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Everything posted by Starwaster
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Modular Fuel System Continued v3.3 (OBSOLETE)
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
if they have 433 then thats because they were assigned 433. dunno why but you can save yourself additional reinstalls. it's in engines.cfg if you want to change it. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
Is the phase angle option in the current release or upcoming? Yeah I was thinking that must be the case re: elliptical orbits too. There must be a formula though for transfer windows to elliptical orbits or we'd NEVER get to Mars. edit: ok i see the option and it is enabled but the active transfer alarm isnt updating. If I toggle it off then on it updates. But it won't keep updating if left enabled... -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
the further away from the transfer window I am, the less accurate KAC seems to be. As I get closer, it seems that it pushes the target window further back. The desired angle has not been met yet. However, I've noticed the same behavior in Protractor during this because I was watching to see what it said too. (except that the difference i. time grew from 2 days to 3) Still investigating. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
think we'd have to compare the two formula to find out. KAC times for the inner planets lag behind protractor. but it's ahead of protractor for the outer ones. To be honest, I have not tried to use KAC for transfers because I just assumed it could only use that data file so I never even paid attention to its times for RSS. I'm going to try using its transfer times later tonight to see how it fares against Protractor. Now, as for Protractor I have successfully used it for transfers but it always seemed off to me. I needed to make more aggressive mid-course corrections than I expected. So maybe it's Protractor that's off a bit. We'll see. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
I want procedural fairings next! Oh... wait, that's right... -
Modular Fuel System Continued v3.3 (OBSOLETE)
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
Using LH2 in upper stages is primarily to increase available delta-V for the lower stages by decreasing upper stage mass. That was the reasoning behind why it was used in the Saturn-V -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
I didn't know KAC had different options for transfer windows.... derrrrr IIRC, IIRC means 'If I Remember Correctly' (see what I did there?) RSS changes the orbits of the planets. Some of them actually become moons of the larger planets. It's intended that each planet become a counterpart of a real life planet. Kerbin is Earth so it moves to Earth's altitude above the sun. Jool moves to Jupiter's altitude. Protractor does work though I think there might be precision issues with the larger orbits..... in your Formulaic option are you using floats or doubles? (I didn't even realize until now that there was such an option so I'll test it out more thoroughly with RSS and get back to you with my findings) -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Since Starwaster does not know the root cause, all can offer is a workaround. Knowing, Starwaster would say. Starwaster not know so Starwaster cannot say. And in fact am not the creator or maintainer of any of the mods in question, so can only try to find out which mod is at fault and give that information to the appropriate persons. -
[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'm guessing that the parameters for diameter have no impact on visuals? Or....? -
Chutes over Duna
Starwaster replied to ohlookabirdie's topic in KSP1 Gameplay Questions and Tutorials
If you want it to be as vertical as possible then you mean steep, not shallow. Shallow would be where you're skimming the atmosphere; more parallel than perpendicular. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Re: LSS mods in general. They all seem (IIRC) to be using densities appropriate to compressed gaseous O2 so you'll always get less than per tank than if they were using LOX (liquid O2, which has a density greater than water). IonCross O2 density is pretty high for compressed gaseous O2 but nowhere near what liquid O2 would be. Now, to compare with something like an Apollo command module, they stored their O2 in the service module in liquid form. It was used both to provide breathable air (100% O2 but at lower than 1atm) and potable water. The latter coming from the fuel cells which combined the O2 with H2 to provide power and water. I haven't been able to find any data on what kind of O2 storage the command module had past what was present in the capsule itself. I would assume there would be backup tanks of gaseous O2 but that's just an assumption. So LOX gives you better duration. (it is possible to achieve this if you also use Modular Fuel Tanks by adding in a generator module - ModuleGenerator - that turns the LiquidO2 resource into IonCross's oxygen) (forget what the resource name is.... Oxygen? O2?) Re: ECLSS CO2 venting. Just FYI, you can't actually 'vent' CO2 from the atmosphere. It has to be removed with some sort of scrubber, (or maybe in the future, aeroponics or algae, etc). In the 60s / 70s when your scrubber became saturated with CO2 it was replaced with a fresh one. When you're out of scrubbers there's no other way of removing the CO2. These days though we have 'regenerable' scrubbers where you can remove the CO2 by either heating the scrubber or exposing it to vacuum. So.... I assume ECLSS is abstracting something like what they flew on the shuttle where the RCRS had two scrubbers. Only one would be actively scrubbing while the other was regenerated. I think that's what is also used on the ISS these days. -
Directly editing the cfg file isn't a good solution. Your changes will be overwritten if you update the mod. Use ModuleManager instead and create a config file with the following. Put it anywhere in your GameData folder or one of its subfolders. (I keep such things in a 'MyTweaks' folder so I can easily back it up or copy it over when I update KSP) @PART[mumech_MJ2_AR202] { @MODULE[MechJebCore] { !MechJebLocalSettings {} } }
