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Raptor831

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Everything posted by Raptor831

  1. Uploaded the new RCS configs. Calling them beta at least for one round, since I haven't tested them extensively yet. If you use them, let me know if they work properly for you.
  2. Small update: The new RCS config is ready to go, I think, so I'll be posting that up hopefully tonight at some point. It will probably be a separate file than the main config so you can mix/match as you need to easily. Will post again once it's up and the OP is updated.
  3. Huzzah! Thanks Nathan, you deserve a medal for keeping up with all the mods you're working on now!
  4. As for the small engines that use Hydrazine and related, I have the RLA pack with many engines like that set up. I'll have to check out ammonia to see what I can do about that. Like I said, I'm planning on making the KSOS engines use methane to be sure there are some engines that use that propellant. The KW engines currently are modeled after an ESA-type setup, so they use kerolox, UDMH/N2O4, and Hydrolox. All that being said, you can grab the XLS I use ad adjust the engines you want to use whatever fuels you'd like. Instructions are in the XLS itself. If you do, let me know what you end up with!
  5. Probably a bit easier to talk about the part that was relatively known (i.e. how to build an atomic bomb) than the unknown costs of building a ship to withstand said propulsion and/or the costs of fielding these crafts over some period of time. And Apollo actually flew, so you can check the budget numbers. Which is a bit of apple and oranges when it comes to government-funded projects. Who knows what the cost might have been if Orion actually got approved.
  6. While you two are having fun, check these out: http://en.wikipedia.org/wiki/Project_Orion_(nuclear_propulsion)#Economics http://en.wikipedia.org/wiki/Apollo_program#Program_cost Frankly, Project Orion is the most kerbal rocket I can think of. Anyway, back to the actual thread, I like the Constellation Mars mission. But that's probably because of this video, inspired by that plan: Would have been amazing to see happen.
  7. Simply renaming the resources is pretty easy with a MM config, but getting all of the other parts that use resources (engines, generators, RCS, command pods, etc) will be a regular pain. MM configs could do that, but you'd essentially end up with Real Fuels. There was a post in the Stockalike Real Fuels config thread about limiting the fuel types to only stock ones renamed and a few others. You might want to check that out here: link.
  8. Yeah, I would expect that the efficiency would drop for smaller ones. Was thinking that a 10-20% increase in efficiency per size increase, and about 1 ton mass increase per size would be about right. That way the larger ones are better but the smaller is still useful if you'd rather save the mass. Efficiency could come from both less E per output or less Karbonite used per output. I made a spreadsheet with some possible numbers for the 1.25 and 2.5m versions, and a theoretical 3.75m version. Link here: view spreadsheet. As I said, this is not playtested, but the numbers "feel" good to me.
  9. Re: Chemical notation - When setting up the Real Fuels config, I decided on CH4NO2. So, in Kerbalese, KaH4NO2. I have no idea if that compound even exists, or could exist. Since we're talking about a magic substance that can make a bunch of fuels, that pretty much gave me everything I needed. Methane (CH4 or KaH4), O2, H2, N2O4, Nitrous Oxide (N2O), Water, and any Hydrazine derivative (carbon, nitrogen, and hydrogen depending). Pretty much anything I need. Have no idea where Xenon comes from out of that, but hey, khemistry is a dark magic. And on that note, a question about the efficiency of the converters/distillers. The 1.25m distiller seems way underpowered compared to the 2.5m one. I don't have any playtesting under my belt yet, as I'm away from my KSP rig, but I ran the numbers doing my Real Fuels config. In terms of MonoPropellant made to Karbonite used, the 2.5m distiller is 50% and the 1.25m distiller is just below 10%. And since they're the same mass, it's not really efficient at all to use the 1.25m one, at least by the numbers. Anyone else noticed this?
  10. Oh, I could probably make it run, I just would rather install a few other parts instead! KSOS is one of the best looking mods I've seen, but I found for the "price" I liked building my own shuttle. Thanks! Most of the hard work is done by the Real Fuels/Realism Overhaul group, though. Can't take too much credit. As of right now, the config includes everything the Realism Overhaul configs do except helium. (See here for their config) Haven't had a chance to add helium, but I can. Might as well for completeness.
