Jasmir
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jasmir replied to Starwaster's topic in KSP1 Mod Releases
Hi NathanKell, there are things still exploding and "burning up" on the launchpad. Would you like to have a deeper look in it? It's happen only from time to time and immediately after the "black loading screen". (So the physics has _not_ kicked in at this time.- 5,917 replies
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Yes, i know. The problem is, the reaction mass can't catch all your produced energy. (To be honest, it even can't get more than a tiny fraction of the energy). So we have to put the explosion far behind the vessel to avoid to much varporization from the bumperplate. I'am ok with that... This may be true, BUT there will be a lot of internal collisions in the plasmacloud with produces energy (x-rays?) again and _lower_ this speed. So the interersting value is the overall expansion-speed of the plasmacloud in the moment it hits the bumperplate. And i think, this speed will a little lower, but i havn't found any examples for it. I thought, a bhangometer is a non-imaging device? anyway.... I don't think, that we can get a much better fraction. As i said: the excess-energy dictates a minimal distance to the bumperplate, and the weight & strengthness of steel dictates a maximal diameter of this plate. In this design, -given a thickness of 2meters- our stellplate will weight 123464 tons. This will accelerat the plate at 0.01 m/s. (Given, the mass of the other ship + bombs is zero) This means, our bumperplate will have now a spherical shape with a 2km diameter now. The thinkness has also to increased. I don't think, this constuct will perform better due the really HUGE mass now. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Yes, and the key is: How much is this fraction exactly? What does a nuclear detonation? It produces a lot of radiation(from heat to gamma) + some particles that where the bomb before + a decenct neutronflux. In the atmosphere, the radiation (and the neutrons) are superheating the atmosphere nerby, that causes the shockwave which do the "work".But in space, there is no atmosphere. That means, all radiation and neutrons and particles are going in every direction equaly. That means, even if the distance from the exploding bomb to the "bumpplate" is zero (which can't be), only the half of the "explosion energy" is hitting the plate. From this half, only a very tiny amount will be fast moving particles, that can actualy produce some sort of thrust. From these tiny fraction, only a tiny fraction will have the right angle to push the plate (the vast majory will be reflected without transferring kinetic energy). But the most energy of the detonation will be radiation + neutron flux. What does that with the plate? It heats (and activate) it! Yeah! (Actual, the vaporization of some plate material will provide additional thrust, but it will be also very tiny) So yes, i don't think the "orion drive" can work as told. Simply because it don't transfer the energy it produce in some kind of reaction mass properly. And it don't direct the reaction mass properly. And undirected energy/reaction mass don't produce thrust. No matter how many energy you have. You simply need a kind of nozzle, that help you to direct the reaction mass, and you need a device that can transfer a decent amount of your energy into the reaction mass. (and not in the vessel superstructure) -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Hi Fractal_UK, will you also include the UF4/ThF4 tanks in different sizes? A tank, that is flat enough be used as a ventral droptank on this craft would be really nice: @colmo: I think, a "orion drive" in real would have a anemic thrust and ISP in space. So, you can simulate it in game with stock parts: Simple bring a lot decouplers with you and throw them off one by one.... -
Hi there, i have still a problem: The "lock steering to up * V(...)" still touch the roll-axis, and i don't understand why: clearscreen. set mOrbit to 30000. set mAtmoHight to 20000. set vMinSpeed to 20. if BODY = "Laythe" { set mOrbit to 80000. set mAtmoHight to 51000. }. if BODY = "Duna" { set mOrbit to 70000. set mAtmoHight to 41000. }. if BODY = "Kerbin" { set mOrbit to 100000. set mAtmoHight to 71000. }. if BODY = "Mun" { set mOrbit to 25000. set mAtmoHight to 7100. }. if BODY = "Minmus" { set mOrbit to 24000. set mAtmoHight to 5800. set vMinSpeed to 5. }. if BODY = "Pol" { set mOrbit to 15000. set mAtmoHight to 4500. set vMinSpeed to 5. }. if BODY = "Ike" { set mOrbit to 25000. set mAtmoHight to 12750. set vMinSpeed to 5. }. if BODY = "Eve" { set mOrbit to 121000. set mAtmoHight to 97000. }. if BODY = "Gilly" { set mOrbit to 25000. set mAtmoHight to 12750. set vMinSpeed to 2. }. set pVal to 0. set sVal to 0. set hVal to 90. set pThr to 0. SAS OFF. lock steering to up. lock throttle to pThr. print "Launching on " + BODY. set pThr to 1. wait until verticalspeed > vMinSpeed. lock steering to up * V(0 - sVal, 0, hVal). until apoapsis > mOrbit { set pVal to apoapsis / mAtmoHight. set pVal to pVal * 90. if pVal > 89 { break. }. set sVal to pVal. set hVal to 90 - sVal. wait 0.2. print "Pitch " + hVal at (0, 2). print "Current Apoapsis " + apoapsis at (0, 3). }. print "Burning for apoapsis". unlock steering. SAS ON. wait until apoapsis > mOrbit. set pThr to 0. print "Please circulize by yourself". wait 10.Has someone a hint for me?
