biohazard15
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Doesn't work for me, unfortunately. It seems I can't attach it anywhere at all, not just to Centaur.
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CISS can hold stuff rather nicely. Baby Centaur: Shuttle-Agena (with large droptanks): Delta-K (because why not?): A small request - can you make a B9 switch for Centaur-specific tubes, to use CISS as a "generic" 1.875m holder (like above)? Also, Centaur holding pins doesn't seem to work (from what I can see in files, there is no MM patch to add extra node to Centaur avionics).
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Should work fine with 1.9 and later. If your other mods are compatible, I recommend using 1.12.3.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Be sure to switch CSM to Orbital (this reduces fuel load) and launch to lofted trajectory (100 m\s turn start and 0.3deg turn rate in PVG instead of default 50\0.5). Not quite - Kourou is about 5 degrees North.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Main difference between JNSQ and KSRSS is real launch sites in the latter, which may make it more challenging to achieve things like GEO. But simple LEO should actually be slightly easier to do, due to 2.5x Earth being smaller than JNSQ Kerbin. Are you using MJ, or fly manually?- 1,883 replies
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Speaking of RTGs: originally SNAP-3 was meant to use Po-210. Here's my config for it: PART { name = bluedog_RTG_SNAP3_Po210 module = Part author = CobaltWolf, biohazard15 MODEL { model = Bluedog_DB/Parts/ProbeExpansion/RTGs/bluedog_RTG_SNAP3 } scale = 1 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.048674, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.048674, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = survivability entryCost = 1000 cost = 500 category = Electrical subcategory = 0 title = PB-PANS-3 Radioisotope Thermoelectric Generator (Eel-210) manufacturer = Bluedog Design Bureau description = A tiny RTG for providing a trickle of keep-alive power for spacecraft. This variant uses Eeloonium-210, which gives it extraordinary power output in exchange for short half-life and extra thermal shielding. Keep away from tea. real_title = SNAP-3 Radioisotope Thermoelectric Generator (Po-210) real_manufacturer = New Mexico State University real_description = A tiny RTG for providing a trickle of keep-alive power for spacecraft. This variant uses Polonium-210, which gives it extraordinary power output in exchange for short half-life and extra thermal shielding. Keep away from tea. attachRules = 1,1,0,0,1 mass = 0.02 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = size00, srf tags = snap 3 pb pans transit 4a TNSS active atom charge e/c elect energ generat isotope nuclear nuke power radio rtg thermo volt watt MODULE { name = ModuleCargoPart packedVolume = 2 } MODULE { name = ModuleRadioisotopeGenerator BasePower = 15 HalfLife= 0.38 EasyMode = True } } Create new CFG file and put it into Gamedata, just like MM patches. WILL NOT WORK WITHOUT NF ELECTRICAL! Notes: - Ec output: x100. Meant to reflect Po-210's high output (140 W\g). SNAP-3 used 96 grams of Pu-238. I assumed that it may have used somewhat less Po-210 (otherwise Ec output would be kinda cheaty). If anyone have exact numbers, please share. - Half-life: Uses real figures (0.38 years roughly equals 138 days). - Extra weight: x10. While Po-210 doesn't need extra radiation shielding, it does need thermal control due to high decay rate. - Unfortunately, B9PS does not work with this. I've tried, and even pinged Nertea about it, who confirmed this sad fact. Overall, this thing is meant for LEO and Moon missions that are: a) short and b) need a large Ec source.
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And here are NFElectrical configs for those who needs them. @PART[bluedog_RTG_GPHS]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 1.5 HalfLife= 8.35 EasyMode = True } } @PART[MHWRTG]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.75 HalfLife= 8.35 EasyMode = True } } @PART[RHU]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.1 HalfLife= 8.35 EasyMode = True } }
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That reminds me: what happened to two-node variant of S-I engine mount? I remember toying with it and BE-4s from Vulcan addon, this was a quite nice Saturn-I upgrade. Sadly, not anymore - there is no such option for revamped mount. Also, a request: shortened variants of Saturn tanks. These would be extremely useful for builds like mine "Saturn-Ariane" above.
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I suggest copying all the "baseball cards" (as Ed called them) and related pages, from Wayback Machine - I just did this. I may try to make a PDF album from these (page = baseball card + info), but I'm not sure about licensing. Does someone here in this thread have a contact with Ed? Would it be okay for me to try to do this and post it here?
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Elite:Dangerous vibings intensifying. (For those who never played E:D, all weapons in this game are kept inside your ship and need to be deployed, with associated deploying\retracting animations (and waiting time, ughhh). Some ships have hardpoints (weapon slots) in front of cockpit, so you can actually watch them deploying. Somewhat annoying after seven years of playing, but still gorgeous. Especially when flying Anaconda with a couple of Class 3 Multi-Cannons in top slots.)
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Looks like you've installed KSRSS wrong. Do not put the whole "KSRSS-megapack" into Gamedata. Unzip only "KSRSS" folder inside it. Also, delete KSRSSVE, since it's already included.- 1,883 replies
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