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leops1984

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Everything posted by leops1984

  1. I genuinely have no idea. Maybe Modular Fuel Tanks if you're using that?
  2. // 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.
  3. I've been trying to figure that out myself. The quantities are easy enough, it's the dry masses I can't figure out...
  4. Just a heads-up: upgrading via CKAN leads to a wildly incomplete install (the DeployableEngines and CryoTanks folders aren't included). EDIT: Also, procedural tanks still have the old ratio.
  5. After some troubleshooting I found the mod that caused the behavior when installed: Modular Fuel Tanks. Which makes no sense whatsoever.
  6. 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...
  7. 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?
  8. 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?
  9. 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?
  10. 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.
  11. Yes. Just copy over the entire KSP folder to somewhere else and it'll run fine.
  12. IIRC correctly all the flames have expanded a bit since the start. My tweaks have always been aimed at making them much more... dramatic.
  13. 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.
  14. 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...
  15. There's a configuration file that can do it. It's somewhere in this thread, but when I get home I'll post it for you.
  16. I'm actually working on some improvements for the upper-stage engines as well... I think what I have looks better than the original ones, but I have no idea if they're realistic in any way. Let me try and tweak them some more before I post them. I've tried hard to look for any pictures or diagrams of what the plume from a real-life upper stage should be, but I haven't found any. Does anyone have any suggestions for that?
  17. I think I have the settings for first-stage engines down pretty well... the current test now includes the 3.75m four-nozzle KW engine as well. http://pastebin.com/TTgH7cDj (No gallery since it's pretty similar to the 2.5m I posted earlier, except scaled up) Now I'm going to see what I can do about the upper stage engines... I'll check back in later when I have some good results.
  18. I honestly can't give you an answer on that. I suggest asking in the Smokescreen thread, since that's the plugin that powers HotRockets. I suspect any limitations would be on that end.
  19. There is actually one exception to this... if any of the engines are modeled as liquid hydrogen/oxygen engines (I don't know if any are right now), there can be a bit of a gap. http://space.stackexchange.com/questions/2017/why-do-the-exhaust-flames-from-cryogenic-stage-engines-appear-to-be-separated-fr http://space.stackexchange.com/questions/7751/are-rocket-exhaust-flames-ever-opaque
  20. I would ask in the ModuleManager thread if there's a way to target specific parts without using wildcards. Right now, the best "workaround" would be a separate configuration file with each engine having its own section, but that gets tiring quickly even if the exact same configuration is used. Some of that is a limitation of the KWflamesmall animation... it gets faint real quick. KWflamelarge seems to work a bit better, though. I expanded my experiments to the Griffon G8D (four-nozzle 2.5m KW engine). It's a relatively "heavy" load (the NRAP payload is set to 15 tons). The last picture is just over 15km in altitude, first stage separation was soon after that. (For comparison, the first test I posted went up to around 30km). The configuration is below (it also tweaks the Wildcat configuration a bit too). Akira_R, if you're doing something like this already, I don't want to step on your toes - you're welcome to use what I have. They're more tinkering/experiments than anything else. http://pastebin.com/XYSPxDHS
  21. Recently NathanKell posted a gallery which had some fairly impressive rocket plume expansion. So... I decided to go back and see if the same effects could be done without Realism Overhaul. So based on the configurations in RO and Akira_R's existing configurations I put the following configuration together: http://pastebin.com/BJKPiDZv The test engine is the KW Rocketry 1.25m Wildcat V (since that's what my launch vehicle uses). And these are the results: I'm trying to go for a semi-realistic look here... I'm of mixed minds if this is better/more realistic than the existing configurations by Akira_R. Suggestions are welcome.
  22. Yes, that's what I meant. Some of the stock adapters are pretty low profile as well.
  23. Simple request: right now there aren't any good structural adapters for the spaceplane parts to use them with regular cylindrical sizes. It would be really useful to have structural adapters so they can be used with 2.5m and 3.75 m parts. There are existing adapters, but they're very much on the large side and are fuel tanks. If there's a mod that would do this (or already does), it would be highly appreciated.
  24. As much as possible, I try to clean up my space debris - I will deorbit lifter stages with an attached probe, etcetera. However, I use the debris tab instead as a storage place for "decomissioned" satellites (i.e, those I have no more use for).
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