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Everything posted by Starwaster
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Starwaster replied to Porkjet's topic in KSP1 Mod Releases
Depends on how many you use and whether you actually want to keep pace with heat production or just slow it down enough to keep the engine from destroying itself before you complete your burn. Also note that ONLY the extendible radiator panels are active. They pull heat from anywhere on the ship and have low conductivity and pass about 1w/kW of heat. The static panels are not active and only transfer heat from the part they are attached to due to their high conductivity. The lightbulb engine has very low conductivity so if the Heat Management mod uses passive parts that require the engine to be passing heat using the stock thermodynamic system then it definitely won't work. (the stock active panels actively look for parts that are overheating) -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Starwaster replied to Porkjet's topic in KSP1 Mod Releases
Use the new stock radiators -
Here's a patch file for 1.0.3 from the upcoming (unreleased) Deadly Reentry update Please note that you do not actually REQUIRE Deadly Reentry to use this patch. It will work for stock too. Also note that it is not configured with any heat shield because it does not actually require it. It only needs a high emission value and a large surface area to radiate from, which it has when deployed. https://www.dropbox.com/s/14xwz9d460mmwl1/OLDD.ADEPT.cfg?dl=1
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I had some contact but not a whole lot of involvement. Some of DRE is in there but a lot of other stuff that's new . (and deadly) DRE isn't updated for 1.0.3 yet. It should be reporting an incompatibility error; if it's not, well, that's a bug. Not surprised if it's throwing errors. I'll have an update out soon.
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They do. Or they can. It's just a matter of configuration. The capability to set maxTemp separately for part (inner) and skin is in there. Temperature is tracked separately for both sections as well. It will conduct between interior and exterior as well as from interior to interior between separate parts, or between skin/skin of separate parts. Edit: Also, although you guys are looking at this as a bug, it's really more case of not being able to please everyone. What one person sees as missing behavior, another would describe as unwanted behavior. Just saying...
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Deadly Reentry still has some features that will make it worth keeping around such as excessive G force damage to crew and parts as well as fire damage. Reentry heating may receive tweaks from Deadly Reentry and will in the near future get a menu to make that easier, but the current reentry heating system is good enough that I've removed that section of code. I might put back in a modified version that gives me better control over main thermal mass and skin thermal mass as the current system binds them together in a way that I feel is restrictive. (in DRE, I could make adjustments to skin separately without it affecting the main part unless I deliberately altered a second variable). I'm still mulling that bit over though.
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Sorry but that video was too long to sit through. You need to post reliable repro instructions on how to consistently blow up the service module like that.
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Helwyr Replica Starships LTD Release I
Starwaster replied to Admiral-Helwyr's topic in KSP1 Mod Releases
Hmmm might have to create a decent gravity based drive for the type S.... How about an Azhanti High Lightning to go with it? -
We Need More Nuke!
Starwaster replied to Gameslinx's topic in KSP1 Suggestions & Development Discussion
There's documents out there that describe such an engine (333 kN). I'm not sure about its mass but its dimensions would be 8.74m x 2.99m. I'd speculate that its mass would be 9-12 tons including external shielding. (based on a 66 kN version whose dimensions were given 4.7m x 1.4m at 6.7 tons. Including shield) Do a search for NASA Technical Memorandum 107071 AIAA-93-4170 if you're interested. There's others out there too. -
PSA: ISRU can be exploited for easy funds
Starwaster replied to KerikBalm's topic in KSP1 Discussion
No, that's not an exploit. That's called blackmail. Put a rocket on the launchpad and threaten to launch it. Pay me one MEEELION dollars or the space center gets it! -
It is the stock fairing just with the KWR fairing base as a model, and restricted a little in their configuration as to how you can place. For instance, you can't flare the bottom out. Other than that, they're not really any different. Same stock ModuleProceduralFairing. Just keep trying and if you get frustrated, take a deep breath and try again.
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Where did you get RCSFX from? Did you download it from here as advised? https://github.com/NathanKell/ModuleRCSFX (first deleting the one you have then installing)
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Look at those URLs. You're trying to link us to something local on your own computer. That won't work. You need to host them somewhere like http://imgur.com
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
I thought KAS only allowed surface attachment. And is the current version of Real Chute even verifiably functional with KAS? -
Sorry but that's wrong on multiple counts You don't need oxygen for an explosion. You may be thinking of combustion. (which is also not necessary for an explosion) The tanks are NOT built for extreme pressures. Example: Apollo 13's exploding oxygen tank was rated for an absolute maximum of 69 atm. Shorting wires ignited their insulation (in the tank) and the resulting pressure from boiling liquid O2 far exceeded the tank's pressure limits. And that wasn't even the entire tank that heated up to those temperatures. When you see a part being reported at 1500 Kelvin, that's the entire tank AND its contents. Let's take the previously mentioned hypothetical of Aerozine 50 boils at 343.15 K. NTO boils at 294.25 K. So really, the tank would never have even GOT to 1500 K because it would have exploded long before.
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Wait, guys no. Module Manager patches aren't going to do anything to or for CKAN. If you install something manually, CKAN can't install that mod over your manual installation. And if that mod is a dependency for another mod (as FuelSwitch is for Interstellar) then you can't install that mod either. The most likely solution is to delete [your manual installation of] FuelSwitch completely, THEN install KSPI Extended.
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Commented with some information on drag cubes/cargo bays.
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- part count
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It's what YOU are proposing that doesn't make sense. You want parts to ... somehow... have parameters changed that will make your vehicle NOT fall in a manner that every fiber of its design says that it MUST fall. Its center of mass is up high near its nose and the cross section taken down near the bottom is broad. And you don't even know what these parameters are or even IF they exist nor what consequence might exist for their alteration. THESE are the things that don't make sense. Even less sensible is why you won't just make the necessary changes in settings that will give you back the behavior you desire. Your engine is pointing exactly the right way as dictated by airflow and the locations of its center of pressure and center of mass.
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Melificent. The misspelling is deliberate. Melificent was my cat and originally she probably was named for the Sleeping Beauty character but at the vet's office they misspelled her name. As you are no doubt aware, Maleficent is a made up name derived from the Latin word mal which means bad or evil. However, when I realized that the new spelling took on a totally different meaning (sweet, honey: https://en.wiktionary.org/wiki/mel#Latin) I decided to keep the new spelling as it better described her personality. And no, it's not possible to change the reentry color, at least not with this mod. I suppose it could be theoretically possible.... If you click the DRE icon at any KSP scene you will see a picture of her. (it's supposed to be a placeholder for the real menu but most of the original DRE menus are obsolete as most DRE functions can be changed from the standard KSP thermal settings including reentry difficulty)
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RSS/RO related issues you should ask Nathan about because he made the necessary DRE adjustments for and I haven't tried RSS+RO latest releases yet.
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1) and 2) contradict each other.. Adjusting the parts so that they don't fall that way in realistic physics results in unrealistic physics and said physics WILL be 'otherwise'. (other than what they currently are) It is part and parcel of the aerodynamics system. So why don't you just make the very simple settings changes that I suggested? Then your craft will fall exactly as you want it to. Every craft, every time.
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Heat Systems and radiators
Starwaster replied to Orbital Vagabond's topic in KSP1 Suggestions & Development Discussion
Ironically, the only time an NTR might use a radiator is when it's NOT in operation -
Heat Systems and radiators
Starwaster replied to Orbital Vagabond's topic in KSP1 Suggestions & Development Discussion
It's just a matter of part.AddThermalFlux(kilowatts)