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Everything posted by Starwaster
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If they were further apart then one side wouldn't fit snugly. I know it can be tough sometimes placing things with very close nodes but it's far from impossible, you just need a steady hand.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Yes, I know; I'm a little bit involved since creating AnimatedDecouplers for SDHI- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Forgive me if this is a stupid question, but you are decoupling that by right clicking or by action group right?- 2,647 replies
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No I meant it, whether I agree or not I welcome feedback.
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Any inaccuracy is going to be due to resource consumption which will render earlier predictions invalid. You're not taking into account inertia. Less fuel means drag has more impact on the craft. -
New dll, drop-in replacement. Should fix the recycler issue and other potential consumption issues. If anyone wants to try it early before I push an official update, here it is. https://www.dropbox.com/s/yjpwgznkh4al5f6/IoncrossCrewSupport.zip?dl=1 Also you should grab this file here. It goes in IoncrossCrewSupport/Config/ (fixes atmovent issue. I mispelled something) https://raw.githubusercontent.com/Starwaster/Ioncross-Crew-Support/Dev/KerbalInstallFolder/GameData/IoncrossCrewSupport/Config/IoncrossBase.cfg
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The space shuttle had gimbaled SRBs.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Yesterday? Last one I see is four days ago. Where do you see one from yesterday? Anyway, I tested Animated Decoupler with the latest KJR on the Github repository and it decouples just fine. No longer able to reproduce the issue.- 2,647 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
The original configs originated with me and through the use of tech level increases were intended to range from early NTR (assuming something similar to Kiwi had been a flight capable model) to Pewee 2 / NERVA. (in inspiration only, assuming a Kerbal program somewhat more ambitious than ours) Unfortunately one of the RF updates broke things a bit and threw things askew. The Trimodal is based on the Pratt & Whitney Triton proposal with tech updates. (survived the aforementioned RF update intact...) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Deadly Reentry is going to have support for the Mk3 parts in its next release. I haven't had a chance to thoroughly test it but it should be sufficient If you don't want to wait for the next DRE update you can grab the file here: https://github.com/Starwaster/DeadlyReentry/blob/master/DeadlyReentry/Mk3.cfg Put it in your DeadlyReentry folder -
You are overestimating the degree of compressibility. Pressurization of the shuttle fuel tanks was not for the purpose of storage. That's what chilling it is for. The only way to substantially get more hydrogen into a tank is to chill it even further. Look up hydrogen slurry slush. Pressurization of the hydrogen (and oxygen) tanks is only to assist in feeding it into the engines. You are not going to get 150% storage capacity out of liquid hydrogen through pressurization. It's not going to happen. Edit: I wonder, could THIS be the source of the confusion on this issue? http://en.wikipedia.org/wiki/Compressed_hydrogen
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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
Is the Pope Argentinian? Of course we want to see your pictures!!! -
There's lots of information just on the front page of the Module Manager thread on creating MM patches. And around here, we exchange lots of such patches for people's mods. I don't think anyone would have a problem. - - - Updated - - - *sigh* can't believe I'm doing this @PART[constellationBNTR] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidH2] { @name = LqdHydrogen } @PROPELLANT[nuclearFuel] { @name = U235Rods } } @MODULE[ModuleHybridEngine] { @CONFIG[Hydrogen] { @PROPELLANT[LiquidH2] { @name = LqdHydrogen } @PROPELLANT[nuclearFuel] { @name = U235Rods } } @CONFIG[LiquidH2+LiquidOxygen] { @PROPELLANT[LiquidH2] { @name = LqdHydrogen } @PROPELLANT[LiquidOxygen] { @name = LqdOxygen } } } @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE[nuclearWaste] { @name = DepU235Rods } @OUTPUT_RESOURCE[nuclearFuel] { @name = U235Rods } } @RESOURCE[nuclearFuel] { @name = U235Rods } @RESOURCE[nuclearWaste] { @name = DepU235Rods } } @PART[bahars68b] { @MODULE[ModuleEngineConfigs] { @CONFIG[LiquidH2+LiquidOxygen] { @PROPELLANT[LiquidH2] { @name = LqdHydrogen } @PROPELLANT[LiquidOxygen] { @name = LqdOxygen } } } }
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I'm not sure where the fluctuations are from but don't think it's from part cooling. How much to ablate is actually calculated using only the shockwave. Some of the later calculations do involve the part temperature but all of those calculations are used to determine how much incoming heat there is and raise the temperature accordingly. (not really heat in the proper sense, it's fudged) I don't use FAR or NEAR unless I'm doing targeted DRE testing to see how my changes affect / are affected by those mods. And I see the same fluctuations so it's not that. SOME of what you are seeing is just how the resource GUI updates and doesn't represent actual fluctuations. Some of it on the other hand is real. Probably. You can't at this time. A later update will make that possible but I have no ETA on when that is going to happen.
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[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Glad I was able to help you stave off premature balding! -
Which is why Hard uses a greatly reduced density in its calculations. Then shifts temperature calculations to other variable changes. The density trick is something you have to be careful with; if it were enabled on Normal mode with no other changes to compensate, then it would result in undercooked vessels. (never eat your vessels raw or undercooked as you can contract parasites)
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I think you'll have to have one to modify temperature.
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It tells KSP where the atmosphere ends. However, typical stock atmosphere ends when the pressure reaches a particular value and then cuts off abruptly. UNLESS you use a pressure curve and turn the legacy atmosphere off. You can see how that's done in the RealSolarSystem.cfg file for Kerbin, Duna, etc. For non-legacy atmosphere's, the pressure curve's final key/value dictates where atmosphere really ends and at what pressure. (All the RSS ones end at 1pa). Note that even if you DO use a pressure curve that you should always set the maxAtmosphereAltitude so that other mods that depend on it can still accurately determine where the atmosphere is. (MJ is RSS friendly in that regard and checks for non-legacy atmosphere curves) If you're starting with a pre-existing RSS file then it's also using a temperature curve; the multiplier that you're experimenting with probably won't work with the curve.
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Actually, I find that on Hard setting, DRE feels just about right with Real Solar System. But that's without the RO modified keys in the loss curve.