biohazard15
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
They are here, you even get contracts to collect them.- 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
No, that's correct behavior. Atmosphere and gravity doesn't change much in rescales, since these are Earth-like already. Thus, launching something straight up tend to produce very stock-alike results.- 1,883 replies
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[Most 1.12.x] Near Future Technologies (August 26)
biohazard15 replied to Nertea's topic in KSP1 Mod Releases
Ohhkay, so... any ETA for a fix? -
[Most 1.12.x] Near Future Technologies (August 26)
biohazard15 replied to Nertea's topic in KSP1 Mod Releases
I have a question about RTG fuel decay system used by this mod. What I'm trying to do is to add Po-210 as a fuel option (via B9PS switch) to BDB SNAP-3 RTG. Basically a short-lived RTG (days instead of years) with large power output. @PART[bluedog_RTG_SNAP3]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.15 HalfLife= 8.35 EasyMode = True } MODULE { name = ModuleB9PartSwitch moduleID = IsotopeSwitch switcherDescription = Isotope switcherDescriptionPlural = Isotopes SUBTYPE { name = Pu-238 title = Plutonium-238 descriptionSummary = Traditional RTG isotope. Long half-life, but small power density. Suits best for long, lonely cruises to outer planets. defaultSubtypePriority = 2 } SUBTYPE { name = Po-210 title = Polonium-210 descriptionSummary = Short-lived isotope with extraordinary power density, suitable for short-lived but extraordinary missions. Requires some extra (but quite ordinary) radiation shielding. defaultSubtypePriority = 1 addedCost = 50 addedMass = 0.001 MODULE { IDENTIFIER { name = ModuleRadioisotopeGenerator } DATA { BasePower = 30 HalfLife = 0.0001 } } } } } The switch itself works as intended (adds and changes values), but actual decay rate does not - it's as slow as if I never changed HalfLife. Efficiency percentage goes down at the same rate. Is there a hardcoded minimum value? I've tried various values, but it doesn't seem to work. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
AFAIK there is no third-party visual packs for KSRSS. It has its own configs for EVE and Scatterer, though. Yes.- 1,883 replies
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Wow, that's not just overkill, that's basically another TLI burn. But yeah, Atlas V is really cool. Probably the most advanced Kerolox 1st stage ever built. Try something about 35 m/s. You may want to lower it to 20 m/s or less when you're out of atmosphere. (Again, this is what actual Atlas V does - one of the reasons for throttling down is to ensure clean fairing separation)
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First of all, two-ton payload to LEO (MEO, if it's a Scansat and you want to achieve optimal orbit) is not the best payload for Atlas V, even 401. This rocket was designed to launch heavy satellites to GTO, not small stuff to LEO. It's like launching Mercury on Saturn V - you can do it, but why? For this kind of payload, Atlas II or Delta III are a good choice. Second: too much TWR. You should do what ULA does - pull down the throttle lever. Source: https://www.ulalaunch.com/docs/default-source/rockets/atlasvusersguide2010.pdf , page 2-17 (see throttle graph). This is absolutely normal in stock and low-scaled (2.5-3x) systems. Basically this means your rocket has too much TWR and overshoots the target altitude. This also means you're wasting fuel. This should never be done on Atlas V. This particular instruction is meant for low-TWR rockets, like Atlas-Centaur or Saturn I/IB. Atlas V is not one of these.
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It has come to my attention that Pioneer 10 RTGs do not have NFE support. This fixes that: @PART[bluedog_Pioneer_SNAP19]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 1 HalfLife= 8.35 EasyMode = True } @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[meshSwitchExtension]] { !SUBTYPE[Extension] {} SUBTYPE { name = Extension transform = Extension transform = Extension.001 addedMass = 0.014 descriptionDetail = <b>Initial power output:</b> 1.5 Ec/s MODULE { IDENTIFIER { name = ModuleRadioisotopeGenerator //raycastTransformName = sunCatcher } DATA { BasePower = 1.5 } } } } } Also, a thought: a B9 switch for SNAP-3 to make it use Po-210, as was the initial plan. While polonium is obviously not the best choice for RTG due to its short half-life (that's why they used Pu-238 instead), it offers exceptional power density. My idea is RTG that offers a truckload of Ec/sec (around 30-40, maybe even more) at the cost of being able to work for days, not years. Could be an interesting early alternative to NFE reactors and capacitors. Thoughts?
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It does look out of place on most small and medium mounting plates, especially conical ones. Titan I plate, for example. Besides, no BDB engine uses such a large ring anymore. Speaking of H-1D on Saturn - its model needs to be rotated (about) 45deg to properly aligh with S-I engine mount: H-1D is fresh from part list, placed on top right node with 4x symmetry. You can see turbopump exhaust is misaligned. Standard 90-deg rotation can't fix this. Same parts, but H-1D rotated 45-deg. H-1C does not have this issue. (It does, however, have another one - no early variant to use with Saturn I, which leads to a quite amusing sight of H-1C having two turbopump exhaust pipes) Also, what's with this dark gray ring on S-I engine mount? Looks like untextured leftover.
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[NO LONGER UNDER DEVELOPMENT] MPE Revived
biohazard15 replied to Interplanet Janet's topic in KSP1 Mod Releases
Ah! Good to see this mod was adopted. Great mod idea, but unfortunately too buggy back then, so I've dropped it. May try it again in the future, if\when OPM gets a graphic upgrade (currently I'm on KSRSS 16K, and damn that looks gorgeous)- 161 replies
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[1.12.x] Cacteye 2 Refocused Full Release
biohazard15 replied to linuxgurugamer's topic in KSP1 Mod Releases
Great mod back then, but desperately needs a major overhaul today. Graphics are extremely outdated. Part scaling does not follow modern mods (CactEye does not fit into SOCK cargo bay, for example). Is there any way to add CactEye functionality to SpaceDust Hubble via MM patch? That would be great for both mods, since SpaceDust is pretty much collecting dust (no pun intended) due to nobody bothering with configs for it. -
I'd like to add that such behavior is actually realistic. Ground-lit boosters are jettisoned at 1:27. You can clearly see them tumbling shortly after clearing the rocket. Engineers normally don't care how expendable boosters fly after jettisoning - as long as they clear the rocket and fall in designated areas, they're fine.