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Showing results for tags 'pressure'.
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Sinking isn't so hard anymore, but now it's also more perilous... This tiny yet powerful pair of mods, aimed at undersea engineers, does what no submarine/ballast plugin has done yet: It addresses the problem of all parts having maximum buoyancy and the same part pressure limit. ADVISORY: It may bloat your MM cache rather fast, as does Rational Resources. Depending on a modest array of characteristics expected of parts (primarily their categories, then certain keywords in their titles or certain modules or resources they hold) they are dynamically granted with buoyancy ratings. It becomes far easier to use normal Ore tanks as ballast, and adds to the sinkability of submarines powered by ballast plugin mods. How to use: Be mindful of the new stat ratio: average buoyancy vs mass. To keep things afloat, make sure that your ship contains more of parts that hold crew, are lifting surfaces, or are thermal category (the stock heatshields and radiators are pretty spacious and flat, and so, should be rather buoyant). And also make sure that your ship isn't very massive. Expect to sink at any time. Wings remain the most buoyant thing. The more you have, the more you float. Ore tanks are the least buoyant thing. The more you have, the faster you sink. (See screenshots) By default you'll always experience the first half of this mod: Rational Buoyancy. But to experience the second half, Rational Pressure, you must go into Difficulty Settings -> Advanced -> Turn on part pressure limits. If you plan to never use Rational Pressure, delete its config file and save your MM cache some weight. Included is a Cheat config that you can edit just 2 simple numbers in if you feel that the new buoyancy and pressure ratings are rather tight for you. Complementary mods or strategies that you'll want to prepare: Low-mass floatation devices and devices that enable you to thrust upward, to quickly shed mass, or to otherwise lift when splashed will become very important very fast. Lifting body science or resource return vehicles. Except for science labs, all science parts will very easily sink. Boats and subs of all sizes, even for the EVA kerbal as the kerbal can just barely float now in a stock game. Adding any mass (like life support) may cause him or her to start sinking. Known issues: My personal experience so far: your ship's average center of buoyancy may go anywhere now, and a submarine design may easily become heavy on one end with no regard to where the CoM or CoL are, so "buoyancy symmetry" or "buoyancy offset" may be a very important new thing to watch out for, and if possible, a mod will need to be made that can compute and show the ship's center of buoyancy. When you sink in lava... Recommended mods: KSP Ground Effect (not compatible with FAR). Any planet pack with abundant or exotic oceans. Includes special support for: Kerbal Planetary Base Systems Stockalike Station Parts Redux WBI Pathfinder (namely, its Castillo parts) DOWNLOAD :: SpaceDock :: GitHub License: MIT
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Hey all, been messing with my RSS/Stockalike/Kerbalism install and I'm learning a lot about writing Module Manager configs. I've got everything set up pretty much how I want, except one thing that's really bugging me. Note that I am NOT using Realism Overhaul, but used RF Stockalike configs as a template to make my own for the stock engines. My problem is that my RCS works when there are no highly pressurized tanks for it to draw from. If I have a rocket with a hypergolic stage, I can just set my RCS ports to use the same type of fuel, and voila, they work as if they had pressurized tanks of their own. This is not the case for pressure-fed engines, which won't work without a highly pressurized tank attached. I'd like to make the RCS behave the same way, but I think they use the stock ModuleRCS which doesn't care about RF tank type. Is there a Real Fuels RCS mod I should download? Or is there a way for me to write or modify a config to implement this? I'm not a programmer, so I don't think I'm really in a place to write my own whole mod, but minor Notepad editing I can do.
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Hello All, I was searching the Internet for equation that will give me exact atmospheric pressure value. Unfortunately I can't find any reliable info. I would be grateful if you could provide me with one that works for KSP. And I would like to have one that can be applied to every planet, not only Kerbin. I've gone through the equation on wiki: http://wiki.kerbalspaceprogram.com/wiki/Atmosphere But results does not correspond with Kerbin pressure table: http://wiki.kerbalspaceprogram.com/wiki/Kerbin My example results: Altitude [km] Kerbin pressure 0 1 1 0.8187307531 2 0.670320046 3 0.5488116361 4 0.4493289641 5 0.3678794412 6 0.3011942119 What am I doing wrong? Alternatively I could measure atmospheric pressure when going all the way up but how do I save the data so that I can use it in Excel?
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Hi. I just downloaded the maritime pack mod to try to find some parts that would have a higher pressure threshold than default (4000kpa, aka 40 atmospheres). But, curiously, even the batiscafe part has a 4000kpa threshold... Isn't this weird? A batiscafe was designed to go to the Marianna Trench, in the Pacific, where the pressure reaches around 1100 atmospheres, that's "just" 110000 kpa !!!! Wouldn't it be nice to overhaul this?
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Hi, can anyone tell me where can I tweak the max allowable pressure for each part? I am looking for the file I must edit manually. I need to do it since I am using Realism Overhaul with Real Solar System and the pressure on Venus surface is 2.375 times higher than max pressure for ANY part, which is set at 4000kpa. I am using KSP 1.2.2 and, in the real world, there were human probes landing on Venus so, I want to correct this in the game files.
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Well, turns out in RSS Venus Surface is well beyond 4000Kpa atmo pressure, so I can't land anything stock on it, without imploding at about 14km high. As far I can see everything has a 4000Kpa pressure limit. Any ideas? any mod that has parts with greater limits? I don't want to turn off this setting tho... I'm happy to read you!! AK
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Hi all, I've been busily procrastinating on a Spaceplane performance guide. I've got to a section where i'm discussing the effect of altitude on jet engine performance, ie. what's the best altitude for penetrating sound barrier, what's best for hitting max airbreathing speed. Looking at the config file of the rapier, I can see that at 0.35 atmospheres of pressure, we have a thrust multiplier of 0.5. At 0.08 , thrust multiplier falls to 0.3 (looks like a sweet spot to me) , then at 0.018 we still have 0.09 (still somewhat decent, we thrust has only fallen half as much as pressure - drag - has , right?). Above that things go south very quickly. The thing is, is there a way to convert these pressure numbers, expressed in "atmospheres", into actual altitudes I can use when flying an aircraft? The KSP wiki has a table of pressure (in atmospheres) vs altitude (in km), but there are only 11 data points and inconveniently the numbers in the config file fall in between. It's not a linear relationship of altitude vs pressure so interpolating it won't be very accurate. My best guesses are at these numbers correspond to 6km (thrust multiplier 0.5) , 14km (thrust multiplier 0.3) and 23km (thrust multiplier 0.09), but is there any tool to calculate the numbers properly?