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Here are my very often used SSTOs: Both use only stock parts, but you'll need FerramAerospaceResearch to use them properly. DRE is also usable with them. The plane: SSTO small.craft The plane is balanced. Nearly no COM movment due emptying the fueltanks. Actiongroups: Stage: Drop anything that is connected to the ventral docking port. (Hint: Attach a droptank here if you want....) 1: Toggle the jetengine and the intakes 2: Toggle the Rocketengines Gear: Toggle the back & winggears (aka "Rovermode"), the Frontgear has to manged by right-clicking Brake: Toggle brakes of the Roverwheels and the back & winggears. (The frontgear-brake will never used, so no flipover while braking, even on high-speeds.) Usage: I recommend to use mechjeb for throttle management, but _not_ for attitude-mangement. SAS is better here. Switch the jetengine on by rightclick, ascent @25° pitch to 25km, hold that height and accelerate to 1300m/s. Then pitch _gently_ up. At 27km you should reach near 1500m/s with more than 130m/s up-vector. Activate the rockets by pressing 2. If the throttle reaches less than 1/3, press 1 to deactivate the jet-engine /close the intakes. Then business as usual. (If you aim for 100km orbit, near 800m/s DV left + good half tank of jetfuel should be the outcome). The Rocket: Laythe-Lander.craft Actiongroups: 1: Toggles the engines 5: Deploy Cutes Usage: Nothing fancy here. Threat it like every other Rocket.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Hi Fractal, these Uranium/Thorium suppy Hexcan, can then attaced everywhere on the ship? Mostly they will attach througth a docking port that can be far away from the reactor. Thats why i'am asking. -
Yes, there is such a mod: http://forum.kerbalspaceprogram.com/threads/43839-0-22-KSP-Interstellar-%28Science-Integration-Heat-Mechanics%29-Version-0-7-4-%28Beta%29. Besides it's engines, it's not OP.Anyway: Even without such a mod, there is a _lot_ of science out there. So it is nearly impossible to run out of science. (Hint: Lift heavy nuclear engines/big fueltanks only once in the Orbit and re-use them for your interplanetar travel. Do the refueling with kethane/cheap fueltankers that can land their expensive parts back on kerbin -> recyling ftw.)
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Hi there, i would like to suggest to add a possibility into the "translatron" to limit the angle that a ship can take away from "upwards". It would be nice if it can be implemented like the "force roll" thing: A checkbox for activation, and a field to enter the value. Maybe prefilled with a suitable preset (20°). Without it, mechjeb crashs nearly all slow-turning vessels that has some horizontal velocity and are near the ground. (Depending how slow turning the vessel is, "near" can be very relative)
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Hi there, i've tryed to add a battery option to the tanks by adding the following to the TankTypes.cfg: TANK { name = ElectricCharge utilization = 2438 mass = 0.05 amount = full maxAmount = 0.0 } But it don't work (i used the HSP-S-1 in this example): - the preview in the action-group setting for ElectricCharge shows a mass of 498.5 tons for 9971 possible ElectricCharge - but the mass is not added to the tank on the launchpad. - if i enter 100 ElectricCharge to the tank in the settings, i get 10000 ElectricCharge on the launchpad. How can i fix this?
