Yaivenov
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Everything posted by Yaivenov
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A thought: What about a manual throttle limiter for reactors? There are times when I want a small fission reactor to run as long as possible, such as when it's just providing start up power for a fusion reactor or keeping an antimatter bottle charged. It'd be nice if we could adjust the "control rods" to keep the reactor at a permanent 30% output instead of letting it throttle up automatically.
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Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Yaivenov replied to qfeys's topic in KSP1 Mod Releases
Is there any definitive word on whether this mod functions correctly when trying to control Interstellar's variable thrust engines? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Yaivenov replied to ferram4's topic in KSP1 Mod Releases
Thank you both. This should help immensely. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Yaivenov replied to ferram4's topic in KSP1 Mod Releases
Sorry if it's a repeat question, but is there a fix for mechjeb's atmospheric drag delta-V calculations? After installing NEAR mechjeb keeps grossly underestimating the deceleration and thus borking my attempts at efficient aerobraking and aerocapture or even making accurate landings on atmospheric bodies. -
(WIP) (Big Images!) Genoyian Star System!
Yaivenov replied to uxuser's topic in KSP1 Mod Development
Does the stellar gas blow off from the star create a constant drag on spacecraft? -
Alright, I just tweaked the antimatter tanks and resource value. Set the resource value to 4800 in the resourcesnuclear config, and then change the "cost =" value (NOT the entryCost) to... 1.25m = 48020000 2.5m = 384040000 3.75m = 1296060000 Costs were simply derived from amount * resource cost + desired actual cost. The display price in the parts inventory is still skewed showing the above numbers but when I attach them to my vehicle their actual intended cost is computed into the total vehicle cost instead, which is 20k/40k/60k respectively. The change in the resource cost was a rounding to make the results easier to handle. I never used the microgram AM bottle so I didn't bother to tweak that. Someone else is welcome to if they like. P.S. Renaming the folding warp drives fixed my other bug earlier, it turns out that the 1.25m version was working because it already had a unique name compared to the other two sizes.
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Of course. I'm not a coder sadly, so it's just a concept I'm writing up. It encompasses aspects of starsystems, interstellar, remotetech, your blackhole bit and possibly others.
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This particular blackhole wormhole idea is intriguing, do you mind if I include it in a stellar exploration concept I'm working on?
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So I think I narrowed down my problem with the AM collectors. I launched a bunch of test vehicles with different configurations. It seems that when you have a collector nested with another part (like say, a small reactor and generator due to your space plane being size constricted) it borks whatever code. The AM collectors appear to be working, but no AM gets deposited. Alternately I've had radiators and/or reactors that were part clipped also ceased functioning seemingly randomly. Having the AM collect enmeshed in the Mk-2 space plane body did not seem to interfere with function, only when you had other active parts nested together with the collectors. I just added the technode line of code to their files pulled from the other warp engines. It's probably rather kludge but it seems to work for the time being. It would be outstanding if whatever issues were worked out and the folding drives were included in Interstellar. Basically a must-have if you want an FTL space plane that doesn't look like a guppy.
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63 centimeters is 0.63m, 63 decimeters is 6.3m. P.S. Go with the 1/10c value, might as well stay consistent to the current game physics.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Yaivenov replied to medsouz's topic in KSP1 Mod Development
That is not my experience. Typically the panels are producing 2-5% at Eeloo/Jool distances from the sun compared to their nominal Kerbin orbit output. In this instance while testing StarSystems the panels were putting out 95% of nominal at Eeloo/Jool with very little change despite huge solar altitude changes. -
Hmm, perhaps a quality modifier could be added? When you start your available parts are beat up, dented, scratched, rusted, etc. and as you progress through the tech the parts are slowly refined, so a tier 1 engine at the very beginning would look like scavenged junk, but the same tier 1 engine late game would be pristine and polished. This could also be tied in with a state-of-the-art modifier that gives small improvement to the thrust and isp of the available engines up and down the line. For instance the LV-T45 might see a 3% increase in it's vacuum ISP after you research optimal engine nozzle length versus throat diameter ratios.
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You have my attention.
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Probably. Just tried a few max size (manual setting) realchute radials and the increased drag stats seemed to work just fine (successfully returned an SLS engine and a pair of the largest 3.75m fuel tanks). I guess I'll just suck it up for the time being and setup realchutes for my stage recovery. Sorry to bother you.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Yaivenov replied to medsouz's topic in KSP1 Mod Development
@medsouz: Thanks for picking this mod back up and working on it, its just the sort of thing I was looking for to expand my Interstellar career (what's the point of an alcubierre drive if you don't have anywhere to go, right?) I've noted the very first hurdle and I'm hoping you could help me with it. The current problem: Solar panel power scaling. I noted that my a ship I had at eeloo was generating (from solar panels) the same amount of energy that it should have been making while in Kerbin orbit. I flew the ship from Eeloo to Dres taking a very low perihelion route to see what the power levels would do and they seemed to remain more or less constant the entire trip. I'm not sure how the current code is setup so I'm not sure what help I can give other than pointing these things out as I find them. What sort of solar power arrangement is intended with StarSystems? ie. are solar panels supposed to change their point of aim based on which systems SOI it is currently in? Are panels supposed to be completely non-functional when outside of a solar system's SOI? -
I'm giving StarSystems a quick spin on my client. The very first thing I noted is that solar power is skewed. My craft at Eeloo was gerating Kerbin-altitude amounts of electrical power from the solar panels with a commensurate amount of wasteheat generation. ETA: Just took that Eeloo craft through a transit to Dres. Solar power remained more or less constant through out the vast Kerbol-altitude changes. I guess fixing solar power sourcing and ranging (since the sun is no longer the center of the Kerbal universe) will be the first hurdle if I want an expanded interstellar region. ETA2: Another quick question, is anti-matter supposed to be selling for so much money? I recovered about 500mg from a spacecraft and it ended up giving me a few billion credits. While I like the idea of a late game money maker in order to free you from the constraints of the contract system this kind of monetary return seems gamebreakingly OP. *shrug* Just my opinion of course but I rather liked the economy constraint imposed by career mode as it made me keep efficiency and thrift in mind when building space craft and rockets, and not just slap together the biggest do-everything ship possible and strapping on Moar Boosters! until it manages to make LKO.
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It's while in flight dumping booster stages during launch. Since I kind of have to keep flying my rocket I can't focus on the discarded stage all the way through their descent. I already use realchute for most needs, I just tweaked the stock radial chute because I wanted an easily/quickly installed stage recovery part. I'll try a few launches with max-size realchute radials installed and see how that fairs.