ version backwards compatible to 1.8.1?
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19 hours ago, JadeOfMaar said:
This bit is correct.
Thanks!
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On the ISRU tables on the first page, does Hydrolox and Methalox refer to a single new resource by that name (not sure why this would be), or outputs of both LH2/LO2 and LCH4/LO2 respectively?
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On 7/12/2020 at 6:33 PM, PiezPiedPy said:
FYI, the link doesn't work. I can see this release on the release page though
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On 7/4/2020 at 3:12 PM, Nertea said:
Thanks. Just so you know, I didn't write any of these compatibility things - that's why they're so out of date. They were contributed and then effectively abandoned.
I got that, glad I could update them. The B9PartSwitch CFGs you wrote proved to be a pretty useful guide.
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What is the current development status of DR? Is there going to be a 1.9 or 1.10?
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Also @Nertea , I used "Utilization = 10" for both LH2 and CH4, but I'm guessing the value should really be different for CH4. Could I get some info on how you arrived at 10 for LH2?
EDIT: Figured it out. The B9PartSwitch config has 7.5 Units Per Volume for LH2 and 5 for CH4, so I adjusted the utilization for these resources to match accordingly (Utilization = 7.5 for LH2 and Utilization = 5 for CH4)
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After some experimentation/trial and error, here is an MFT config that adds boiloff to MFT tanks, only allows LH2 and CH2 in Cryogenic tanks and changes the tank masses to comport with RF weights instead of the negative mass trick previously used.
https://www.dropbox.com/s/2x5d8lu4qhgikb5/CryoTanksModularFuelTanks.cfg?dl=0@Nertea PR sent
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B9 seems to have a somewhat elaborate MM config for MFT compatibility. I can't seem to figure out how to write an MM cfg that will either override B9's to add a cryo tank to a part instead of a B9_Fuselage tank or add LH2 to the B9_Fuselage. This is my most recent attempt:
@TANK_DEFINITION[B9_Fuselage]:NEEDS[B9_Aerospace&ModularFuelTanks&!RealFuels]:FOR[CryoTanks]:FINAL { TANK { name = LqdHydrogen amount = 0 maxAmount = 0 utilization = 1 mass = 0.0000016 } }
------------------------------------Fixed, did it like this:
@PART[*]:HAS[@MODULE[ModuleFuelTanks]]:NEEDS[!RealFuels]:FOR[zzz_CryoTanks] { @MODULE[ModuleFuelTanks]:HAS[#type[B9_Fuselage]] { %typeAvailable = B9_Fuselage typeAvailable = Cryogenic } }
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5 hours ago, Starwaster said:
It depends specifically on where you are seeing that used. If it's a TANK node especially in a TANK_DEFINITION then it's because the amounts are meant to be zero by default. If it is in a ModuleFuelTanks then you can set up default values for specific resources (and even use percentages for maxAmount)
Utilization is a multiplier and is usually 1. It is higher for compressed gasses and could even be used to simulate SpaceX super chilled RP1/LOX. It's still valid when paired with a maxAmount of zero because the player can then come along and add that tank via the VAB editor in which case maxAmount is set and utilization comes into play.
I'm not familiar with CryoTank or its patches and I don't know why they would set utilization to 10 as it's literally 10x (1000%)
There's actually more than one area where utilization is used. It's used in TANK nodes where it behaves as I said (1 = 100%) but there's also a utilization field in ModuleFuelTanks where 100 = 100%. Maybe whoever wrote that patch thought that they were setting it to 10%. (but that seems equally strange. I just don't know why they did it that way)
Thanks! I'm making good progress with a new MFT config for Cryo. Just need to resolve an issue with a B9 tank
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Ok, I'll just use the RF values. Or possibly just trim that CFG to just have the cryotank resources and see if that works.
Could I get some information on the relationship between amount,max amount and utilization? I see a post that says that utilization is a multiplier of maxamount, but both the CryoTanks MFT patch and the RF one have amount and maxamount as 0, though the Cryo's patch has a utilization of 10, while RF has it as 1. If maxamount is zero, what if anything does utilization do? -
Is V20.1 backwards compatible with 1.8.1?
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As far as I can tell, it occurs whenever B9 Pwings is installed and CryoTanks is
[1.8.x-1.10.x] RealFuels-Stock v5.1.0. - Stockalike RealFuels Configs [18th August 2020]
in KSP1 Mod Releases
Posted
Does this work with NearFuturePropulsion and the Methalox variants of the NFLV engines? Sorry, it's a bit ambiguous