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Jasmir replied to Majiir's topic in KSP1 Mod Releases
Simply, because there are many glitches in association with "water" in KSP. No real, good working boat parts. No possibility to build pipelines. The game may freak out if you get deeper then 200 meters and so on. How exactly can i do that? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Jasmir replied to Majiir's topic in KSP1 Mod Releases
Hi there, i've a gameplay question: Since the generator managed to put nearly _all_ Kethane-Deposits under water on laythe, i want to change that: Preferred way: A new random Deposit-run, but only for Laythe. How do i make that? 2nd choice: How can i move a Deposit to a explicit location? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Hi fractal, with the plasma-thrusters (and your own ressource-manager) the Mechjeb-autoprediction when to start burn don't work. I think, it's because of the reactor-shutdown when the throttle is reduced, so that mechjeb get the last (and very low) max-thrust. Is there a way to work around this? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
This!Or: The gas-core nuclear reactor gets a lower minPower-Rate as the same absolute MinPower of the not upgraded version. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Hi Fractal, is there a chance to use the "solid core" nuclear reactor even after invetion the gas-core one on new vessels? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jasmir replied to Starwaster's topic in KSP1 Mod Releases
Yes, after clicking "Launch" in the VAB a chute burned up in the moment the physic kicks in.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Jasmir replied to Starwaster's topic in KSP1 Mod Releases
The "burned due overheat" on Launchpad-bug is still there...- 5,917 replies
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
I'd like also express a wish: After consuming all UF6/DUF6 it should be possible to refill the reactors. It can be complicated and need heavy lifting. But making a really heavy reactor exchangeable and _not_wobbeling_ pushs the partcount into heaven, and that means laggy which means frustrating. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
I think, i've found a issue: The 3.75m Reactors (upgraded) produce more DUF6 than consume UF6. I thought it should be the other way around: Using more UF6 than producing DUF6, so a fill up becomes necessary? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Maybe a dumb question: How did i see the science that was generated by the Labs, and how can i transfer it to the Spacecenter? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
My thougts: You need a decent force to bring these tanks to a "safe" distance. Let's talk about 100m/s^2 for at least 10 seconds. I'll don't know, if "some separatrons" are the right way to handle this issue. And if you do it in the right way, the AM-Reactor should go the same way if something went wrong.But i also would like to see a more "plugable" AM-Tank & Nuclear Reactor. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Ok, would it be a easy solution simply increase the intake storage capacity? I don't know, but is it possible to put the whole Intake -> scoop ( maybe -> sciencelab) chain also on rails? You know, there can be no "on rails" timewarp in the atmosphere if the vessel is moving. So _if_ the vessel is in "on rails" timewarp, the atmospheric precondition will never change during timewarp. So there is no nees to "simulate" something, but simply multiply the "raw rate" with the timewarp-factor.I don't know, if this is possible. That would be very great. And when it also works in "not focused mode", this would be much greater -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Here is the thing that allows (and need) non-physical timewarp during refuelling: I'll want to use this, to refuel my EVE SSTO with argon(Atmospheric Intake + Atmosspheric Scoop) and liquid fuel(kethane). Due the very slow flow of argon, i'll need "on rails" timewarp to fill 2 large argontanks. Yeah! I fully support this product! -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
Hi Fractal_UK, i think i found a issue: Using the Atmospheric Intake + Atmosspheric Scoop to get stuff out of the Atmosphere (in this case Argon from Eve) isn't Timewarp-save. 5x Timewarp still works (at a slower rate), if i go higher, the flow in the sccop goes down to 0. The "Intake Atmossphere" stay on all timewarps at the same value. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Jasmir replied to Fractal_UK's topic in KSP1 Mod Releases
I think a little bit different:The resources should be harmonize as possible. In a manner, that all uses the same raw material, all uses the same intermediates and all uses the same end-products. (Of course, all uses the same waste). Without that kind of coordination, every mod using a non-stock resource is a "unique snowflake" and not really combinable with each other. (Look at "Ioncross Crew Support" and "TAC Life Support" to see how things can be run bad). I'd also think, even some "recipes" should be harmonized, like "water can be splittet into 1 Liquidfuel and 2 Oxidizer"...