  11. I more meant which KSP engines should use Methalox (or other mixtures). As soon as a Raptor engine is in KSP it'll be in the config. Unless, of course, I've missed that one. There are a few models that could pass for an RD-180 (or derivative) though. Nice! I haven't used the KSOS for a long time since it's so RAM heavy. May need to drop in those engines into my XLS and see what happens...
  12. I've been working on some ModuleRCS magic with RF, so yeah, you uncovered my secret project. I'm not going to be able to release it until next week, as it still needs testing and I will be away from my KSP machine. But, yeah, all the mods mentioned in the OP should be supported. I'm deciding whether to release it as part of the Stockalike config or as something separate. I've got Methalox as a mixture in my matrix, but I don't really know of any engines that would use it. I'd like to keep individual mods using the same fuel mixtures, if possible. I might be able to swap out the KSLO engines to use some methane, though. Which engines and mixtures specifically were you thinking about?
  13. Amazing. If I get a MM config that works well, I'll post back here with a link. I figure I can't be the only one crazy enough to produce realistic fuels from a "magic" do-everything resource.
  14. Ok, so I decided to ditch KSPI for Karbonite/OKS/MKS. There was too much in KSPI that I didn't really want, besides resources. (The only thing I'll miss is the heat management, so if you know of any mods that do just that, please let me know! ) Anyway, to my point: can the KarboniteResourceConverter handle multiple outputs from Karbonite? I'm looking to combine this with Real Fuels in my install. As such, I'd like to see if I can set up, for example, splitting Water into LiquidH2 and LiquidO2, which are both set up in Real Fuels. So, the "waste" of making Karbonite into MonoPropellant (or a number of derivatives) can be put somewhere.
  15. What mods you have there? FusTek Expansion, and maybe Near Future (possibly KOSMOS) for the panels. Don't recognize the rest...
  16. Ah, I see. I don't use the engines/resources/nuclear elements of NearFuture, I just grab the batteries, solar, and structural pieces. If NF is using liters, it should be easy enough. I think the limiting factor for NF is more powering the engines than fuel use. If you don't mind my asking, how do the NF engines play next to the stockalike RF engines?
  17. I've got the truss set tanks set up on my install, if you'd like those. I can post that up when I get back to my computer.
  18. I'm pretty sure that you specify the amounts in plain liters. Don't worry about the stored. That only really matters if you're trying to figure out how many liters of O2 at 200 atm can I put into a part that has X m^3. If you want 10 days of resources, use the L/day amount * 10. You'll end up with a bunch of O2/CO2 compared to the rest, which is intended.
  19. They just got included in the update I made last night. And thanks for the fuel tanks, saves me from doing those myself too!
  20. SmokeScreen plugin can do that, mostly, and you should be able to turn it on with HotRockets. Tried it out myself, but my fps dropped so bad with the particle collisions turned on that it wasn't worth it.
  21. Ok, new config is up. This is tested with RF 7.x, but will probably work with 6.x. YMMV. This also includes the new engines and solid rocket motors from KW Rocketry. I've also adjusted the stock single-nozzle 3.75m engine (I forget the name...) to be a L+ as opposed to an U engine. I like it there better. I have not adjusted cost any at this point. It's still relying on your part mod to ensure balance. The costs in the XLS aren't looking like they'll mesh with the stock flavor very well, so for now I'll leave them alone. As for jet engines, the new extra configs should take care of most. The RAPIER is not fully supported, as it still uses LF and Oxidizer for rocket mode. Other than that, currently those are simply what RF 7.x removed. I'm looking into making some adjustments there, but honestly AJE is a good option as well. You're welcome. Glad I could help out.
  22. No worries about the time. I'm using RSS v6.x with this config and it seems to work ok for now.
  23. It seems the 6.4x v5 config breaks when used with RSS v7. Can't tell from my initial scans through the configs if there's anything simple that would fix it. Logs are here, but I'm betting there's something off with the AtmosphereFromGround (NRE on that node for Eve) and/or the LaunchSites.cfg (said it loaded 0 sites, though the config is populated). Is there an easy fix for this?
  24. Hrm. I at least got all the launch sites when I tried default RSS v7. Forgot the textures , but it seemed to be working properly aside from that oversight.
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