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whynot

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    Propulsion Engineer
  1. Hey everybody, just posting to see if anyone else is having this problem: The kOS processors detatches from the craft. It appears to be related to RemoteTech. I posted this bug: https://github.com/KSP-KOS/KOS/issues/428 All input is appreciated! Cheers!
  2. Yeah hi! The procedural wings thingy is great. I've been trying to get wings that are black on the bottom and white on top (TPS style). I've come up with this very Kerbal launch procedure which yields the desired result, however it is not really practicable for most designs... Can I just edit some texture somewhere? P. S. I know PS.
  3. Hey sirkut! Quick question about the plugin. I want free moving rotatrons with limits, is that possible? I tried editing the part config, adding: rotateLimits = False limitTweakable = True rotateMin = -360.0 rotateMax = 360.0 to the uncontrolled rotatron. That gave me a "rotate limits on/off" tweakable toggle that does nothing. Is there another way? Using the "jointSpring" and "jointDamping" fields maybe? Care to elaborate on how those work? Cheers!
  4. Hey! I really like your mod, it has kept me sane so far. I have a suggestion: could you add an option to disable the mod in flight? I really don't need the features outside the VAB. Also maybe migrate to the built-in toolbar. Cheers!
  5. Yeah, hi! Occasionally the handy "vessel" overlay (bottom left in editor) is not showing, only the "resources" tab... Not sure if there's a config somewhere or if I should post a bug report. Version 1.0.9.3. Great mod btw.
  6. Yo, I forgot there are a couple of Procedural Parts solid rockets in the middle fairing (tiny ones, inverted for separation). It appears they are causing the problem. Not sure if it is a procedural parts or FAR issue then, but FAR definitely think the rockets are much larger than they actually are.
  7. Hello! I keep getting this weird behaviour: The center of pressure ends up in a very unintuituve location. The problem goes away if I uninstall FAR. I do not want to uninstall FAR, it's awesome. Mods used on the pictured craft are procedural fairings and wings, all other parts are stock except for RemoteTech antennas and a MechJeb case in the fairing. All parts in the fairing indicate "shielded" as expected. I get no debug output. I find the bug hard to reproduce. Sometimes the CoL behaves as expected, but most often it appears to be in the opposite end from where it should be if you want to go to space today. Editing the craft at this point, like trying to re-attach the fins, will generally cause the blue marker to disappear. Feel free to ask if there is any more information you need. Cheers.
  8. As in get confused as to where to look for the texture. The log message doesn't display the full path to the missing texture, and I wanted to make sure that it was pointing to my actual GameData folder. Is the path hardcoded or can a mod using toolbar tell toolbar to look for resources relative to someplace else? You don't have to worry about this though, I think it was just interference with some outdated plugins I had. Cheers
  9. Yeah, so I gather. Nevermind the problem was probably due to my GameData folder being bit of a clusterfck. It went away after starting from a clean slate. I'm just curious why it was happening since the indicated missing files were obviously not missing. Is there some way Toolbar can have been made to change it's root?
  10. Hullo and thanks for a great mod. It has worked flawlessly (until now)... I installed 1.7.1 and now the toolbar keeps disappearing. I'm trying to resolve this the debug output is this: [error][Toolbar]: [ERROR] button texture not found: Relative/File/Path/To/image This happens for MechJeb and FAR. I've checked that I have the indicated files, and under GameData/.. for example GameData/FerramAerospaceResearch/Textures/icon_button. The Kethane button works, and as far as I know it is fetched from Kethane/toolbar.tga. What is going on?
  11. This. Whynot make zip/nil/zero an option in the poll?
  12. 1. The combined ram- and scramjets I've seen all have moving ramps and intakes which are heavy and complex propositions, or inefficient compromises where only a portion of the internal flow goes supersonic. Maybe there are others? Like ablative combustion chambers? Also the need for heat resistant structure does not come from the combustion of fuels per se but from the need to rise the energy of the gas in order to produce thrust. If it ain't running hot, it really ain't running at all. (see #3:) 2. If you take that GW/km2 and concentrate it on the cross-sectional area of your vehicle, the atmosphere will heat up considerably along the path of your beam and you will have transmission losses. 3. The ammount of thrust you get is really dependant on how much you accelerate the reaction mass, not the absolute magnitude of the exhaust velocity. So increasing the speed of the airflow from mach 5 to mach 25 is not the same thing as accelerating the same mass of propellant from 0 to mach 25. To accelerate the air through your engine you will need to raise it's pressure and temperature at the same time, raising the temperature alone will not produce any thrust because heat is just random motion. In order to extract thrust from this random motion you must direct as much of it as possible rearwards. That's what rocket nozzles do, and when a gas is accelerated like that it's temperature and pressure will fall. If the air flow was at atmospheric pressure to begin with, you will end up with a partial vacuum behind your engine and that's just gonna slow you down. As I understand it the point of having a scramjet is that you can do without some of the oxidizer needed to get to orbit because you can hog some from the atmosphere. Taking the fuel out as well, really what you have is a lot of chemical potential energy (oxygen in the air) flowing through the engine that is just wasted. Cheers.
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