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Not convinced that's the answer. I've been playing around with this for a bit and it's not just that the heat shield is being affected, the interstage is not. Not by FAR and not by the heat shield. I had it explode several times. The probe core survived. Sometimes. If I ejected it it would come to rest against the top of the shield and... I guess that you're doing shockwave calculations such that as long as something is occulted from the shockwave by the shield it's considered protected? Anyway, Frederf, suggestion: Put a small piece between the shield and the interstage. Anything really, that small 6 node cube in Structural might do it. Just as a workaround. Edit: You don't need a decoupler if you attach to the topmost node. (the one that moves up and down if you mouseover while pressing H). Not that it's a factor in the discussion, just FYI -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Is the shield attached at the bottom? Or do you have it inverted and the shield is actually at the top node? Pics maybe? -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Right and what that does is wait until the second (and final) pass. Just in case some other config tried to handle this. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
i think 100 is what IonCross configs boil down to. At least I thinknthats why I went with it. Other mods use different values for O2. Either because they assume different pessurization values or volume constants or both. So long you can bottom line it as x kg per Kerbal per day..... One caveat though. That file covers all stock parts and several non-stock parts anything over 6 kerbals is using up resources for that part faster so make sure you have tanks and recyclers as needed. One more thing, all lines starting with @PART should end in :Final That's something that's only possible in ModuleManager 1.5.x and it ensures that the code wont add unnecessary LSS modules -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
hey, I know that guy!- 2,647 replies
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Eh I'm not quite sure. Obviously they do weigh a bit more than your typical aero shell at the tip of some rocket and I did figure it out using MJ2 staging data but I don't quite recall. The key btw is the auto strutting. Otherwise the whole stack would likely disintegrate. Especially in FAR. not sure if its in that image but the lifters themselves have additional strutting to the fairing and each other. Edit: wait early prototype. Not strutted to each other just the fairing. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Wow that sucks for you and if you're having trouble I'm sure you can get help here but you need to be responsible and provide better information without the accusatory tone. The mod does work.- 2,647 replies
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Actually I've found a use for them beyond aesthetics. Look at my 'Voyage to Duna' pics (link in sig) (though the voyage never happened due to untimely KSP updates and mod testing) Summary: Long, massive payload stack (length of an entire rocket) Fairing base at bottom of stack. Inverted fairing base at top of stack. (I used alt fairing bases, hacked to have decouplers) Fairing attached. Four lifters (3.75m KWR typical) on the sides, one to a fairing. It looks large and ungainly but it's a very stable way to get very long and heavy items into orbit. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
I assume you're talking about planetary transfers? Sure there is. RSS planetary transfer windows have to be calculated and the data used in place of what KAC uses now. It's just a text file, take a look at it. (windows calculated out to 100 years worth IIRC) -
The mesh for the engine has to have a transform defined for the thrust AND the engine's ModuleEngines module has to have its thrustVectorTransformName property set to whatever the name of the thrust transform is in the mesh. By convention the thrust transform is named thrustTransform, but it could be named anything. (for instance, KWR renamed their thrust transform to NozzleTransform
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Jet engine booster: up to 1,8 MN/500 mps by 20 km!
Starwaster replied to Behemot's topic in KSP1 The Spacecraft Exchange
Actually sorry should have given some warning. Don't use with existing save games because planets are either bigger (Kerbin is) or not in the same orbit. So ships have a good chance of being lost if their orbit isn't high enough or something worse. Making a new game folder is a good idea. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Or, when using ModuleManager 1.5.x (or ModuleManager 1.3 + Sarbian's MM Extensions) This will support up to pods with 6 Kerbals. It's extensible though. @PART[*]:HAS[!MODULE[IonModuleCrewSupport],#CrewCapacity[1]]:Final { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 100 maxAmount = 100 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 } } @PART[*]:HAS[!MODULE[IonModuleCrewSupport],#CrewCapacity[2]]:Final { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 200 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 } } @PART[*]:HAS[!MODULE[IonModuleCrewSupport],#CrewCapacity[3]]:Final { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 300 maxAmount = 300 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 30 } } @PART[*]:HAS[!MODULE[IonModuleCrewSupport],#CrewCapacity[4]]:Final { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 40 } } @PART[*]:HAS[!MODULE[IonModuleCrewSupport],#CrewCapacity[5]]:Final { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 500 maxAmount = 500 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 50 } } @PART[*]:HAS[!MODULE[IonModuleCrewSupport],#CrewCapacity[6]]:Final { MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = 600 maxAmount = 600 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 60 } }