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Shad0wCatcher

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Everything posted by Shad0wCatcher

  1. Yep. Had that happen to me last night. Fuel went unstable and engine cut out. I centrifuged the rocket along its Y axis (end-over-end) to settle the fuel to the rear of the tanks and was able to reignite and circularize.
  2. @Fractal perhaps speed wall would be a more apt description? Either way the same effect occurs; rapid and immediate overheating of engines above a certain speed; causing rapid unplanned disassembly of the entire propulsion section as soon as any throttle is applied.
  3. @Spyre: Had the same issue until I added a container for Helium-3. Not sure why but even after filling the internal He3 hold of the reactor it still showed Resource Deprived. Having an extra Antimatter containment vessel won't hurt; but I didn't run into issues with it once I added the He-3 radial hexcan (I hadn't yet gotten to adding an extra Antimatter containment vessel to check if that was an issue; and the He-3 hexcan remained empty; just needed to have the part on the craft as I filled the internal He3 reserve of the reactor).
  4. @sarbian I've never really run into issues with FAR and MJ's ascent autopilot going too wonky. Only a couple important things need to be remembered by users. 1) Turn early (0.1 Km) and 2) keep center of lift below center of mass until atmosphere thins enough for it not to matter (typically 30+ Km). I tend to build my rockets with one reaction wheel per stage (if it's a heavier lifter design; 50+ tons; otherwise just one wheel for my payload and one for the upper stage) and by using KSP's inbuilt center of mass / center of lift calculations (keeping CoL below CoM until the upper atmosphere stage [usually stage two or three for my builds depending on if I use solid boosters or not]). If my rockets need extra control surfaces to bring the center of lift below center of mass I make sure to set their movement range very low (typically two degrees) and I have very little to no wobble (read: overcorrection causing rapid unplanned disassembly) using any ascent profile in MJ's autopilot.
  5. @Hodo Is your Modlist up to date? I can't see what type of intake you're using; but if a) you're running KSPI and using a B9 radial intake this may not be overwriting KSPI's heating code and you could be hitting KSPI's heat wall.
  6. Really weird question that is sort of tangential to this mod: Does anyone know if MethaLOx would be remotely usable as a nuclear propellant or would it be too energetic and disruptive/destructive to the reaction chamber? My google search-fu is weak and didn't really turn up anything "NTR Methalox" without the quotes. If it is (a valid fuel) would it be remotely possible to add it in (down the line of course)? My thinkng is thus: in-situ refueling of heavy stages that could use the extra thrust as opposed to straight Methane but still higher fuel density than HydroLOx.
  7. it's 45% LF to 55% Oxidizer. Though in all honesty these things *should* have Hydrolox, LH2, MethaLOX, Liquid Methane, and Ammonia as available fuels. I may have to look into it at some point; but I've never dived into the RF configs before to see how they work with regards to thrust and ISP changes due to fuel differences.
  8. @VaporTrail: Do you have a relay network set up? If not then you might be running into an issue of the beamed power not making it to your craft.
  9. Looks solid. Will give it a whirl in my severely heavily modded game to see how badly I can break things
  10. Agreed at least with a 1.25 meter. Not sure what all is involved with getting the 0.625 ready for resizing but I think it'd be worth it. Looks pretty sick.
  11. Looks superb, DMagic. Looking forward to adding it to my repertoire of probe science.
  12. Congrats on the release Kommitz. Liked how they looked in your dev thread.
  13. Looking really good, soul. Especially liking the monolithic stages (part count, ho!).
  14. Nothing outside of the game itself Neo, sorry (I'm also using Real Fuels; so my Hydrogen ISP / Thrust modifiers will be different than the stock generic liquid fuel /oxidizer combo).
  15. Need more information than that Hayden. Running 0.8.4 of Kethane and 10.3 of Interstellar along with a metric Kerbal-ton of other modifications without issue on Vista x64.
  16. @Newb sounds like either an incompatibility with another mod or a corrupt install.
  17. @not-a-cylon - -Liquid methane is already included in the newest iteration of real fuels; and argon is entirely too dense for its displacement. (I used Xenon as a template in my current game). Otherwise good stuff.
  18. One small thing Toadicus, the plugin uses power if you use that setting whether it is on or off; no change in power usage for a standby mode (if "powered off"). Unclear if this is intended or not using 0.9.20. Apologies if this is too brief; I'm out the door on my way out to work. I can try to explain further if it's needed once I arrive.
  19. Let's play 20 questions! Question one, does this have any plugins? No? Then great! Parts only mods weren't broken between 0.22 and 0.23. Question two, does the above fix add Techrequired and entrycost nodes if you save it as a config? Yes? Then Great! Tech tree integration ahoy! Question three: Are you organic? Yes? Fantastic! This snarky response brought to you by the reading rainbow. The more you know! I haven't used this since 0.21 however the only issue I can see from what I remember of it is that the cargo holds won't be tweakable to open / close in the SPH / VAB. The above still holds true by the way for even really old parts (0.18 and prior). Some configuration editing may be required to add some new stuff that changed between versions but as a general rule parts packs don't break between versions. Plugins certainly will.
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