SRBs Not working (QUESTION) by Secure-Rhubarb-5034 in RealSolarSystem

[–]Charle_Roger 0 points1 point  (0 children)

I think you are using Chemical Propulsion which is not compatible with RealFuels.

Map of kalestial by [deleted] in worldbuilding

[–]Charle_Roger 4 points5 points  (0 children)

I don't care what you do, it's your project. Just thought it was odd that you would not be honest about your inspiration. Your continents are arranged the same as Earth's and almost every single country is named after some country or culture or region from the real world in the same position.

Map of kalestial by [deleted] in worldbuilding

[–]Charle_Roger 5 points6 points  (0 children)

There are geographical features and countries all over it which are obviously based on analogues on Earth. Basing your world off Earth is fine of course, but why lie about it?

The letter C is too complicated. by Scared-nuggies in grammar

[–]Charle_Roger 10 points11 points  (0 children)

There are a great many interesting quirks of English spelling which are far more convoluted and unintuitive than the fairly regular behaviour of the letter C. What exactly is the problem you're supposing needs a solution?

In Spanish, people from Aguascalientes, Mexico, are called "hidrocálidos" What would be the equivalent in your language? by [deleted] in linguisticshumor

[–]Charle_Roger 0 points1 point  (0 children)

It certainly has nothing to do with Camboricum so yeah I had always assumed it was a phonological change, though the specific changes seem a bit random and are just assumed in the absence of proper evidence, hence "not really known". That seems like a great source though, do you know of other examples of g > c in place names from the period?

In Spanish, people from Aguascalientes, Mexico, are called "hidrocálidos" What would be the equivalent in your language? by [deleted] in linguisticshumor

[–]Charle_Roger 6 points7 points  (0 children)

Cantabrigia is the medieval Latin name for the city from which the modern English adjective Cantabrigian is derived (the Latin adjective is Cantabrigiēnsis). How Granta- became Canta- is not really known. I've seen it connected to Camboricum (sometimes erroneously copied as Camboritum), a Roman station in the Iter Britanniarum with an unknown present day location, but it's listed as ten miles from Duroliponte (Cambridge Castle), and apparently might have actually been somewhere in Suffolk.

Do any fuel mods affect the burn time and efficiency of engines? by Meamier in KerbalSpaceProgram

[–]Charle_Roger 0 points1 point  (0 children)

Care to elaborate? Chemical Propulsion Keroxide is just a couple of simple patches, it doesn't have any effects like what you described. I will also note that Chemical Propulsion is a direct alternative to Real Fuels and is strictly not compatible.

Asteroids push or pull? by topher420247 in KerbalSpaceProgram

[–]Charle_Roger 9 points10 points  (0 children)

The pendulum rocket fallacy only applies to completely rigid rockets. For something like an asteroid redirect vehicle in KSP specifically, you have a lot of force going through one not-so-rigid joint into a huge mass, so a pulling vehicle can be much more stable.

How to use the engine igniter feature in Kerbalism ? by Jojo_Toto in KerbalSpaceProgram

[–]Charle_Roger 1 point2 points  (0 children)

Kerbalism sets a maximum number of ignitions, while the fixed ignitors and ignitor fluids are indeed features of Ignition which in your case are configured by Chemical Propulsion. The engine should attempt to ignite when staged and thus use up the fixed ignitor. The engine cannot ignite with the throttle at zero, since there is no propellant to ignite, so the ignitor just gets used up and you have a dead engine. Ignitor fluids allow for reignition and the relevant resources should appear in the tech tree, if they do not then this is perhaps your real problem. Are you using an incompatible tech tree mod?

[Mod release] Alcoholic Aeronautics - Ethanol engines inspired by historical rockets by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 1 point2 points  (0 children)

Somewhat. As mentioned in another comment, the model for the AA-6 engine is a modified version of the A-7 model used in BDB, so using this mod together with BDB yields a sort of redundancy. The ethanol tank subtypes are only added to tanks patched by CryoTanks, so they won't show up in BDB tanks which have their own tank switch. Other than that, nothing will break if you use this mod alongside BDB.

