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Makeone

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Everything posted by Makeone

  1. I know right. Here is the issue, someone who wrote the MM-patches for stock Ion engine and Nerteas engines, made a bloober of some sort. Also, while in the subject, who's smart idea was to make ion engines use MejaJoules instead of EC? Now tiny reactor wont able to power small ion probe, and that...isn't fun.
  2. Greetings. Is it just me, or is someone made a mistake on spelling again, my stock Ion Engine reads that it requires megajoules and Xenon Gas as fuel. All fueltanks, including those that comes with KSPI-E, reads XenonGas. I think that engines still work, but KER doesn't calculate their dV, which is bit of a pain, really. I though that we rid from this weird resource naming thing, when pretty much all modders started to support CRP?
  3. Has anyone tried to make RT configs to Ven's new dishes? It would be nice to see maybe 200Mm antenna there... (Playing 4x HSS Career, 90Mm antenna isn't enough to Minmus... )
  4. Hi Zodius When i download the v02, i get a 3 Mb file that has like three parts in it? Should i just use older pack that i might have? Also, great parts mr. Infuser EDIT: Right, i am dumb. They were under the probe-folder...my bad
  5. Nertea, just FYI, your dropbox link goes to old version of the CryoEngines.
  6. So, what was the Isp with AM+Thermal nozzle before 'nerfs'? I can't recall, and to be honest, i didn't use them that much... The thing that makes me bit sad is the nerf of upgraded Fusion(D/T)+Thermal engines have lost a loads of Isp, probably for same reason. I recalled that they had like 3-4k Isp with LFO. And now it is 'only' 1700-ish.
  7. Any idea if Duna's atmospheric scaling has been still kept same as stock, ie. 5,000m? I mean, the planet feels bigger, but still, in order to get aerocapture, we have do go to 12km or so to get there? I am wondering if increasing the scale height would solve the problem, maybe get the atmosphere up to say, 70-80km? Isn't Duna almost similar size than kerbin anyway?
  8. How much problem is there with B9 5.2.1 and TweakScale in same install as Interstellar Lite uses TweakScale for most if not all of its parts?
  9. Yes you can. Although, technically they extract uranium (or thorium) and refine it to UF4 (or ThF4).
  10. I wonder if the atmosphere could be bit higher, it seems bit 'low', if compared to normal RSS, and yes, i realize that this is Kerbin that has unreal atmosphere height (1/10th would be like 18-20km in stock...). But anyway, a 120km atmo limit could work, i think... Otherwise it is really challenging variation, especially when played with mainly stock without realism overhaul. Obviously, 120km atmo would kill all remaining orbit contracts, even those that go above 91km...
  11. I have also noticed that spiking, but no major problems, though. My Dres ship was also powered by fusion, although powering thermal rocket. Only problem was that my lander couldn't dock back to the pusher tug as middlepart containing scansat satellite and impactor probe was sort of jammed on its position, oh well...
  12. You do realize that optimal return from Mars doesn't happen right after you have arrived there, do you? I think there was a pictoral of an mars mission on RSS threads starting post and if i recall correctly, return window is from 300(!) days from arrival, and it takes 100 days minium to get there. And if you send manned flight to Mars, then landing should be a thing, why bother else. Sure, you can aerobrake there, but even after that, there is still 2-2,5km/s speed left that is very difficult to reduce fast enough by any current means... Oh well, better stay stock space, trying to get those outer planets is bit too daunting for me, one reason being that even how accurate burn one makes from Earth orbit, game will turn it wonky approach to target and any burn to change the approach any better costs fortunes, ion power would probably be most recommended, but getting that and nuclear stuff open...ugh.
  13. Semmel, without quoting your longish post of how you feel the RPL is working, but i think that one point needs bit thinking of: Science Jr. and Mystery(Sic!) Goo, although in stock gameplay, best result it received when they are returned back to kerbin..or more precisely, just the 'result' is returned (works better on deadly re-entry). But that is because distances are reasonable because of stock game. BUT however, on RSS, distances are huge and any trip longer than moon, will take ages. I would like to see you returning 3 or more if them examples from, say Duna/Mars, back to Kerbin/Earth? How much more dV you would need, not to mention of returning them examples safely to planets surface, care do show? Oh, and don't use too high level tech as without them, they would be VERY difficult to reach. To be short, your suggestion would ruin whole RPL.
  14. I had that same problem a while back, then i realized that the moduleRCSFX is really needed as most RCS blocks uses it rather than stock behavior. There should be link either in top two posts here or in Realism Overhaul threads top posts.
