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Rabada

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Everything posted by Rabada

  1. The very fact that a fuel is rare would in it self be a reason why it would not be realistic for an ISRU to make it. Realistically, an ISRU would be designed specifically to make just one type of fuel. It would be designed to make this type of fuel as efficiently as possible. Chemical reactions happen under very specific conditions. Each fuel would probably take several different, very specific chemical reactions to go from reactant to product. Each individual chemical reaction would probably require a specially designed machine. It is much simpler to use a standard set of common fuels in all of your engines. If I were designing a realistic ISRU for realfuels. I would have one part only produce one fuel. A water splitter could easily make hydrogen and oxygen via electrolysis, but your gonna need more equipment if you want methane. Edit: I've been thinking about it, and I would suggest starting with water. All it takes to turn water into hydrogen and oxygen is an electrical current, and water is very common in the Solar system.
  2. Northstar: what I did was a super quick cut and paste of NathanKells code into the NovaTech part file. From my experience using that part in the 6.4x RSS config the strength seems like it was set to a good level to avoid requiring part spam. I probably should have increased the weight to compensate for it. Also I suggest moving the part from the aero tab to Ulitity tab or the science part tab like the part that comes with Reakfuels
  3. Does the crash log say this near the top? If so you ran out of RAM and you should try the lower res textures Astronomer just uploaded
  4. I have no clue what that is from. When I have some free time I'll install your mod to a completely clean copy of KSP and add the mods to it one at a time to see if I can track down any possible mod cobflists for you. Also, on that install the remote tech parts didn't show up either.
  5. 3500MB is definitely dangerous territory for hitting 32 bit KSP's RAM limit. I spent some time today setting up a 64bit KSP install to use for taking pretty screenshots. I installed the 256 volumetric clouds and all the optional graphics packs. I also added about 50 mb worth of some random textures I found a long time ago, Remote Tech 2, and my standard UI and Info mods. Without forcing opengl or using Active Texture Management, KSP seemed to use about 5 and a half GB of RAM on average. I am very surprised how well KSP ran with those mods. Besides the occasional lag due to physics calculations, I was getting 60 fps pretty much everywhere. Astronomer, you have done an absolutely amazing job with this mod! KSP has never looked more beautiful! Keep up the good work! I wish 64 bit KSP were more stable. I'd love to see what you would come up with if you didn't have to worry about RAM limitations. Also, why did you reduce the amount of clouds on Kerbin? I think I prefered how Kerbin looked in the previous release. Kerbin doesn't quite look right to me. Kerbin's colors seem washed out. The oceans are too light, and they blend into the ground texture too much. I have no idea what all you can do, but I think Kerbin would look a lot better if the colors were brought out, with a much deeper blue for the ocean, that the white clouds would really contrast against, and deeper more organic colors for the land. I do love what you have done with Jools clouds! I used to use this texture for Jool, and I got some REALLY cool results when I combined that texture with your clouds! Edit: I think I tracked down the texture I used to the Jool texture from Sido's Texture Pack for the defunct Universe Replacer mod.
  6. I was unable to get the planets to show up in a 32 bit installation either. Every other mod I use seems to be working well though. Every mod is up to date, I downloaded everything today. I'm stumped. Here is my output.log
  7. I also have had this issue trying to install this mod to a 64 bit KSP install. I suspect that RSS is detecting the 64bit and disabling itself, causing this mod to be unable to load. I'm going to see if this problem persists in 32 bit KSP.
  8. Wow! Roverdude, you are quite the prolific KSP modder! I love the variety and new gameplay your mods bring to KSP! I will definitely give this one a try.
  9. Awesome! Thanks for the spreadsheet! It is much nicer than the one I made to get the numbers I got for the parts!
  10. Actually the artwork is almost all done by ZZZ. I found this thread where he released the artwork. I believe he gave it a very free liscense, but I don't know much about that so you should double check everything. All works is "released into the public domain"(as Majiir call it). I edited the Nova Tech Aerostrake to be a radiator for RealFuels and increased its power by a good margin. It looks and works great! Edit: I found this in that thread by ZZZ about his art, so good news!
  11. I would like to suggest that 2 additional tank type options be added to the procedural life support container.For the lack of a better name, I'll call it the self contained procedural life support tank. This tank contains all 6 TAC life-support resources balanced so all resources last the same amount of time. This tank would be useful to cut part usage and to store waste products to later be converted or used with MKS. Here is my config for this, done with quick back of the envelope calculations so the values are close, but not perfect. TANK_TYPE_OPTION { name = SelfContainedLifeSupport // This is the dry mass of the tank per kL of volume. dryDensity = 0.25 RESOURCE { name = Food unitsPerKL = 353.965875 } RESOURCE { name = Water unitsPerKL = 233.965875 } RESOURCE { name = Oxygen unitsPerKL = 35834.045475 } RESOURCE { name = Waste unitsPerKL = 32.5818 forceEmpty = true } RESOURCE { name = WasteWater unitsPerKL = 301.6 forceEmpty = true } RESOURCE { name = CarbonDioxide unitsPerKL = 31333.54544 forceEmpty = true } } The other tank option I would like to see, is one that has adjusted values to take into account TAC Water Purifiers and Carbon Extractors. With a tank option set up like this, it would be MUCH easier to carry the proper amount of lifesupport supplies when using converters, without carrying any dead weight. I just recently did the math to come up with this module which should be balanced. I have yet to test it though. I believe that it is only off by a couple of percent. TANK_TYPE_OPTION { name = LifeSupportAdjusted // This is the dry mass of the tank per kL of volume. dryDensity = 0.25 RESOURCE { name = Food unitsPerKL = 887.8504 } RESOURCE { name = Water unitsPerKL = 58.6884 } RESOURCE { name = Oxygen unitsPerKL = 11822.10842 } } If anyone knows how to figure out the exact numbers needed to balance these proposed modules perfectly I would appreciate the help
  12. KickAssKyle, Thankyou for the great mod! I have been using KW in every install I have had of KSP for close to 2 years! I must say that I miss the 3.75m orange tank, like the one I used in for the main body of the craft in this pic: I would really like a copy of that texture so that I could use it as a procedural tank texture only for my own personal use. I still have a .23.5 install on my PC with the KW 2.5.6B installed that has that part. However I did not see a .png or a .tga file that I could open that looked anything like that tank in that Gamedate/KWRocketry/Parts/Fuel/KW3mtankL4ALT folder. Would you be so kind as to either make that texture available to download or to help me figure out how to extract the texture from the old install?