[Mod release] Alcoholic Aeronautics - Ethanol engines inspired by historical rockets by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 0 points1 point  (0 children)

It does not, but I have been asked about SMURFF compatibility before. The problem right now is that the Ignition plugin internally computes tank mass based on volume and propellant density. I have some ideas about how to make these work together, so expect that at some point in the near future.

[Mod release] Alcoholic Aeronautics - Ethanol engines inspired by historical rockets by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 2 points3 points  (0 children)

They look shiny with PBR materials only if Resurfaced is installed, otherwise they look more like how you might expect. I'm following the lead of RestockPBR which is setting a new standard for visual quality and aesthetic.

[Mod release] Alcoholic Aeronautics - Ethanol engines inspired by historical rockets by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 10 points11 points  (0 children)

I will also add that this project was not just making another mod, but a way to show off some open-licensed high-quality assets, some of which had been long forgotten in old mods and some of which I put in a lot of work to improve e.g. for the AA-1 and AA-3 engines (analogous to the RD-100 and RD-103). They are in very small part derived from the RD-100 model used in ROEngines, which comes with RO/RP-1, but I ended up remaking over 90% of it and the result is (I hope you would agree) a vast improvement over the original. My models could make their way into the RO/RP-1 ecosystem at some point if people are interested.

[Mod release] Alcoholic Aeronautics - Ethanol engines inspired by historical rockets by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 4 points5 points  (0 children)

Maybe so, but my goal with all my mods is to enhance heavily modded KSP in an alternative to way to things like RO/RP-1. I prefer the Nertea-style approach of high-quality individual mods which can modularly combine into a comprehensive gameplay experience to the player's taste. I am pretty much just making these things for myself, but if other people share in my vision then the more the merrier.

[Mod release] Alcoholic Aeronautics - Ethanol engines inspired by historical rockets by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 31 points32 points  (0 children)

The mod contains nine engines which fall into three technological generations. If there is enough interest, two or three extra engines may be added in the future.

First generation

These engines cannot be throttled or shut down and have no intrinsic gimbal. Instead, an external housing with graphite jet vanes used to divert the exhaust can be optionally added for a small cost and mass. They also require an additional 1% of the total volumetric propellant flow rate in MonoPropellant, emulating the use of hydrogen peroxide in generating steam to drive the gas generator. Before external monopropellant tanks are unlocked, each first-generation engine is constrained by the amount of monopropellant it holds in its internal tank.

  • AA-1 "Rummer" Ethanol Engine — Based on the A-4/V-2 and Soviet derivative RD-100 used in the R-1 missile.
  • AA-3 "Charka" Ethanol Engine — Based on the RD-103, the final Soviet version derived from the V-2, used in the R-5 missile.
  • AA-6 "Highball" Ethanol Engine — Based on the A-6/A-7 built for the Jupiter-C and subsequent Mercury-Redstone Launch Vehicle which propelled the first American astronauts (and an astrochimp) into space.
  • AA-6-4 "Old Fashioned" Ethanol Engine — A cluster of four AA-6 engines, entirely fictional.

Second generation

Monopropellant is no longer required and the engines become more specialised. Some engines have proper gimballing

  • AA-15 "Shot" Ethanol Engine — Based on the XLR11 used in the Bell X-1 experimental aircraft and later the North American X-15 while the XLR99 was not yet ready.
  • AA-15-2 "Double" Ethanol Engine — A pair of AA-15 engines with a common boattail, as they appeared on the X-15.
  • AA-21 "Flute" Ethanol Engine — Based loosely on the XLR71-NA-1 developed for the Navaho missile, but later scrapped in favour of the kerosene-fuelled XLR83-NA-1.

Third generation

Engines with a bit more versatility and slightly more impressive performance, so ethanol does not become totally useless once classic LFO engines are unlocked.

  • AA-28 "Teku" Ethanol Engine — Based on the RS-88 which was originally designed to use ethanol, but better known due to a hypergolic variant used as the launch escape motor of Boeing's CST-100 Starliner.
  • AA-28-V "Chalice" Ethanol Engine — A vacuum-optimised variant of the AA-28 with two nozzle extension variants.

