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TeeGee
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Everything posted by TeeGee
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Yeah I get to Mach 1.5 on a single engine on my planes before I switch to closed cycle. Maybe I should try using 2 rapiers and see what happens. Just out of curiosity what is the max thrust and ceiling height of these engines?
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Awesome!!!!
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WOW! Where did THIS mod come from?? Good call my friend! I will be keeping an eye on this! Yeah I know that Kerolox is lower specific impulse fuel BUT as a thrust per fuel VOLUME it is better than Hydrolox. Hydrolox requires MUCH larger tanks due to its lower density than kerosene, so that means we need huge tanks to get the full benefit of the higher isp. When I first installed real fuels and used stockalike config, I created a rocket using hydrolox because I saw the HUGE isp boost it gave over kerosene based fuels. SO I launched it and couldn't even make it to orbit apoapsis. So I kept increasing the tank size over and over again until I finally reached orbit. The tanks was HUGE! Then I tried using kerosene based fuels, my rockets were SOOOOO much smaller and I could reach orbit much easier. Funny how NASA uses LOX and Russia uses KOX and I prefer the KOX fuels due to the advantage of having smaller rockets with higher delta v. Now I understand why the orange tank on the shuttle was sooo massive..
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Right but the delta v required to reach orbit in RSS is MUCH higher. Kerbal with the mods I have installed tries to balance realistic aerodynamics, engine stats, fuels and other things into a game that has much smaller planet. I want more of a realistic challenge. I can no longer put a single seat control chair on a single tank of fuel attached to a LV-N and reach duna in 1 go. Even if I have enough delta V. I have to worry about food, water, air, co2, reentry heat, aerobraking in aerodynamic craft etc. In my stock KSP, even though I love it sooo much, I found the game started taking me in a far more unrealistic avenue such as using turbojets as payload lifters into orbit and spaceplanes that could carry 9 kerbals into space using the most unaerodynamic plane in the world. I have a problem when games become too gamey and sacrifice realism for fun. To me, realism = fun. That's why I keep modding my games after I've gone "too far" in vanilla KSP. As soon as I used FAR, I needed to use an engine nerfing mod because getting into space become ridiculously easy due to kerbins small size. The I started using life support and engine ignitors etc. all because I wanted to be IMMERSED in the game. Realism to me = immersion. The more I played the game according to the rules I dictated, the more fun I had. The ONLY problem I had with the game, until this mod came out, was the airbreathing engines. Now that has been fixed and my game is almost perfect. The only issues I have is nerfing the rapier to using liquid H2/liquid O2 ONLY AND to add atmosphere sound enhancement properties to rapier and the new NASA engines. RSS is a mod I've used before and I found it to be too buggy and stretches the fantasy of kerbinland to the breaking point. Why is Kerbin the size of the Earth? Why does it have to be exactly like human rocket engines etc. I bought this game to be immersed in Kerbal space exploration, not humans posing as kerbals pretending to not be earth aerospace engineering. Remember I want to be immersed in KERBAL space program, not NASA disguised as Kerbal space program.
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Yeah I've used RSS before then, I didn't find it fun because it was basically aerospace engineering for planet earth. I like the kerbal world a bit better.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
With regards to engine ignitor, how do we increase the number of times an engine can ignite using the electric ignitor? There isn't a part to increase the number of times so I assume we need to go into the config files to change it manually. -
What is RSS? I'm using real fuels and according to that mod I can use either kerosene OR liquid h2/liquid o2 as fuel for the rapier.
