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DJK

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  1. Sadly, the difficulty options under Kolonization only disable the sliders for courage & stupidity and the ability to select MKS specific kerbals like biologist and so on.. There is no way to get rid of the UI changes and get the random kerbal list back apparently.. which kinda sucks tbh.
  2. Hi, how does one disable the kerbal hiring part bundled with MKS? I want to have the default game astronaut complex.
  3. I personally don't really care about SQUAD's telemetry.. i will always use RemoteTech. I only wish SQUAD would stop changing gameplay elements like that since official release.. these things should have been taken care of in beta.
  4. I was personally looking forward for a stock communication system to be implemented, but seeing SQUAD's implementation technique of some important feature sets, i'm not getting my hopes up with this one. From the info we have.. to me the system is pretty.. underwhelming. SQUAD has chosen the "easy way" of "somewhat" implementing a mod into stock. But this so called "easy way" is a double edge sword, specially in this case, where ppl either want something similar to antenna range or remote tech. A mod is a mod, a game feature is a game feature. Not entirely the same. The community will be split. There is no middle ground here.. making a mix between antenna range & RT is not going to magically make everyone happy. The only option is to allow.. wait for it.. customization. But i'm pretty sure that is not going to happen. As it stands, i personally don't care about the system.. i'll probably continue using RT and just ignore the time and effort SQUAD has put into the new stock communication system & consider it waste of resources which would have been better spent elsewhere.. because.. u know.. why bother if you're not going to do it properly.. and because i find the system itself.. lacking.
  5. I use 200% thermal heat settings (tweaked the save file) and do a proper reentry. Multiple passes if speeds are extreme. Works like a charm.
  6. It was this one: http://www.curse.com/ksp-mods/kerbal/221319-kerbin-cup
  7. I haven't tested this with FAR, but i suspect that it does indeed have something to do with it. AFAIK, FAR replaces atmosphere rather than tweaking the existing settings.. or so it did at one point (pre 1.0). 1- Changing the physics.cfg settings to the 1.0 values should do the trick. I believe the individual part "good" updates are coming from their own .cfg file. 2- As Snafu225 said.. I personally use that mod as well and it works pretty well. 3- The fix i used in my tweaks is giving the heat shields thermal mass. They had a 0.01 modifier or something similar. You'll have to balance the ablator afterwards. I'm not familiar with DRE's code. You could simply just use a module manager config file which just raises the convectionVelocityExponent value and start from there. DRE has also a higher value than stock, but lower than in my config. Could try something like this: @PHYSICSGLOBALS:FINAL { @convectionVelocityExponent = 3.35 } That basically increases convection temperature the higher you go and i'm sure that will work, but as for the heat shield part of the module manager config i provided, they might be in conflict with DRE. Note that having a higher convectionVelocityExponent will render the heat shields (DRE heat shields as well) less effective.
  8. The slider you've set to 0 disables only re-entry heating. For disabling engine heat you can either edit their .cfg files (or use a module manager config) or.. ignore it with the option available in debug toolbar. Its the "ignore max temperature" one iirc. To disable the newly implemented heat warnings, check the mods section. There are at least 2 mods that do that.
  9. Tweaked re-entry: http://forum.kerbalspaceprogram.com/threads/119308-1-0-2-Re-entry-heating-rebalance-%28made-harder%29-heatshield-conduction-fix-%28v-1-1%29 Makes it harder for anyone who wants it. Note that i personally took SSTOs up and re-entered kerbin without issues.
  10. I don't see the point of these kind of threads.. whats done is done. Deal with it. Don't act like a spoiled self entitled kid.. The game was had very few noticeable bugs when 1.0 was released, then it was patched up by SQUAD. If you were expecting a perfect release just for you.. with all the features that you wanted as you wanted.. well, that pretty much says it all..
  11. This part: @PART[HeatShield*] { @thermalMassModifier = 0.5 } in my MM config file sets the thermal mass modifier for all heat shields. Note that this is just a modifier, not the actual thermal mass. The thermal mass is calculated as follows: [SIZE=2]thermalMass = dryMass * standardSpecificHeatCapacity * thermalMassModifier + resourceMass * hsp[/SIZE] For more information on thermal mechanics, please see this thread. With that in mind, the 3 heat shields will balance out between them since bigger = heavier = more thermal but at the same time, bigger = more surface area exposed = more friction = more heat. Apart from that, there is another factor involved. Based on what is attached to a heat shield, and with conduction now working, bigger heat shields conduct more heat to other parts due to contact surface area, but that in turn is counteracted by the fact that said parts with bigger surface area have more thermal mass. They use up roughly the same percentage of ablator from their maximum amount, if used with their intended command pods (or parts with corresponding size). I tried to find common ground between them so that they will work relatively as the default ones rather than tweaking them individually and applying different values. No idea about what bulkhead is intended for though, but i'm just blindly assuming it is something related to attachments maybe?
  12. Having a longer burn to your Ap seems more efficient from what i've seen. At least to some extent. That said, it is true & very improbable that you will be burning all the way up in KSP. Like Streetwind said. I usually fly my rockets manually so that they need less than 100 m/s for circularization. Note that you need to throttle down quite a bit in the upper atmosphere for that to work. Coasting starts above 65km altitude. Note that this involves a lot of accuracy.. even the slightest deviation will have a relatively big impact on your trajectory.
  13. @vardicd - I gave them thermal mass. See line #8 in my module manager file: "thermalMassModifier". They had next to none by default. SQUAD removed it in favor for the ablator. Next i re-balanced the ablator resource hsp to work with the new thermal mass of the heat shields as close as possible as the default values did. @ZobrAA - PHYSICSGLOBALS does indeed work.. You need to have the actual module manager config file in KSP/Game Data though, not in the main KSP folder. You also need to use module manager 2.6.3. You could clear the module manager cache though, see if that helps.
  14. Updated to version 1.1. The tweaks now use module manager exclusively.. no more file overriding needed. Please make sure to use module manager 2.6.3 Thank you.
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