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[WIP] Nert's Dev Thread - Current: various updates
Ralathon replied to Nertea's topic in KSP1 Mod Development
Probably because its a bad idea to use a 1.2.2 mod (Which is what the latest version of FFT is) in a 1.3 game. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Ralathon replied to Ven's topic in KSP1 Mod Development
You could just use this: https://github.com/otaithleigh/VSR-B9PartSwitch-Cfgs/releases It needs b9partswitch. But once you have it you can assign ven's tankbutts by rightclicking the engine. You'll have to reattach the engine once model changes, but the tankbutt won't disappear on flight reloads. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Ralathon replied to Nertea's topic in KSP1 Mod Releases
Small bug report on the new 5m cryo tanks. Their dry mass is set to only 3.6tons, which is equal to that of the long 3.75m tank. Presumably this is supposed to be a bit higher, since both 5m tanks are larger than the 3.75m tank. This also gives extra problems for the long 5m tank, since it contains so much hydrogen and is so light, that its dry mass actually goes negative when in pure hydrogen mode. Based on the dimensions of the tanks I've set the short 5m tank to 4.8tons and the long one to 9.6tons, which is a bit more balanced and solves the negative mass issue. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Ralathon replied to Nertea's topic in KSP1 Mod Releases
Try scaling up the solar system so that getting into orbit becomes much harder. Mass will become a much bigger concern than size. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Ralathon replied to Nertea's topic in KSP1 Mod Releases
Yea, that's accurate. It has to do with the density of LH2. You have a much higher isp, but because LH2 is so light, you have much less reaction mass. Note that your pure LH2 craft is much lighter than your hydrolox craft. If you make your LH2 tank bigger so that the masses of both craft are equal you'll see that the pure H2 craft has much higher dV. -
Yes, read the responses above you.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Ralathon replied to linuxgurugamer's topic in KSP1 Mod Releases
You probably failed to read the install instructions. -
[1.2] Engine Ignitor continued. (23 oct 2016)
Ralathon replied to DennyTX's topic in KSP1 Mod Releases
Just for people who want to play with the ullage simulation functioning: The previous version (1.2.0.1) works with KSP 1.2.2 and has functioning ullage simulation. You can get it on spacedock by going to the changelog tab. -
[1.2] Engine Ignitor continued. (23 oct 2016)
Ralathon replied to DennyTX's topic in KSP1 Mod Releases
Another confirmation that ullage simulation seems broken. Fuel is always stable, even after years of floating in interplanetary space. -
It's probably breaking stuff because it's recognizing something else as color tags. Any other identifiers to help narrow it down? Else you'll have to replace them one by one and check yourself if the adjustment is applicable. (Also, double check that the config is correct. I'd expect a </color> tag or something at the end if its based on HTML.) You probably didn't tick the 'Regular Expression' box in search mode. Else it obviously isn't going to work.
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Get notepad++. Load up the cfg file. ctrl+h. In the search box use: \[#([0-9a-fA-F]+)\] Then in the replace box use: <color=#\1> Make sure to set search mode to regular expression. That should replace it with the correct syntax. Can even open all files at once and replace it in all of them.
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If you want to fly kerbal rockets in RSS or real rockets in stock, just multiply the ISP on all engines by sqrt(scale factor). That should give you approximately correct behaviour. So if you have a stock kerbal X rocket and you multiply all engine ISP's by ~3.15 it'll work just fine in RSS.
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Pretty sure that's intended. Making probe cores smaller means the electronics have to be more compact and lighter, which means higher costs. Same thing for the scientific instruments.