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Scripto23

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Everything posted by Scripto23

  1. I think it would be cool if there was a function that could be called so you could easily add failures to specific parts that aren't already covered in the mod via modulemanager. And even the type of failure and rate of failure and other parameters, for example @Part[KethaneDrill] { explosionFailure = false functionFailure = true failureRate = .01 evaFixable = true randomActivation = false randomResourceLeak = false }
  2. NathanKell and ialdabaoth teaming up (reteaming up?) to make mods? I don't we can handle the resulting awesomeness.
  3. Oh geez, that is confusing. Not at all how I thought it worked. Your explanation does make sense based on the results I've been getting. I think I'll try split that into two modules, one producing methane and the other producing LOx. Then I'll just drop the intakeAir if it causes problems since it is essentially an infinite resource. So OutputRatios are based on the input resource then?
  4. Ah but here's the rub, to make CH4/LOx on Mars you need to first ship a few tonnes of H2 all the way to Mars to feed into the reaction (2 H2 + 3 CO2 → CH4 + 2 O2 + 2 CO). EDIT: from a previous post of Nathan's we have: loss_rate = defined in tank definition (0.0000000002 for LH2 in a cryo tank) delta_temp = part_temp - resource_boiling_point loss_per_second (liters) = tank_maxAmount * loss_rate * delta_temp So I guess the only thing I can really modify to decrease loss of H2/LOx in game is the temp? Can the thermal fin (with Starwaster's fix) be used for this? I found this interesting study titled "Space Storage of Liquid Hydrogen and Liquid Oxygen" and this article (PDF) which seems to address my first question in the previous post. Seems like one option is to use boiled-off hydrogen to refrigerate the liquid oxygen tank which can can be used to keep the liquid oxygen from boiling off entirely. Can this be modeled in game?
  5. I have two questions regarding H2 boil off. 1) How do the various space agencies (irl) plan to transport H2 over long distances and avoid losing most of the H2? For instance having an H2 tank to power an NTR on a return trip from Mars. Or taking H2 to another body to use in a sabatier reaction. 2)How can I transport H2 (in game) to other planetary bodies with minimal boil off?
  6. Just to check, are you accessing the GUI through the action group menu?
  7. I'm working on a Sabatier Converter cfg, using the Kethane converter part as a framework, that will use hydrogen and IntakeAir (in place of C02) for in-situ resource utilization on Mars to create methane and oxidizer for use in realism overhaul. The overall equation for the reaction is 2 H2 + 3 CO2 → CH4 + 2 O2 + 2 CO. Using RealFuels, I've come up with the following code: InputRates { IntakeAir = 0.717 //Mars atmosphere is 95% CO2, to be adjusted later LiquidH2 = 0.0000556 ElectricCharge = 100 } OutputRatios { LqdMethane = 0.3775 LiquidOxygen = 0.5584 } All these values should be in liters. The problem I'm having is that the numbers in the code don't seem to correspond to what is happening in game. For instance LqdMethane is filling up much faster than LiquidOxygen when it should be the other way around.
  8. So if I've done my math correctly, the equation should be as follows: 0.0556L liquidH2 + 71.7L CO2 → 37.8L liquidCH4 + 55.8L liquidO2 + CO. Does this look right? 2 H2 + 3 CO2 → CH4 + 2 O2 + 2 CO 4g H2 + 132g CO2 → 16g CH4 + 64g O2 + 56g CO LiquidO2 density = 1.146/cm3 LiquidH2 density = 0.072g/cm3 LiquidCH4 density = 0.4238g/cm3 InputRates { IntakeAir = 0.717 //Mars atmosphere is 95% CO2, to be adjusted later LiquidH2 = 0.0000556 ElectricCharge = 100 } OutputRatios { LqdMethane = 0.3775 LiquidOxygen = 0.5584 } Are the numbers in the code all in liters?
