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Everything posted by Starwaster
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It's also the cryogenic tank too that is using the splice (@) operator when it shouldn't. And I think there might be some other config file versions where the Default tank has the same problem because earlier I noted that certain KW tanks had normal masses (and therefore mass ratios) for liquidfuel and oxidizer and then I replaced my config and now I'm seeing 0 mass for LF/OX tanks now too. That's why I've patched mine with: // Fix for fuels missing mass // Only use if you are using the 'Real Fuels' version of Modular Fuel Tanks @TANK_DEFINITION[Cryogenic] { @TANK[LiquidFuel] { mass = 0.0005 } @TANK[Oxidizer] { mass = 0.0005 } } @TANK_DEFINITION[Default] { @TANK[LiquidFuel] { mass = 0.0005 } @TANK[Oxidizer] { mass = 0.0005 } } Also, @Chestburster, I've noticed that in the Cryogenic tank that H2 does not require additional mass for its tanks, is this a mistake or is the intention that because cryo tanks are a little more massive (+0.000025 basemass over default) that they require no additional insulation/cooling? That's been my interpretation.... Re: fuselage / no basemass. That's kind of odd because I was poring over the source code and saw a few lines that check for tanks with no basemass and apparently used the part's mass property instead. Sounds like a bug.
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
It's not just a matter of adding the module though, the volume property of ModuleFuelTanks would have to be set on the fly as it's resized. If that's done then it ought to work just fine. (I had some interesting results when I tried adding it by config file alone. MFS recognized mass changes and reported the volume increasingly negative as I increased the size. Probably because it saw much more fuel in there than what it had been told was in there) -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Procedural Players. You no longer have to do anything, just sit back and watch. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
I think most of the implementation probably has to come from MFS. I played around with both this and MFS last night, and MFS keeps track of volume separately in its own module (it doesn't even pull that from stock tanks, it gets added in to MFS config files used by ModuleManager). So it needs to be able to pull the new volume from your tank and then use that in its own nodes internally. I thought about dropping ialdobaoth a line but it's not my mod and I didn't want to step on anyone's toes or get ahead of myself.... -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Did you make sure to activate all those parts? The intake needs activating or opening or something. I forget which exactly.... Also, don't turn on the CO2 scrubber since you want to send the CO2 to the recycler..... and I think the recycler needs activating too. And is that the little one or the big one? Neither one operates at 100% efficiency, there is loss. The big one is something like 75% and the little one quite a bit less..... -
Because it fixes the problem MJ2 has with simple maneuvers. Probably because of poor PID implementation You can mitigate it somewhat by playing with PID values, especially for D but in general, MJ can't do something as simple as a 180 degree rotation without a lot of unnecessary control input which manifests itself in a lot of unnecessary RCS usage. Try doing something like ordering SmartASS to do a 180 degree rotation. Watch the control inputs and watch the RCS. You'll see it fire and counterfire opposing pairs NONSTOP. That's not how it should be done. Or at least it's not how *I* would do it and I suspect now how you or a lot of other people would either. You'd probably start your ship rotating with a quick RCS burst to start it yawing or pitching... then wait then counterfire to kill your rotation. If you were in a hurry, worst case is you hold down the control so that RCS fires non-stop until up to halfway through, then fire in the opposite direction for exactly as how long as you were firing the first thruster. But you wouldn't sit there alternating keys rapidly nonstop... it's a wonder MJ2 can even do something as simple as orienting the ship. Sarbian has gone a long way towards eliminating that behavior. It still does it a lot during docking, not sure why... maybe because RCS translations are handled differently.
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Wow that is awesome. How much did you scale the larger one by? Suddenly, I think I know what parts I'm using for my Duna Expeditionary Base that I'm planning... aaaand, oops, I just tried to right click and change camera position on your picture
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
wow that looks like your struts stretching.... I had that happen once. ONCE. Never since.. of course it was a horribly complex craft.... -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Dang, just realized that Modular Fuel sets volume for its own module independently.... going to need plugin intervention for the two to work together. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
You dont have to support other resources. Just Modular Fuel Tank mod. that mod and yours are like... red sauce on pasta. bacon on pizza. chocolate and peanut butter. it shouldnt require more than some config file editing. as soon as I'm done with this round of L4D2 ima gonna get this and see if I cant get it working with Modular Fuels -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
if this gets integrated with modular fuel tanks then you can do that -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
oh my god! i wanted this for so long. how is volume handled? -
Something like this?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
From what I'm reading in other threads, that seems more likely than what I was asking him about. I've also heard that it can result in orbital flight path changes. -
It's three 2.5m KW tanks stacked. On top of that is a procedural fairing ring base. At the bottom of the stack is another such ring base and the fairing forms between them. Six more fuel stacks attach to the central stack. An array of mono tanks and flywheels probe core and the Sr port top it off. I can can get a modest boost with larger tanks but ti really boost the delta-v means replacing the outer tanks with drop tanks but that means I don't get the giant tank look. In fact for nuclear, drop tanks are probably the way to go. That's where I'm leaning towards now. I'll probably go for a single large 3.75 KW (25600) surrounded by 3 pairs of identical tanks. That gets me to 16k Or I might go really big and do a nova punch 5mx12m tank with 40k units of H2 Edit: I've added additional nuclear fuels, this is actually using Hydrogen Slush. It's a little denser. Doesn't give a huge boost but a noticeable one. Hydrogen Slurpee basically.
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The final solution to my H2 woes! Ok, not REALLY. There's much less fuel in there than there appears to be. That's Procedural Fairings, fuselage option. In actuality there's just 15 2.5m tanks in there. I think actual delta-v was only 8k I was actually hoping the fairing would prevent the tanks from heating up, to prevent boiloff, but apparently that all depends on what the game says the temps are and parts don't occlude each other I guess Internal view.
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
One caveat about scrubbers: As currently implemented, they're only good enough to slow down CO2 buildup. It's an abstraction really to simulate CO2 scrubbing. If it were accurately modeled after RL, then a new resource 'CO2Scrubber' or maybe 'Hydroxide' (sodium or lithium, whichever) and then as long as that resource were available in the pod then the scrubber would COMPLETELY eliminate all CO2 until you run out of scrubbers. i.e. all or nothing. As things are now, unless you have a recycler, you're stuck with the CO2 for most practical purposes. (you could dock up with something that had a recycler and dump it that way though) Sometime soon when I get around to it I'm going to make alterations on my side so that scrubbers DO require scrubber cartridges and if they have them then they completely remove all co2 -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Not only that, but when the mod gets updated or stock KSP updated, you lose your changes in those files. That's why I love mod manager so much! -
Wow so what happens when you get up close though? When you start to re-enter? (and I'm sorry for going off topic; I'll drop it after this )
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yeah have to agree. that's not good symmetry, and if the RCS is also unbalanced then you're doubly hosed. so, first go get RCS balancer so you can get visual feedback on how to balance your RCS in the VAB/SPH. Then do what I did and kick yourself for waiting so long to get it. but then theres the tri- symmetry.... maybe split the truss with a round part you can mount 4 RCS on. or put two such pieces on the end of the truss to mount on. but i'm a big fan of using just 4 on the CoM
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Why does your Kerbin have clouds??? Mine doesn't.... is it a quality setting issue or is it some mod?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
I've never had that happen and I use KAC a lot. Do you have Docking Struts installed and if so, did the craft in question have any? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Starwaster replied to JDP's topic in KSP1 Mod Releases
Do you have struts on the fairing? In addition to stabilizing your ship, they dampen decouplers, including fairings.