  15. Nuclear rocket engines burn usually just one liquid fuel type, like specified. Hydrogen gives best Isp but requires HUGE tanks to get any decent dV. LiquidMethane gives slightly weaker Isp but doesn't require so huge tanks and is not cryogenic, i.e. it doesn't boil of over time like LH2. Option is an (O) or orbital engine that used hypergolic fuel mixture and hence gives best dV although not so great Isp (usually around 320-350), the second fuel mixture could be a error in configs and probably belongs to...Nathans work as it is his 'baby', the RftS engine pack, that is
  16. If people are struggling to launch to the moon, one way to do it, with help from MJ, is to choose Moon as a target and use target orbit info and/or target intercept window (can't remember correct name right now), it will show the relative inclination to the target. Roughly once per earth day, it goes down to 0.25 degrees and that is moment to launch. Moons orbital plane is useful also for interplanetary launches, as it is roughly similar plane for rest of the system.
  17. Few observations of RtfS engines. 1) Why, oh why LR-46/-46x2 are scales so BIG, they are bigger than J7R and LR-59R (hopefully i got them right). While those engines mentioned first have still they appealing thrust. I mean, they were bit too small as original size (1.25m) 2) Where did LR-21 go? It was pretty useful low engine. 3) I seem to have a white engine that comes in TL0 i think, missing texture? 4) 1700KN engine at TL0?? Really? 5) Quad engines (and some others) are not very useful with KM_gimball, actually, they are completely horrified. It is better to use 5x some similar 1/5th powered engine and disable gimbal from center one (Saturn V style). Also, for a while, i managed to my rockets with KM_gimbal to orbit withing reason, but then, they just started to brake up, i pretty much lost my nerves and quickly removed the KM plugin in order to fly them rockets again. TBH, i don't know what happened with them, i wonder if my second stage is too short, for some reason, i liked them 'stubby' rockets instead of flying skyscrpers á la Saturn V... Does the length of the rocket have something to do with stability? And if something RSS et all would need, is more engines WITHOUT thrustplates, as they tend to be quite big and make placing multiple engines difficult, but otherwise things are...as good as they can be, i suppose.
  18. There is the new RCS module, called moduleRCSFX by Iadal... (something, sorry about that, lol) that enables more complex RCS systems than stock system. I recall that Nertea (NFPP fame) was planning to a electrical RCS system, so QV RCS should be possible. And just for correction, Vista engines shoots neutrons out of its tailpipe, hence the great danger to everything living.
  19. Do you have generator on the stack, opposed to the rocket nozzle? And I would recommend to use charged particle generator, it will provide power for the reactor laser systems and rest of the craft as well.
  20. Why do use kerbin days (6h) on RSS where days are 24h, you know you can change that in the settings from main menu? And what comes to SCANsat, i wonder where the biome scanner has been 'hidden', three others are open already, hmmm...
  21. I'll take that back, i apparently forget to copy another folder that is needed by the KSPI. It works as it should be.
  22. Right click on the engine and you should able to see a line that tells min throttle, if it is 100%, there is no throttle control, other than shutdown. Most orbital engines (with O in RftS configs) have some throttling, not much, but more you advance on the tech tree (RPL hopefully), more there will be throttle control, but never as much as stock engines in 'normal' size game. Well, someone mentioned Real Engines, so not sure how that sorts engines, or do they use same rules? And, is there some sort of fix for KSP Interstellar when used in RSS+RO+RPL+RftS combination. It seems that it doesn't work, all engines run on stock fuels and 500KN thrust with 1000 Isp altho it should depend of the reactor and it upgrade state and so on.
  23. My normal size(Sic!) game crashes mostly on those scene changes, ie. from VAB/SPH to launch state, so not much testing. I hate to think, but i believe it is the Interstellar mod that causes them crashes, partially to with those resource managers and also something else, like those hangs when you try to place radiators to your ship with reactor(s). Another thing is, that Interstellar isn't working on RSS installation. All reactors coupled to thermal rocket nozzle have 500KN thrust and 1000 Isp and only consume stock Liquid fuel and Oxidizer. No EC production either as there is no megajoules. Also reactors and some other parts have that 'old' crowing out of icon problem. I wonder if there was some fix for RSS or can i pretty much scrap that 'testing'...
  24. I think that i used upgraded 2.5m fusion reactor as powerplant for my EVE rescue vessel. It was an SSTO, but not a plane, more rocket like design. It had four large B9 intakes with intercoolers and it worked nicely, got pretty high on atmosphere before had to switch to fuel burning mode.
  25. I think you mean dromoman-pack? It still works...more or less, although it needs some changes to its config files and needs Infernal Robotics obviously. Also, will future B9 release only have the HL cockpit or also those crew 'tanks'/hull sections?
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