leops1984
Members-
Posts
104 -
Joined
-
Last visited
Reputation
17 GoodProfile Information
-
About me
Rocketry Enthusiast
-
// Cryo configuration for Procedural tanks @PART[procedural*Liquid]:NEEDS[CryoEngines] { MODULE { name = ModuleCryoTank FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } @MODULE[TankContentSwitcher] { TANK_TYPE_OPTION { name = LqdHydrogen dryDensity = 0.04346 costMultiplier = 0.035 RESOURCE { name = LqdHydrogen unitsPerT = 40000 } } TANK_TYPE_OPTION { name = LqdHydrogen+Oxidizer dryDensity = 0.069535 costMultiplier = 0.785 RESOURCE { name = LqdHydrogen unitsPerT = 15000 } RESOURCE { name = Oxidizer unitsPerT = 1000 } } } } Here's a configuration file for people to tryout and see how it works. I've adjusted the masses and volume so it should be close, but I have NOT adjusted the costs at all.
-
Newbie question about this mod: by design does it really use less oxidizer when operating in a vacuum? I was using these engines to build a Delta IV-like rocket, but then I noticed all the excess Oxidizer when I dumped the first stage. EDIT: Never mind, it's not doing it on my only-cryo test setup. I will have to troubleshoot...
-
Question: is MFT supposed to affect launch towers/clamps? I was trying to figure out why the stock launch clamps were successfully pumping fuel into tanks when the FASA towers were not, and I found that one of the Module Manager files for MFT includes this: So two questions - am I correct that if I want to get any tower/clamp working to resupply resources with MFT installed I need to add a similar MM configuration file, and is there a way to make the pump be on all the time instead of being triggered manually?
-
[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
leops1984 replied to Athlonic's topic in KSP1 Mod Releases
Question: if someone is willing to invest the effort in creating a new sound pack, can it be done by making a new folder in the Sounds folder with the right file names, or does support have to be written into the addon by the mod author? -
I've started getting a weird issue with CKAN. This error message pops up when I click the "Add available updates" button: The error message mentions the SDHI SMS mod, which I did have installed manually. However, I removed the mod folder from my GameData folder, and it's still happening. This just started happening today, wasn't a problem the last time I ran CKAN (a few days ago). Help?
-
"Bottoms Up" Rocket Construction - Anyone else do this?
leops1984 replied to Goddess Bhavani's topic in KSP1 Discussion
I build my lifters and payloads independently. I have lifters of various sizes and capabilities saved as separate .craft files. I build the payload, then figure out which lifter I need. I transfer the payload over as a subassembly. Try changing the root part to something in your payload - when I have similar issues that's usually it. -
Having .91 and 1.0 installed.
leops1984 replied to areutheman's topic in KSP1 Gameplay Questions and Tutorials
Yes. Just copy over the entire KSP folder to somewhere else and it'll run fine. -
HotRockets! Particle FX Replacement + Tutorial
leops1984 replied to Nazari1382's topic in KSP1 Mod Development
IIRC correctly all the flames have expanded a bit since the start. My tweaks have always been aimed at making them much more... dramatic. -
HotRockets! Particle FX Replacement + Tutorial
leops1984 replied to Nazari1382's topic in KSP1 Mod Development
D'oh. Didn't realize that. -
HotRockets! Particle FX Replacement + Tutorial
leops1984 replied to Nazari1382's topic in KSP1 Mod Development
Oops. Didn't realize that. Not yet, as far as I know... once I get a good handle on upper-stage engines I may do that as an experiment next. -
I love this idea. I too, like the FASA towers, but I would like to see ones with a different aesthetic. I rather like the following ones myself: - - - Updated - - - I've always wondered if given that we have upgradable launchpads now with Career Mode, if it's possible to do a mod that modifies the pad itself...