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Extra DeltaV


capybara

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Unlikely but you don't really need a full mod, you can do this with a simple ModuleManager patch.  You can improve deltaV in three ways:

  • Lower mass:  This is the equivalent of using lighter materials for your parts.  It has limits since you get to 0 mass eventually but it definitely works.
  • Increase engine thrust.  This allows you to add more fuel per engine.  You can increase fuel density at the same time if you want to keep your craft about the same size.
  • Increase ISP.  This improves engine performance so you get better deltaV with the same fuel and mass

You can of course use some combo of each.  Some examples of each:

//reduces mass for all parts to 90% of the original mass.  Change the number for different percentages
//you can restrict it to specific parts or part types if you want but you will need to learn a bit of MM
//patching
@PART[*]
{
	@mass *= 0.9 
}
//engine thrust increase.  It's a bit complicated to cover for some mods that do their own engine thrust.
//in this case it's taken from the LRTR mod so the 2.56 is going from kerbal size thrust to real world
//thrust.  Just change 2.56 to a number that works for you.
@PART[*]
{
	@MODULE,*:HAS[#name[ModuleEngines*]]
    {
        @maxThrust *= 2.56
        @UPGRADES
        {
            @UPGRADE,*
            {
                @maxThrust *= 2.56
            }
        }
	}
	
    @MODULE,*:HAS[#name[ModuleB9PartSwitch]]
    {
        @SUBTYPE,*:HAS[@MODULE]
        {
            @MODULE
            {
                @DATA:HAS[#maxThrust]
                {
                    @maxThrust *= 2.56
                }
            }
        }
    }
    @MODULE[ModuleEngineConfigs]
    {
    	@CONFIG,*:HAS[#maxThrust]
    	{
			@maxThrust *= 2.56
	   	}
    }
}
//improves ISP across all altitudes by 10% (the 1.1 part).  Note, this will only work for stock-ish engines.  
//It won't work for those using the B9 part switcher for example.  I don't have an exmple of this and can't 
//be arsed to do it now.  This can be your excercise for home use if you like.
//NOTE:  It's exludes the Dart Toriodal engine because it does things differently and again, can't be arsed to fix it.
@PART[*]:HAS[~name[toroidalAerospike]]
{
	@MODULE,*:HAS[#name[ModuleEngines*]]
	{
		@atmosphereCurve
		{
			@key,0 ^= :0 ::
			@key,0 *= 1.1
			@key,0 ^= :^:0 :
			@key,1 ^= :1 ::
			@key,1 *= 1.1
			@key,1 ^= :^:1 :			
		}
	}
}

Keep in mind, making any patch that works with every mod out there is tricky and these are just some examples.  In particular the B9 part switcher requires a bit of tweaking to get right.  If you are not sure how Module Manager patches work or how to use them, there are lots of tutorials out there but the basic idea is you:

  1. Install ModuleManager
  2. Use a text editor (Not a word processor!) to create or copy a patch like the one above
  3. Save it to your KSP GameData folder somewhere and name it with the .cfg extension.  So you might call it 'enginetweak.cfg'.  You can create your own folder inside of GameData (i.e. GameData\Capybara) and put it in there to keep things neat.

Good luck!

 

Edited by Pehvbot
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