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Mods/Cfg Edits That Don't Deserve a Thread


LaydeeDem

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Basically, if you have a mod part that feels out of place, or you made a simple .cfg edit to change the mass of a part, it should go here. It's probably recommended to have an image ready.

RULES: Do not post a cfg edit of a mod unless you have premission, otherwise stock only cfg edits.

I'll contribute first:

I made a NERVA!

11btD

How it looks in the VAB: (Launch Vehicle NOT Shown!)

11bu711bv0

Don't expect it to work in the atmosphere.

Download: http://www.kerbal.net/mod.php?id=5

Anyone have a miscellaneous part or .cfg edit they want to share?

Edited by Nutt007
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Yeah, I went through the entire Nova Punch and DownUnder packs and updated them to the new LFE module, and gave them ISPs. Results have been pretty good. No real rebalancing issues yet. I am away from my main computer right now, so I ca't post them yet. I may wind up zipping them up and posting the whole batch to my MediaFire account, if there's enough interest.

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Yeah, I went through the entire Nova Punch and DownUnder packs and updated them to the new LFE module, and gave them ISPs. Results have been pretty good. No real rebalancing issues yet. I am away from my main computer right now, so I ca't post them yet. I may wind up zipping them up and posting the whole batch to my MediaFire account, if there's enough interest.

Sounds cool. Both Tiberion and Slew are active. Perhaps you can PM them about it, I think they would like your work. :)

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My friend (probably under the handle of Red or Shezius) converted the stock RCS block so that it would work with the MMI battery and solar panels.

ZbEHz.png The blue one on top is the modded one. It works pretty well and I also adjusted the Kosmos Common RCS block to do the same, but this is a stock one. :)

Ion RCS Block

Changed segment


fuelConsumption = 8
fuelConsumption2 = 0
fuelType = Energy

Edit: If anyone could help me edit this solar panel .cfg I'd love you long time.

Edited by Shortsonfire79
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[reserving this slot]

I'll jump in:

Note: My edits always read Dishy Courier Counterfeit Components in the manufacturer, but always credit the original part maker/supplier. I do this so that none of my edited parts overwrite or conflict with the real ones. You will still need the respective plugins.

Probodobodyne Camera (working mechjeb hullcam):

http://www./download.php?ys397oumdk3q0co

Probodobodyne Dish (working ISA mapping dish):

http://www./download.php?ngbzolb56611wwi

BACE kit extending solar panel (Now working with the EE plugin)

http://www./download.php?1ucqeo25kc9wtqv

Probodobodyne Solar panels (working)

http://www./download.php?q6cngzatr3hcszf

I have more, but they are pointless to the public. I'll release them later.

Edited by dishycourier
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I'll contribute first:

I made a NERVA!

11btD

How it looks in the VAB: (Launch Vehicle NOT Shown!)

11bu711bv0

Don't expect it to work in the atmosphere.

Download: http://www./?2cge86f2cc9wk2r

Anyone have a miscellaneous part or .cfg edit they want to share?

Nice, I see you actually went and made that NERVA model. I'd like to recommend increasing the IspVac to around 800-850. I know it sounds like an unreasonably high number but the real NERVAs of the 1960's had Isps over 800. With further development specific impulses of 1000-1500s would have been possible. Unfortunately as we know the nuclear rocket programmes were cancelled prematurely...

EDIT: Perhaps reduce the thrust a bit too? This section on Wiki makes a very interesting read: http://en.wikipedia.org/wiki/Nuclear_thermal_rocket#Nuclear_vs._chemical Going from my interpretations of what's in the article, increasing the mass to perhaps 5 tons, reducing thrust to 125-150 and giving a IspVac of 800-1000s would seem to make the most historically accurate NERVA engine. Just a suggestion!

Edited by Excalibur
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Nice, I see you actually went and made that NERVA model. I'd like to recommend increasing the IspVac to around 800-850. I know it sounds like an unreasonably high number but the real NERVAs of the 1960's had Isps over 800. With further development specific impulses of 1000-1500s would have been possible. Unfortunately as we know the nuclear rocket programmes were cancelled prematurely...

EDIT: Perhaps reduce the thrust a bit too? This section on Wiki makes a very interesting read: http://en.wikipedia.org/wiki/Nuclear_thermal_rocket#Nuclear_vs._chemical Going from my interpretations of what's in the article, increasing the mass to perhaps 5 tons, reducing thrust to 125-150 and giving a IspVac of 800-1000s would seem to make the most historically accurate NERVA engine. Just a suggestion!

Alright. New version is up: http://www.kerbal.net/mod.php?id=5

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Apparently my original attempt at posting didn't go. I checked the part file and the engine doesn't appear to use fuel?

They use the new LiquidFuelEngine module added in 0.16. This calculates burn rate based on thrust and Isp. There's no consumption figure as such. They will still use fuel don't worry, infact try lighting one of these puppies on the pad and you'll see how inefficient they are in atmosphere.

Seems very interesting. Largest nuclear reactors in the world strapped to rockets. VERY Kerbal. k_tongue.gif

Yeah, several GW sustained over several minutes. I honestly think that if we ever send manned missions to the outer planets, it will be with nuclear power. Either NTRs or nuclear-powered ion engines.

Edited by Excalibur
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[v0.16] Damned Robotics Version 1.2 Resize & Texture Mod

All parts Rescaled to 3 version... full change list in folder :)

(factor 0.25 parts removed due to bug)

***odintexturepack.jpg***

***probodobotexturepack.jpg***

rotator3.jpg

You need to replace textures if you want to use them (its taking some time :))

orginal Thread here: http://kerbalspaceprogram.com/forum/showthread.php/9675-v0-16-Damned-Robotics-Version-1-2

Orginal creators: DYJ & r4m0n

Download Link : http://www./?1e9sqe4c8762txw

Edited by ashrutoraman
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