  13. To power 1 DT vista engine, I usually attach a 2.5m fusion reactor. I make sure the generator is set to KTEC Solid State Generator. I also add one or two 2.5m batteries, a tiny .625 fission reactor with generators (usually 2 placed radially) enough radiators to get the reactor in the green, enough deuterium to balance out the lithium in the reactor in a 1:1 ratio, I add a tiny bit of tritium into those tanks, (I keep the vista engines full of tritium just for convenience), and then add some liquid fuel and it should work. I'll shut off the fusion engine when I'm not using it. The tiny fision reactors will power the deuterium cryostat and keep the fusion reactor full of thermal power and/or mega joules it needs to be re-started Edit: Also magnetic nozzles have no thrust in the atmosphere
  14. I am about to try to set up a Jool station using this mod. I plan on getting Kethane up and running so I don't have to send fuel to Jool from Kerbin. In stock KSP I usually mined Kethane on either Gilly or Bop. However after sending a probe to Jool for the first time in 6.4x Kerbol system, I'm not to sure if that is such a good idea. I'm starting to think that Vall might be more efficient because orbital maneuvers around Jool are pretty epic. I'm curious if other people have tried Kethane or Karbonite in 6.4x Jool system and how it went?
  15. I believe that the folder structure of this mod was changed in the last update. I do not know if that will affect any ships you currently have in the game. I don't think so, but I could be wrong. I think that as long as the parts have the same name that you should be fine. Here's what I would do. I would create copy of your entire KSP folder, and try updating Interstellar on the copy. At least back up your save game before installing a new mod. also, make sure to copy the tree.cfg in the warp-plugin folder into your save game folder after you install tech manager.
  16. Fractal fixed both of these. I had the same issues that you did before. It turned out that there was still some old files from the previous version of Interstellar mod in my install. Try re-installing this mod and make sure that you delete all the old mod folders for Interstellar first.
  17. This looks very useful! I have always wanted an easy way to monitor my CPU and RAM usage, thanks!
  18. So my Large Flat Radiators are very red. Are they supposed to look like this? It seems like a bit much to me. Does anyone know of anything that can cause this? I don't use those parts much, so I can live without them, but they can be useful.
  19. Thankyou for this config! I have been having a blast playing the 6.4x Kerbol mod with RealFuels and this config. This config gives the perfect balance of challenge and fun! Could anyone suggest some rocket engines I should install from the mods this config supports? I would like to have a bit of a wider variety of engines to use to build my rockets. For example, I would really like a 900-1200 kn 2.5m upper stage engine. Right now I use KW, stock, and Interstellar engines, along with procedural SRBs. I have briefly tried both Nova Punch and AIES in the past, but it seemed to me like the engines in those mods were very close in specifications to stock and KW engines. I have yet to look at the other mods. Does anyone have any suggestions for engines that they find very useful when using this config? Thankyou in advance!
  20. One thing you can do is put your craft on the launchpad and then go into map view and press the info button on the right side of the screen to see your vessels mass. This works in stock ksp
  21. I have a couple quick questions regarding liquidhydrogen boiloff and Exteroir Thermal Fins. 1) I believe I read that with enough Exterior Thermal Fins it is possible to reduce the hydrogen boiloff in my cryogenic tanks to 0. Is this true? 2) What is the ideal temperature range for liquid hydrogen Cryogenic tanks? In other words, how many Exterior thermal fins should i add to these tanks?
  22. Are you planning on expanding solely to the "right" of the tech tree? That is to say are you going to solely be adding expensive, high tech expansion nodes? I personally think that some mods (TAC life support and DRE mostly) should get their own tech nodes earlier on in the tech tree. I would suggest expending trees for those mods (assuming the mod authors agree) towards the upper left portion of the tech tree.
  23. Thankyou! This is very awesome! I'm excited to see where this leads!
  24. Thankyou! I don't know how I missed that! I will be able to get that working with my install! Thanks!
  25. I agree, I have been using RF and Stockalike configs with 6.4x Kerbol system and it has been working very well. I found it much more fun to use once I started using procedural fuel tanks and parts. I didn't find the installation of Realfuels complicated at all. I think people might be trying to use Realfuels with other mods and getting some mods to work with Realfuels can be a bit complicated. I have been having problems getting Interstellar to work with Realfuels, and since Interstellar is having problems with treeloader anyways I uninstalled it. I would like to use some form of In Situ Resource Utilization with Realfuels. What would you recommend? I was thinking about editing Kethane or Karbonite to produce real fuels instead of liquid fuel and oxidizer, but I haven't looked to deeply into it yet.
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