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Starwaster

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Everything posted by Starwaster

  1. It's not a question of where he GRIPS it! A forty-five kilogram Kerbal can't carry a 200 kilogram Sr. Docking Port! Oh... wait... he did? Oh. Nevermind!
  2. It's not necessary to have the original Unity files to set up a stock cargo bay. Here is an example. (stock Mk2 shuttle part) MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupCenter = 0, 0.0, 0 lookupRadius = 1.15 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } DeployModuleIndex is the index of the animation module (0 being first module) lookupCenter: I inserted this into the example; you would use it only if you want the lookup position to be other than the dead center of the part. lookupRadius is how far to check to see if something is enclosed. partTypeName: Fairing, Cargo Bay, Ramp or Service bay the last four are the attach nodes both inner and outer, those should be self explanatory
  3. In RSS, make sure you're using PVG mode for ascent. It's based on real world ascent guidance and will try to plot an optimal course into orbit. It depends heavily on vehicle design so your rocket needs good design in all stages or PVG will have problems getting to orbit. If you run into trouble in a specific stage or phase of ascent then post your issue in the MechJeb forum along with information about your rocket design. Not sure what you're asking in the first part, can you be more specific? As for the second part, if you're talking about Real Fuels, it doesn't automatically convert engines over so an 'engine pack' is necessary to convert the engines to realistic equivalents. RO does that for you but it does not (last I was aware) touch any of the DLC. And as it is a real world sort of mod, there might be engines from other mods that it does not touch. Check in the support forums for those mods to see if there are RO patches. Or make a request in the RO forum or create an issue on the RO GitHub repo.
  4. Hyugens 125 should not have the ModuleHeatShield module. It's from pre-KSP 1.0 Deadly Reentry. (but DR does look for obsolete modules and tries fix the issue with a corrective patch)
  5. I have a folder for all my tweak patches that I've been using for .... ten years? ish? It's the first thing that goes into GameData on a new modded install when updating KSP.
  6. @darthvader15001 @t_v You can also do it as a patch if you have Module Manager installed: clamshell.cfg @PART[*]:HAS[@MODULE[ModuleProceduralFairing]] { @MODULE[ModuleProceduralFairing] { %useClamshell = True } }
  7. @Fisherman that posting you cited is nine years old and is purely stock-centric. Why go with that when you are using Real Fuels where 1 ElectricCharge = 1 kilojoule? Here's some alternate sample fuel cell generator configs (for the small/large stock fuel cells. Just the ModuleGenerator part) these will give you appropriate O2/H2 -> water by mass and I believe I based the EC output by the Apollo fuel cells as a guideline. Fuel Cell Fuel Cell Array Edit: Clarification: EC as 1 kilojoule actually only makes sense for storage. Given that the article was specifically talking about solar panels and we're talking about generators, we should actually be using watts, where output in EC is in kilowatts.
  8. Are you talking about the one on the lander? Because I can't even figure out which mod that's from.
  9. You need to report that in the actual Real Fuels thread. This thread is for the stockalike engine configs for Real Fuels. https://forum.kerbalspaceprogram.com/index.php?/topic/58236-18-real-fuels/ or create an issue on RF's Github page https://github.com/NathanKell/ModularFuelSystem/issues
  10. MLI only has a mass contribution of 0.000015 tons per square meter.
  11. I don't know what your modeling skills are like, but how about an inflatable heat shield? Similar to the one in stock but with a hard cap in the center?
  12. Unlikely. Real Fuels doesn't patch engines by itself and has not for years. The only mods touching the Vasimr engines in your install are NearFuturePropulsion, UmbraSpaceIndustries, B9PartSwitch and EngineGroupController (which I didn't realize was even a thing anymore. It's an RO mod)
  13. Oops, disregard. I see what you're saying now..... let's poke at those two files a bit more and see if there's really anything different about them. It's right here. Maybe you didn't install it or something else properly. https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/blob/master/GameData/StationPartsExpansionRedux/Patches/SSPXr-StockPartReplacements.cfg#L10
  14. They are in MODEL nodes. The line would be model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-hitchhiker-25-1
  15. I have spent the last three hours testing my changes. I can successfully bring the Nereid through reentry without it burning up, but it is extremely aerodynamically unstable. Part of that might be the aerodynamics of the DR 1.25m heatshield. Jettisoning it helps with the aerodynamics but the Nereid just does not behave itself aerodynamically speaking. It has a terminal velocity of ~524m/s and and I have not been able to successfully land it. Many Kerbals.... died... to bring us this information. edit: what it has a ballistic coefficient more than 5x that of the Mk2 Command Pod....
  16. Added support in for Near Future command pods. The release is not updated so you'll have to download the file directly. Several other files have also been updated since the latest release. Alternatively you can download the repo itself and extract the files there. (no testing has been done on the NF pods but they should be fine. try them and let me know) Direct file links: right click and then click save link as... https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-NearFuture.cfg https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-OPT.cfg https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-TaurusHCV.cfg https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry.cfg
  17. Ok, going through NF stuff and I'll be adding a modest amount of ablator to some of the pods. Just enough to handle heat spillage that gets past any attached shields. In doing so, I've noticed that a lot of the shields sink into the pods more than they should, especially the stock shields. I suspect this is because Nertea designed these to go with the ReStock parts, which I don't use. If you find that happening, just use the move tool in the VAB to slide the shields down a bit.
  18. NF Spacecraft pod issues are fairly well known in the NF community vis a vis reentry with DR or JNSQ installed. And probably RO as well. It's not an issue with those mods themselves, just that they are all less forgiving than stock. Falls into the category of not letting any unshielded part of your craft poke out into the reentry shockwave because, no take backsies.
  19. @eightiesboi @FireFaced The stock pods don't have ablator at all. Deadly Reentry does add a shield to the Mk1 pod and 10 points of shielding to the Mark 1-2/1-3 I could do something similar to the parts that FireFaced is referring to, like 10 points worth. It would still require a shield. Now.... there is actually an issue already raised for those parts on the repository. I haven't had a chance to download the NF mod that adds those parts to decide what solution to implement. The issue raised has a screenshot of one of the pods and the stock shields just don't cover enough of the bottom. The bottom of the pod will be exposed to the reentry shockwave at a percentage equal to the exposed surface. And if the pod walls are steep then part of them will be exposed too. That's all stock KSP btw. Deadly Reentry doesn't handle part anymore. It doesn't decide how much of a part is exposed, it just affects how the parts will react to overheating. KSP still dictates the physics behind how that heat gets there. So anyway, it's on my radar to look into this.
  20. Prediction: Probably not. Haven't tried this mod myself but I took a look at its part configs and given that I know Deadly Reentry , I can say that the max temp rebalancing code will cut the skinMaxTemp value in half (from 2700 to 1350 for the fuselage and from 2400 to 1200 for the wings) The parts will fail outright at those temperatures but begin to burn at 1147.5 / 1020. So it needs some patching.
  21. Bill went to space before Jeb.
  22. .-.. --- .-.. --- .-.. --- .-.. --- .-.. --- .-.. --- .-..
  23. Load the game up, switch to the ship that you saw the fire effects on the radiators. Then turn on thermal debugging window (shift+alt+F12 -> Physics -> Thermal) Then right click on the radiator part, open up the part window and expand the thermal section. When you see the fire effects, screenshot it and submit it here. (host on Imgur) That way I can see what kind of heat is flowing into it and what its actual thermal limits are being set to.
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