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Everything posted by Starwaster
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I don't think what you're describing is appropriate for Deadly Reentry.... Not at this time anyway. And certainly not with regards to the part exploding. Deadly Reentry already has a damage system that kicks in at a 'max operational temperature' and as the part is damaged, one of a few things can happen. If it is the skin (the hull) that is damaged then that means burn through is occurring and a portion of convective heat can be allowed directly into the interior. If the interior is being damaged then the part's ability to resist breaking and torquing forces is lessened. Unfortunately alot of parts these days receive such obscenely high breaking tolerances that you hardly ever see it come into play. Not before the part explodes anyway. I might someday tie that into the stock part failure system but I'm not going to make parts explode randomly when they are below their listed heat tolerances. I just don't think that would make for a fun experience for the player....
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@Eaten by Black Hole If you're going to be stubborn and obstinate then how do you expect people to help you? You don't have a Gigan, other people do. So obviously there's nothing wrong with the mod in general... and something IS wrong with your installation... but nobody here has the first clue what is wrong because you won't provide requested information.
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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
Clarify what you did please; not sure what 'clean all mods' means or if that complies with previous instructions given. -
[1.3.0] Procedural Parts - Starwaster Branch
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
No, that does not sound normal and there's nothing in the mod that does that. At least not in this branch of the mod. -
You need to download an engine pack that reconfigures engine appropriately. (these are configs only that convert the stock engines and various engines of other mods) Realism Overhaul has such an engine pack built into it. Or download Stockalike RF Engine Configs.
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https://github.com/damonvv/TundraExploration/blob/b721092286337538d4bf3165dc04baae4b5eafd7/GameData/TundraExploration/Parts/Falcon9/TE_Fairing.cfg#L92-L115 You actually have two nodes in there for it. Both of them are pointing at the 0th MODULE which is ModuleDecouple - that won't work because whatever MODULE you point it at (DeployModuleIndex) has to implement iScalarModule so that the cargo bay knows when it is 'open' or 'closed'. The stock procedural fairing does and so does ModuleAnimateGeneric. Not sure if any others do, but ModuleDecouple does not. If you look in your log for iScalarModule, you'll see a warning about it. BTW, am I the only person who hears 'GHIDORAH GHIDORAH' in the same tone as 'FIGARO!'...? Uhm never mind that last part... forget I said anything...
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Sorry, I meant the Falcon 9 shroud. (or what passes for the F9, I forget which movie monster you named it for)
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@etheoma Real ISRU is a separate download and install. You don't get it just by installing Realism Overhaul. And it has not been released to CKAN unless someone put their own branch of it up there. If you did not download from https://github.com/KSP-RO/RealISRU (click the green 'Clone or Download' button) then you don't even HAVE Real ISRU.
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I don't remember if I mentioned this or not, but you can also replace the decoupler on the shroud with Animated Decoupler (even though it's not animated) which will allow the cargo bay module to function properly. Animated Decouplers can be queried by the cargo bay module as to if it is closed or opened (decoupled).
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SSPX has a telescoping docking port that will probably be long enough, but I don't have SSPX installed on the same installation that Tundra is, so I can't say I've verified it.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
RO configures all of the stock radiators to provide refrigeration for cryogenic tanks as long they are Real Fuels tanks. In fact, if anything, the stock radiators are overpowered.Other tanks by other mods may have their own boiloff implementation but those are not compatible and not supported so make sure you don't use those or you may get extra boiloff beyond what Real Fuels inflicts. Aside from radiators, you can also add insulation to your tanks by right clicking them and looking for the MLI Layers slider. Adding insulation increases cost and mass. Cryogenic tanks already come with 10 layers of insulation aside from any insulation that you add. Adding insulation reduces the amount of heat leakage that needs to be removed by radiators. For radiators with more realistic power requirements, try Real Active Radiators. Also fixes certain bugs that reduce radiator cooling power the faster you timewarp. Be warned that the power requirements will be steeper than the stock radiators which use a flat rate. (a cheating rate). Real Active Radiators properly calculates the amount of cooling you actually get for a given input of power according to the Carnot equations.- 2,216 replies
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- realism overhaul
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[Old Thread] KRE - Kerbal Reusability Expansion
Starwaster replied to EmbersArc's topic in KSP1 Mod Releases
you don't. There is nothing to 'fix'. -
[Old Thread] KRE - Kerbal Reusability Expansion
Starwaster replied to EmbersArc's topic in KSP1 Mod Releases
Pretty sure that's just an animation message. They are either moving or locked. -
Updated plugin to fix issue with anchored decouplers not animating. (and throwing errors)
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It's what I use locally. The units are volumetric of course but both the stock engine and RCS code normalize any provided values and then scale them as necessary for the configured thrust and propellant density. The specific values are reasonably accurate... or accurately reasonable in that they are a typical mixture ratio for 'methalox'. They may not however accurately reflect the final mix ratio in the Raptor or methane powered RCS since there both have yet to be fielded in flight. One other thing I'd like to mention here is that methane is getting serious consideration now as an RCS propellant for Mars landers (for both sample return and MAV landers, with their own propellant generation) for pretty much the reasons provided, where previously there hasn't been much talk about doing so.
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I don't think that SpaceX has actually said what their RCS propellants would be but I'm going to go out on a limb here and say it is NOT going to be MMH/N2O4 It will be methane/LOX the same as the Raptors for ease of refueling, especially insitu. PROPELLANT { name = LqdMethane ratio = 43.37355809528878 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 56.62644190471122 resourceFlowMode = STAGE_PRIORITY_FLOW }
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Right click the engine and make sure that its gimbal is not locked (Gimbal button should have Free next to it instead of Locked) and that the Gimbal Limit slider is at 100 percent.- 2,216 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
IVA is the internal view, yes. If a Kerbal is not present in the IVA (no seat) then there will be no portrait. If there is no IVA at all then there will be no portraits at all. Which really makes sense when you consider that the portrait is actually generated by a camera in the internal view so if there is no seat then there is no Kerbal and if there is no Kerbal then there is no portrait. edit: had this reply drafted and then fell asleep and finished posting it when I got up -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
There's no portrait because there are no more seats in the IVA Use the hatch to get them out. -
They're all still so damned tall... I guess though that the elevator will eliminate the risk of descending some obscenely long ladder...
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Just use a ServiceModule type tank and it will produce the appropriate gas for O2, LH2, NH3 and CH4 automagically. There needs to be another tank to receive the gas. Then just use the liquefier to turn it back to liquid. Best used in conjunction with MLI (multi-layered insulation) and radiators. Except you would need to upgrade to RF for KSP 1.3.1 as we don't have an official release for 1.2.2 which supported player added MLI insulation. You can patch the tank system to add boiloff gas production to any tank with the following patch. (it's a little brute forcish with no conditionals but it does the job) One caveat in doing this is that any boiloff gas that is captured is NOT used for propulsive venting which is used for settling tanks. (that's why I only added it to the ServiceModule tank type) @TANK_DEFINITION[*]:NEEDS[RealFuels]:FINAL { @TANK[LqdOxygen] { %boiloffProduct = Oxygen } @TANK[LqdHydrogen] { %boiloffProduct = Hydrogen } @TANK[LqdMethane] { %boiloffProduct = Methane } @TANK[LqdAmmonia] { %boiloffProduct = Ammonia } }