Shad0wCatcher
Members-
Posts
394 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Shad0wCatcher
-
And I have KSPI and while I appreciate the quick response Nathan at trying to push the issue away from DRE it's not a KSPI issue; I've not had issues with overheating until 0.42 and 0.43 of DRE mixed with KSPI; and I had 0.9.1 (when the precoolers were added as functioning) while running 0.41 of DRE and never had an overheat issue with the SABREs (after updating the DLLs to make them work at all with 0.23).
- 5,917 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Shad0wCatcher replied to ferram4's topic in KSP1 Mod Releases
@MAKC best thing I can think of is find the stall angle of the plane and increase the Canard's AoA limits above it while leaving the rear control surfaces untouched. Otherwise I'd say find the point where drag intersects/overcomes lift and do the same.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Shad0wCatcher replied to DYJ's topic in KSP1 Mod Releases
Weird, I'm having no such issues with the procedural wings like you guys are describing. Mods installed on my end are as follows: Action Group Manager, AIES, ASET's landing capsule, Aviation Lights, B9, Beastly Science, Biomass, BoulderCo (texture compressor and clouds / city lights, a breaking force config fix (for older parts that don't have breaking force set [it defaults way too low]), Crew Manifest, Davon Supply Mod, DavonTCSystems, DRE, Enhanced NavBall, ExsurgentEngineering's DLL, FAR, Firespitter's DLL, Fusebox, FusTek's DLL (for realchute), HexCans (for KSPI and Extraplanetary Launchpads), Home Grown Rocket parts, HullCamVDS, Hyomoto's MFD replacement for the new KN2 cockpit), Ion Hybrid parts, JSI (raster monitors), KAS, KJR, KESA, Kethane, Kinetech Animations (for B9 stuff), Kommit Nucleonics (Fatman NTRs), KSPX, KW Rocketry, LazTek, some of the LLL parts, MagicSmokeIndustries, MJ2 w/ FAR and Toolbar support patches, MJ2 RPM patch, Mission Controller Extended, Spherical / Toroidal tanks, NavyFish's docking port alignment, NearFuture propulsion, Nothke's service module compartments, Novapunch (everything but the fuel tanks), PorkWorks (habitat modules), Procedural Wing, RandomParts (inline ram-air intake and aerospike engine), Chatterer, RCSSounds (on my home PC also atmospheric sounds), RealChute, RealFuels, ResGen DLL, RLA Stockalike parts, Romfarer Lasers, SCANsat, SCANsat's RPM module, SDHI's Service Modules, SelectRoot, SH_Mods (the KN2 cockpit), StationScience, Stretchy Tanks, Targetron, Tarsier Space Technologies, TACLS, TAC Fuel Balancer, Treeloader, Kerbal Alarm Clock, VNG eject module and personal Kerbal chutes, VOID, WaLiKe parts, and KSP Interstellar. I should really copy that somewhere, I think it's too long to add to my signature though. >.> -
@kalizec Usually between 800-1000 m/s. I think I have it figured out though. I think at least my issue is related to having precoolers on some engines versus others (using the B9 rectangular supersonic intakes with the Sabre S without precoolers; 2 of them) and two of the circular radial engine mounts (with precoolers and SABRE intakes). I think that my issue is stemming from heat not being reduced when I shut down the inner engines on the rectangular intakes and leave the precooled engines running. Heat continues building versus not; however, when I run engines all precooled they work correctly.
- 5,917 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Just information: The Biomass+Science download from github (2.4a) does not include a plant greenhouse config. The config is named plantGreenhouse.old and the part (of course since it's not named properly) doesn't show up at all. Was there supposed to be a new config written for it that wasn't included in the download or are you guys trying to test something else at this time that doesn't include growth rates?
-
Haha right? I can see him rather immediately replacing his Mk1 designs with this. But no, this is a solid, quality piece that just screams "LAND ME ON DUNA"
-
@Nathan; sorry for the late reply. Using your latest revision of Real Fuels (4.2 IIRC; either way I grabbed the latest engine configs last night, and the whole pack a couple days ago); this (4.3), and KSPI 0.9.2 (which changes the SABRE precoolers' functionality to actually function as precoolers). I have a truckload of other mods but those three are the only ones that actually modify B9 parts. Did some more testing. (mainly working on a perfectly handling SSTO for crew return missions from a station) I halved heat production (or possibly quartered? I can't remember if I already halved the DRE heating on the SABREs prior to today's change) to 117.5 in atmosphere and 137.5 in vacuum. Engines are still exploding (nearly) instantaneously as soon as throttle is applied (part immediately goes from 0 degrees Celsius to 1800+, damage effects and explosion at 1-2% throttle application). It's almost like the heat scale isn't being reduced even though the display changes. I can upload the craft file to dropbox if you want/need to take a look. The craft itself only uses parts from B9 and Procedural wings. (I can strip the AIES RTGs and LLL batteries from it. 4 parts total). EDIT: @ kalizec I don't believe you are; I'm running into the same issues with the B9 SABREs (RAPIERs did the same when I last unlocked them [started a new career]). EDIT 2: I should specify the overheating occurs at altitude; approx 25-27 km. Switching between air breathing and rocket makes no difference.
