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Nertea

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Everything posted by Nertea

  1. Thanks for the analysis. It's really great to have someone looking over this, as I totally don't have time to both develop and look at ramifications. I don't mind changing the mix ratio, that seems like it might solve a problem. As long as it's part of this exhaustive rebalance and redo, it should be okay to mess with things.
  2. @Fraz86, maybe let me try another approach to communicate what I mean: In a hypothetical scenario with an LFO engine and a LH2O with identical Isp, with the same fuel mass, I want the LH2O setup to perform 10% worse with lifting tanks. How do I achieve that?
  3. By 10% I mean that if a LFO tanks has for example 10t of fuel and 1t of dry mass, a LH2O tank might have something like 1.1t dry mass. I'm pretty happy with the Lh2 volumetric ratio right now. I don't see much need in changing it with the proposed changes to dry mass. And the electrical requirements should probably not be enough to add a huge amount of dry mass. Just some.
  4. As I mentioned, this is mostly a functionality test. The numbers I used are just testing afterthoughts. I'm more interested in stuff that broke, because I feel like a boiloff plugin has to be very robust if I'm going to take people's fuel away . Really? Did I forget to include BDAnimationModules in the download? Boiloff won't be linked to temperature until post-1.1 if at all, to wait for more improvements we get to the thermal system. Things are too unstable at high warp. As to volume, it is percentage-based so it's always linked to volume. It will take about the same amount of time for a tiny tank to boil off 100% of its fuel as it will for the biggest tank. Now this is a bug I do have to look into! Yay! Yeah that's rather a bug. It should be currently 0.25 EC/s per 1000 u of tank capacity, so it's not being applied properly. a "goal" for this is that the largest 3.75m ZBO tank should need about 10 Ec/s for refrigeration. That probably translates to an effective rate of 0.1 EC/s/1000u. Yeah it probably should go up. I do. I thought I had added them (at least I changed the dry mass in the patch, I thought). In my view, there should be a small penalty for LH2 in general for lifer tanks (maybe 10% more dry mass than LFO), and maybe a 20-30% for ZBO tanks. It should be pointed out that adding EC usage to ZBO tanks does effectively increase dry mass as well. *grimaces* I don't know how I want that to function at the moment. I know how I want it to function with NFElectrical installed, because part of the backend for NF engines includes bimodal ntr support. However a simple ModuleGenerator is a bit too simple for this. It is commented out in the current build, but should happen in a crude way (catchup on loading that vessel). I stated earlier that EC use was happening. That's probably a good idea to add in. Better to lose some fuel thank control of your craft.
  5. A little hacky, put probably. Not hard to test, at any rate.
  6. Forgot to clean up all the dependency exports I guess. It's harmless but you can delete them if you really want to. Source is in the same place as always: https://github.com/ChrisAdderley/
  7. Initial very rough test, mostly provided for tests of the way the framework interacts. All balance numbers are very not final, and I do appreciate input. I put about 5 minutes of thought into everything. Contains technically 3 testable subsets, CryoEngines (mostly unchanged from release version), CryoTanks (contains fuel switch patches, foil tanks) and KerbalAtomics (contains NTR patches). https://www.dropbox.com/s/85m8zr9225uqquh/CryoStuff_X1.zip?dl=0
  8. I'll look into that some more, but I don't know if it's possible. I had some success with quickly toggling IVA mode to reset the transform.
  9. Please note: I find I'm losing track of bugs that I've fixed and bugs for most of my mods (too many mods and not enough time), so I'm moving all bug reporting to GitHub. It would be really helpful if anyone reporting an issue logged it on the CryoEngines GitHub page, and possibly checked the list to see if it's already been reported. It will hopefully help my scatterbrainedness.
  10. Please note: I find I'm losing track of bugs that I've fixed and bugs for most of my mods (too many mods and not enough time), so I'm moving all bug reporting to GitHub. It would be really helpful if anyone reporting an issue logged it on the Mark IV GitHub page, and possibly checked the list to see if it's already been reported. I have moved the ones I've seen here so far to there, but any new ones... well, it helps!
  11. Thanks for the notes, I'll put them in the to-fix list The stock method doesn't let me do a lot of the things I want, like having gimbal restricted to only forward thrust, and having reduced reverse thrust with different FX. It's probably just a mispositioned thrust transform. It may be inside the collider in certain cases, I'll have to take a look. It's not the nodes, it's the meshes... At some point a deformation snuck into the endcap mesh and a lot of the parts suffer for this, particularly the adapters. As I am seriously considering redoing the adapter meshes soon, I don't particularly want to sink the effort of fixing the deformation that much.
  12. 2.1.1 deployed: Fix to thermal values for most parts Fixed incorrect BDAnimationModules version Fixed FAR patch for crew cabin Fixed duplicate lift module in crew cabin It looks like the D/L location I've been pulling the latest version of BDAnimationModules is out of date (but newer??). I got the latest ALG just now and pulled it from there. I fixed some of those, not sure I can fix the control issue. I had some success in reverting the orientation by going to IVA mode though.