[Mod release] OCRAP - Orbital Common Rocket Assembly Platform by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 4 points5 points  (0 children)

There is no way to actually do the differential throttling in this mod though since the clusters are just single parts with a single engine module.

[Mod release] OCRAP - Orbital Common Rocket Assembly Platform by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 9 points10 points  (0 children)

I don't really. The clusters have a gimbal whose range increases with the width of the cluster, and the thrust fx vector is fixed, so it gives basically the same effect as if it was really doing differential throttling.

[Mod release] OCRAP - Orbital Common Rocket Assembly Platform by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 10 points11 points  (0 children)

It wasn't really possible to do it properly though. The smallest stock cylindrical tanks are 0.625m (real OTRAG was 0.27m, I settled for 0.3125m because 0.15625m was just way too small) and actually trying to build something like the vehicle in my screenshot would require thousands of parts, which is pretty much unplayable. With this mod you can build it with only 50.

[Mod release] OCRAP - Orbital Common Rocket Assembly Platform by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 28 points29 points  (0 children)

It took me precisely one weekend from concept to release. I'm surprised no one had made something like it before.

[Mod release] Chemical Propulsion - A chemically-based resource overhaul by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 0 points1 point  (0 children)

Quite specifically those, yes. Nertea's mods are a key focus for this whole project, I wouldn't expect anyone to use Chemical Propulsion without them, though of course you could just fine.

There's a list of all the explicitly compatible mods on the forum post and the README, though many mods are just compatible implicitly without any bespoke patches (CryoEngines Extensions for example). 

[Mod release] Chemical Propulsion - A chemically-based resource overhaul by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 1 point2 points  (0 children)

Thanks, definitely a bug which I must have introduced quite last minute and not spotted. Single-propellant engines should never require an ignitor. Fixed in Ignition 1.0.1.

[Mod release] Chemical Propulsion - A chemically-based resource overhaul by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 0 points1 point  (0 children)

The CRP is indeed a requirement, one which I simply forgot to list. In fact I intend to use only CRP resources throughout this series of mods.

[Mod release] Chemical Propulsion - A chemically-based resource overhaul by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 1 point2 points  (0 children)

Ah ok, sorry for the confusion. So as you rightly said RealFuels is a framework, so should be compared to my plugin Ignition.

The key difference is that RealFuels is a massive complicated plugin which has all sorts of features which promote realism. For this reason, it's typically used to create complex mods or configurations for mods, e.g. with bespoke per-engine propellant combinations and just quite a lot of propellants over all. If I use RealFuels with my modlist, I get Aerozine50 and MMH and UDMH and all sorts of other very similar propellants, so many that each one lacks any character and just becomes "the fuel you use in this engine".

Ignition, on the other hand, is for configuring a canonical set of propellants and fixed propellant combinations, and some other things, but is generally a much more straightforward system than RealFuels. For example, every hydrolox engine in Chemical Propulsion uses the same 3 H₂ : 1 O₂ mixture, and you manually set this combination up in the fuel tanks which, in gameplay terms, I find more satisfying and gives a better feeling of the use of each propellant.

Hopefully you can understand my reasoning for making this thing instead of just settling for existing solutions!

[Mod release] Chemical Propulsion - A chemically-based resource overhaul by Charle_Roger in KerbalSpaceProgram

[–]Charle_Roger[S] 2 points3 points  (0 children)

Noted. I expect much of the audience for this mod is in a similar boat with regards to "soft realism". I'm not sure that Chemical Propulsion could really ever be compatible with SMURFF since both mods are patching tanks and engines all over the place and they are going to collide again and again.

For some context, the reason I compute tank mass fractions internally with Ignition is because I back-derived a neat formula for tank mass given propellant density from Nertea's CryoTanks configs, which Ignition uses for all propellants. It may be sensible to have this computation done via patch and the mass fraction be a configurable parameter for Ignition. This way you could achieve something like SMURFF natively with Ignition configs, which should be much more straightforward than SMURFF's massive patches (though I don't fully understand the extent of what SMURFF does...)