- 5,917 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Models look fantastic. Thank you for the release.
-
I can attest to the error on the github version. I've been running into the exact same issues with that version.
-
As a stockalike user, I'd prefer keeping limited ignitions off until Sarbian and/or codepoet can update MJ to allow for ullage simulation (starting and finishing burns with RCS, using RCS more rigorously for gentle course corrections and landing speed reductions, etc). I believe sarbian was working on it (either a post here or in the MJ thread to the effect). Same with ullage simulation for the exact same reason. Basically keeping stockalike as "real fuels light" with the option (if folks use notepad++) for quick and easy reassignment of ullage simulation at least. Reignitions would be much more difficult as the different engines would all have differing reignition ability..unless that's just being coded by engine type (L L+ U U+ O etc).
-
Regarding overheating; running into the same issues with the B9 SABREs. 80 kM apoapsis. Start a burn at 78 kM (engines were close to overheating on ascent; but nominal; no damage sounds or flames). Engines show immediate full heat bars. Stop burn, shutdown engines, re-activate engines. Attempt to restart burn; engines never cooled down and proceed to explode in spectacular fashion. EDIT: Temperatures never exceeded 800 degrees Celcius on the engines.
- 5,917 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
MFS or Real Fuels Jivaii? If Real Fuels then yes, links are in the second post on the first page. If MFS no; but any other engine config will work. 45% Liquid Fuel to 55% Oxidizer. Otherwise you can run 100% Liquid Fuel. If you're looking for something exotic like adding Argon I wouldn't recommend it at stock KSPI values as the tank mass becomes excessive (200+ tons of argon in a smaller 2.5 meter tank excessive).
-
Hopefully this isn't considered a double post; but I just remembered something. I'm not sure if it's on Interstellar's end Fractal as I'm using Real Fuels; but the thrust limiter in the VAB right-click menu with the D-T Vista Inertial engine consumes the same amount of fuel no matter the thrust limited setting; I just ran into that issue with my latest Duna trip (3.5kM dV to 6800ish @ a limited 54.5% throttle is what it should have been; however it ate fuel at a much faster rate than that; ended up with under 2kM dV going out). Again not sure who is at fault; if it's the D-T engine not respecting ISP changes due to thrust limitation or if that's a "feature" or if it's the RF fuel settings not respecting reduced fuel usage.
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Shad0wCatcher replied to stupid_chris's topic in KSP1 Mod Releases
Yes bullet. This includes modulemanager configs to change stock parachutes in its download. You'd just have to keep the dll and the stock module manager config and delete the other parts this includes. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Shad0wCatcher replied to ferram4's topic in KSP1 Mod Releases
Number 3 was my biggest issue; and the way I got around it was to build bigger. I started using larger 3.75 meter rockets or 5 meter rockets with limited thrust and limited fuel, and the skin friction helps stabilize the rocket quite a lot (along with 6.5 meter stabilizer wings *cough*)- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
For a nice little example. Using 9x 1.25 Fusion Generators powered by He3 with Direct Conversion Generators and 1x 1.25 plasma thruster (un-upgraded); 3x Medium Graphene Radiators; and Stretchy Tanks + Real Fuels w/ a balloon stretchy filled with Xenon and 3x Lithium containers gives you a nice 7-8ish kM dV (2800 from Lithium; ~4500 from the Xenon) Vessel that weighs 33.6 tons. Lithium provides ~108.8 kN of thrust at 0.33 repeating TWR. And when things need to get done in a hurry the Xenon provides 1.25 TWR (kicking up to 1.80ish when close to empty). In total the generators produce about 4.02 GW of power (yes, gigawatts; that's the kind of power you need to efficiently [time-wise; so you don't die of old age before your burns complete] run plasma thrusters). Once you get antimatter going though it's a matter of getting a Production station up and going in HKO and/or Jool and going to town.
-
That would be interesting for sure; though I've never used MapSat. I use SCANsat (essentially the same thing; just different parts for different sets of data; rough; biome specific; and fine. Also includes threading to allow for multiple scanning satellites to operate at the same time to speed up the scan without needing to be focused [though the focused vessel still needs some type of device; a basic radar that can read the data suffices]). One thing though is every vessel would include at least some type of radar altimetry as all pods and cores have the navball that includes height above sea level.