  9. Ok, another stoich question. I'm working on a Sabatier Converter cfg, using the Kethane converter part as a framework, that will use hydrogen and IntakeAir (in place of C02) for in-situ resource utilization on Mars to create methane and oxidizer. The overall equation for the reaction is 2 H2 + 3 CO2 → CH4 + 2 O2 + 2 CO. I'm having trouble converting this accurately into KSP units, mostly because I haven't taken gen chem in almost a decade . If somebody could give me a hand with the KSP ratios I would greatly appreciate it . I'll post the cfg for others to use once complete. The relevant part of the cfg is below, with essentially random values at the moment: InputRates { IntakeAir = 0.7 LiquidH2 = 0.3 ElectricCharge = 100 } OutputRatios { LqdMethane = 0.35 LiquidOxygen = 0.65 }
  10. When you attach an engine and then fill the tank from the action group manager menu there should be a button at the very bottom (scroll down) that says something like "Configure for ___ engine 35% Fuel 65% Oxidizer"
  11. Regarding stretched tanks, that actually would be quite simple to do with a cfg file that creates a new part, then you just change the y-axis scale and add in the required amount of new fuel. No modeling needed! edit: Or you could even just use stretchy tanks to create what ever length/diameter tank you need, but of course then it would look as cool as whatever frizzank is going to come up with.
  12. Thanks guys. This is helpful. Out of curiosity, why do engines not run at stoichiometric ratios? I'm guessing there's some inefficiency at some point along the way, incomplete combustion maybe?
  13. Ok, so in the engine cfg the relevant section should look this then? PROPELLANT { name = LqdMethane ratio = .72 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = .28 }
  14. Does anybody know what the mixture ratio should be for a methane/LOX engine? e.g. the SpaceX Raptor engine or the Russian RD-192 and RD-0162. Edit; Encyclopedia Astronautica is telling me around 3-3.5 LOX:methane ratio. If this seems wrong to anyone let me know.
  15. Yes! This will actually mean there will be uses for launch escape systems, engine out capability, redundant parts, etc. I was hoping someone would make a mod like this. And of course it is HoneyFox who makes some of the most underrated mods in this game, they might not be flashy part mods with ramjets and such, but they really make for a greatly improved gaming experience. To add to what skykooler already mentioned, some features I would like to see: -Parachute failures (or maybe partial failures, so they don't completely open meaning decreased drag) -Life support failure. Maybe hard to do, will depend on which LS mod being used -Micrometeor impacts. Could be integrated into leaking of resources. -Solar panels getting "stuck" while opening I'll probably add others as I think of them.
  16. Profile really depends on your TWR throughout the course of the flight. Generally if you have around 1.2 at liftoff and around 1 for cicularizing, I do a 45 degree ascent, turn start at about 1.4km, turn end 120km, and manually play with the final flight path angle (usually between 0~16 depending on TWR) to keep apoapsis shortly in front of the craft. For really low TWR upper stages it becomes a bit more complicated.
  17. Thanks for the update! If it is possible I (and probably others as well) would be willing to help, similar to what Bronklyn666 has already done. Feel free to outsource! Though I apologize in advance, but I can't help assemble your desk over the internet
  18. Does anybody have a RO cfg for the KOSMOS solar panels? Just want to check before I go ahead and make one.
  19. Really like that you're making this for RSS! Keep up the good work, looking forward to it
  20. Are you using SFJackBauer's RealEngines config? And if so, have you updated it to the most recent version?
  21. Oh, that will be a very welcome update, good to know! Have you posted any youtube videos other than what is already linked in the OP? Have you tried using ferram's Kerbal Joint Reinforcement mod? It's pretty much the only thing that allows one to build rockets in RSS with the way joints are currently setup. After installing that mod I have not had to use a single strut, even on massive rockets.
  22. Yes! This is what I was thinking of. It would be nice to have a link of this somewhere like in the OP.
  23. Is it possible to have more than one staging icon per part?
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