  13. 2.1.0 update: KSP 1.05 Added MiniAVC versioning Converted cargo ramp to use stock module (deprecated old one) All jet engines now use the correct 1.05 fuel flow mode All cargo bays can now use the tweakable opening module All engines now use the delayed animation module for heat animations Adjusted intake effectiveness to match 1.05 intakes Respecced and remodeled Arcadia turbojet as a medium-performance jet with thrust reversers Added Mk4 Vulture cockpit - pointy cockpit with integrated docking port Added CUTLASS: 2.5m high-efficiency RAPIER-style engine Added Valkyrie turboramjet: high performance high altitude 2.5m engine Added Kerboshov D27 Propfan engine (efficient heavy propeller engine) Added APR-4000 Buzzsaw Turboprop engine (powerful heavy propeller engine) Added 3 lengths of basic 2.5m liquid fuel tanks (LF, LF/O, structural) Increased occlusion detection radius for all cargo bays Fixed facing of SCIMITAR's rear attach node Fixed RCS blister's surface attach node Reduced the spooling time on the Yellowjacket engine Probably a few bugs, but hopefully mostly good. New engines might need some balance tweaking too. (KS is being slow, give it a few minutes)
  14. That sounds promising. It's also more forgiving, because with a percentage of remaining, it'll take quite a while for the last, last bit of LH2 to boil off. We want to make round trip missions to Duna using cryogenics awkward without using a ZBO tank, just as they would be. Using a LH2 departure stage with lifter tanks, as IRL these days, would be just fine with slow boiloff.
  15. Some of the parts don't perform in accordance with stock paradigms and such. I don't want to slap a label on as a result. And evidently the NFE bug used up almost all of my time yesterday.The Valkyrie jet is done, but the IVA only got blocked out. I did manage to work on balance a bit. I balanced the props about against KAX, which seemed about right.
  16. Good ideas, but as mentioned in the OP, that's beyond the scope of this mod, where modification of the positions of parts or balance parameters of stock nodes is undesirable.
  17. I'm working on debugging this problem, it's related to problem reported in the NFE thread. It turns out that there is a stock bug that means that a radiator always pulls *all* of its power radiation capacity out of a part, even if the part's rules say that it can't (the small reactor for example is supposed to only allow the extraction of 200 kW of heat). The giant radiators you are using are pulling thousands of kW while the reactor is generating 100 or 180 kW. What this means effectively is that if a reactor is overcooled, it will have trouble starting up. Either use somewhere around the recommended value of radiators or retract some radiators until the reactor gets started. The Garnet needs up to 1200 kW and the smaller needs 200 kW.
  18. Has nothing to do with the occlusion radius, unfortunately. It's not though. It has a couple of bugs in 1.05 and a number of off-balance, broken things. It just means that there are two control from here buttons. Can't really do better than that.
  19. Is fixed in 0.2.1 Fixed missing radiator parameter Fixed Typo in DRE patch
  20. Drag will probably not be changed to start. I will probably lower the maxTemps a bit just because I like doing that and it makes me feel powerful :P. Just boiloff vs mass ratio as a tradeoff... It turns out I will probably need to write a tiny module for this, but that will not be hard. Rates, what do we think about these. It will probably be volume-scaled exactly, for logic's sake. I mean in theory it should be dependent on the surface area to volume ratio of the tank, but that's too much work/silly/inconsistent. In an ideal world, loss should be minimal during launch and a few orbits (~45 min), but be severe enough that a trip to Duna will put a serious dent in your tanks.
  21. Ok, besides the Cutlass and 2.5m LF tanks, here's what's coming in (hopefully tomorrow)'s update: Hypersonic cockpit. Oft-requested. Contains docking port, 3 crew seats and 4 passenger seats. The cockpit internals are the thing that might hold up the update a bit. AP-400 'Buzzsaw' Turboprop. Previously shown but re-specced and remodeled to 1.25m, because it was just stupid. Blade diameter is ~4.5m. Kerboshov D-27 Propfan. Also previously shown, but re-specced to 1.25m, because it was also ridiculously large. Blade diameter is still ~4.0m so it's plenty big. I really wasn't a fan of my 2.5m turbojet either, so I've redone it as a Concorde Olympus 593. Has thrust reversers and a relatively wide performance envelope, pushed a bit towards efficient medium altitude flight. To complement it, there's a new 2.5m engine, based on the unflown GE-4. Specced to function similarly to the stock turboramjet. This is the other thing that might hold up the update, it's modeled but texturing is taking a while. In addition, there are some bugfixes and minor changes. If you had any other issues than these with 2.0, please let me know. Increased occlusion detection radius for all cargo bays Adjusted intake effectiveness to match 1.05 intakes Converted cargo ramp to use stock module (deprecated old one) All cargo bays can now use the tweakable opening module Killed some WIP parts from appearing in the tech tree The larger VTOL and heavy lift fan won't be making it, the former because I hate it and need to redo it and the latter because it isn't time yet. It needs to come with the smaller versions too ;).
  22. A is what we will test (I hate the heat system with a passion right now), but with one change: Same volume ratio, lifter tanks have better mass ratio though.
  23. A return from the dead - version 0.2.0 Updated for KSP 1.05 Deprecated Heat Exchangers, Heat Pipes and Insulators Deprecated plugin component in favor of stock modules Added conformal radiators from NF Electrical Re-specced radiators as high temp radiators - will perform better when removing core heat than stock radiators Adjusted many mass, cost and capability parameters to match The removal of some parts may displease people, but frankly those parts are significantly less useful with 1.05's heat system. As a bonus, the NFE conformal radiators are included.
  24. I might cook up a simple implementation of boiloff to see how it works. It would actually require little to no plugin work. Absolutely not, I'm cleaning out my dropbox because I am making room for official release versions.
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