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Jet engines are way overpowered
TeeGee replied to rkman's topic in KSP1 Suggestions & Development Discussion
Cmon guys the problem isn't the stats or the thrust, it's the fact that we can operate these jets at ridiculous altitudes at stupid temperatures. Jets LOSE thrust RAPIDLY when air gets thinner, while these jets can continue operating at super high levels in comparison to air thickness on Kerbal You CANNOT reach mach 5 in kerbal's soupy lower atmosphere. When our planes reach 15 km the turbojet goes into overdrive pushing our craft into well over Mach and CONTINUES to do so the higher we get. YES the thrust does decrease BUT AT VERY VERY SLOW AMOUNTS per km vertical altitude gained. The second point is, turbojets require fans in their engine nacelle. The fans MELT at high temperatures, like the kind we find at higher Mach speeds. Simply put, the engines both LOSE thrust at higher altidues regardless of air intakes AND the turbofan blades MELT because the speed to waaaay too high to tolerate. The HOTTER the air, the harder airbreathing engines have in turning that superheated air into meaningful thrust because engine parts start turning to goo. How can we balance these jet engines in stock ksp? 1) Have intake air INDEPENDENT on the number of ram intake/circular intakes we put on our craft 2) Heating needs to be applied to engines 3) Engines should lose thrust dramatically at higher than max ceiling height levels. Stock KSP will be rebalanced to nerf these engines before its release because as of right now, they render EVERY other engine in the game USELESS in space travel. I've gotten 200+ tons of payload INTO ORBIT via SSTO's using ONLY turbojet engines as boosters. It's ridiculous and I agree that needs to change. -
Hmmm. I made my first ssto with this new update, but it seems too easy still. I get up to Mach 1.5, switch to rockets and burn all the way up to 80 km apoapsis. Is the ISP correct with kerosene/liquid oxygen fuel? It seems too good for me... or maybe remove the kerosene/iquid oxygen fuel altogether and force players to use liquid hydrogen/liquid oxygen instead. The SABRE engines use the latter fuel and we know the ISP of those engines. That way we as players are forced to build larger craft to account for the lower density liquid hydrogen requiring higher volume tanks.
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Also apparently the download link you've posted is malicious. Chrome prevents me from trying to download it.
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Jet engines are way overpowered
TeeGee replied to rkman's topic in KSP1 Suggestions & Development Discussion
Try using Advanced Jet Engines mod to destroy the turbojet overpowered stats and make it function faaaaaar more realistically. Getting a spacecraft/plane into orbit via SSTO using turbojets is impossible, not without switching to a rocket at lower (much lower) altitudes regardless of intake number. Turbojets can only max out at mach 4.5 at 13000 meters (with FAR), and faster than that the compressor and fans burn up and the engine explodes unless you turn it off. I LOVE AJE as it forces me to use rockets as opposed to using jets to get all my spacecraft into orbit. -
Cool video I found, I hope you guys enjoy it! http://www.universetoday.com/103988/the-soyuz-rocket-and-launch-sequence-explained/
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Thanks to your efforts, I was finally able to build my 3 kerbal spacecraft! -
SOLVED on stockalikes forum! THANKS FOR YOUR HELP!! I truly appreciated you taking the time to help me solve this problem!!
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
SOLVED! Well done my friend!!! Thanks SOOOOO much! -
Like this?
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Yeah I already applied that update, it didnt work.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
In case you wanted my output log: https://www.dropbox.com/s/zxxvt2572ajuwmk/output_log%28without%20tweakable%29.txt -
Removed tweakable: https://www.dropbox.com/s/zxxvt2572ajuwmk/output_log%28without%20tweakable%29.txt I don't think it's real fuels per se, it might be a conflict with something else though.
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No this problem occured when I did a fresh install without Tweakable everything. I just reinstalled it because it wasn't the problem. When I installed stockalike with real fuels is when it started.
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https://www.dropbox.com/s/0r5uyyr61iqt5nq/output_log.txt
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It's too big for pastebin. Where else can I post the output log?
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Nope, didn't work. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Ok Ill try! Thanks for your help! Ill let you know if it's fixed. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Sorry, it IS stockalike. I started vanilla KSP, put in each mod 1 by one by priority and started game to see if problem happened, and reached yours and there it was. As SOON as I put in your file into the Real Fuels folder, the SRB problem was there. Here is the mod list I have to check compatibility issues: Atmospheric sound enhancment FAR Chatterer DistantObjects KerbQuake Real Fuels Kerbal Alarm clock Module Manager 2.1.5 Those are the ONLY other mods I installed before getting to yours. SRB's also firing from the sides in VAB.