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MAFman

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Posts posted by MAFman

  1. 10 hours ago, Stone Blue said:

    RPM has two external camera parts included, so you dont *need* other mods specifically for camera parts.
    Theyre located here, and they re-use a stock RCS model & Ant/Spider engine, respectively (so you now what they look lie in the Editor):
    GameData\JSI\RasterPropMonitor\Library\Parts\ExternalCameraPart\

    No matter how I filter the parts menu, I can't find the camera. Is there something wrong with my installation?

  2. I think it'd be cool if the magnetometer part actually "measured" the magnetic field of whatever body you're orbiting and displayed it in the appropriate units, like Gauss or something, similar to how the thermometer part displays the ship's current temperature. How would I start that kind of project?

  3. This idea could be for a mod... what if data rate was inversely proportional to how far away you are from the Kerbal Space Center like in real life, where the data rate they can get from spacecraft gets slower the farther away they are? For this purpose, what should the bandwidth of the KSC's DSN be, like, what frequencies does it operate on?

  4. I know that the atmosphere "ends" at exactly 70 km on Kerbin, but I'm wondering where the Karman line is, where a hypothetical plane would have to fly at orbital speed for the lift its wings could generate to equal its weight equals the centrifugal force it feels from moving so fast horizontally.

  5. I created a quick ModuleManager configuration that copies the stock LES and scales it down by 50%, so I can have LES's on all my rockets, even Mk. 1 ones.

    +PART[LaunchEscapeSystem]
    {
      @name = Mk1LES
      @title = Mark 1 Launch Escape System
      @rescaleFactor = 0.5
      @cost /= 2
      @mass /= 2
      @bulkheadProfiles = size0
      @MODULE[ModuleEnginesFX]
      {
        // Tone down the thrust to deal with the decreased size
        @maxThrust /= 2
      }
      @RESOURCE[SolidFuel] {
        @amount /= 2
        @maxAmount /= 2
      }
    }

     

  6. 27 minutes ago, king of nowhere said:

    without mods, it's quite hard to make stuff sink. the best way is to put ore tanks inside a cargo bay. many ore tanks clipping into each other. this way the game does not model what's inside the bay as far as buoiancy is concerned, but it still does register the mass, which causes the rover to sink

    I'm guessing the tanks in the cargo bay should be full, right? Just to make them denser.

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