Errol

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About Errol

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  1. Sorry about the cross-post, didn't realize this mod had a release thread when I posted in the dev thread. @Capital_Asterisk Do you think it would be possible to make a multiplier for the ground effect available to module manager so users can define it on a per part basis? I really want to create some alexander lippisch style wing in ground effect craft, which have optimized reversed delta wings with anhedral angles, almost like a hover craft skirt, which perform far better in ground effect than traditional wing shapes. I basically want to use MM to create duplicates of the stock wings, intended to be used in this different orientation, with a 2 x multiplier on the ground effect. In reality they enter ground effect at a larger % of their wing span than regular wings do. The Ekranoplan was able to achieve ground effect at about 10% of it's wingspan, while most of the WIG crafts shown in this link are able to achieve it at about 50% of their wing span....I imagine just applying a multiplier to the effect would be easier than altering the calculation of wingspan and altitude, but I'm not a programmer. I love that ksp mods so often abstract aspects of physics from reality in order to be more playable or for performance reasons, so either a per part lift multiplier, or a per part wingspan % mechanic would be fine with me. http://www.hassanhameed.com/?page_id=1108 X-113:
  2. Sorry about the double post, but this is a separate thing from my previous post. @Capital_Asterisk Do you think it would be possible to make a multiplier for the ground effect available to module manager so users can define it on a per part basis? I really want to create some alexander lippisch style wing in ground effect craft, which have optimized reversed delta wings in an anhedral angle, almost like a hover craft skirt, which perform far better in ground effect than traditional wing shapes. I basically want to use MM to create duplicates of the stock wings, intended to be used in this different orientation, with a 2 x multiplier on the ground effect. In reality they enter ground effect at a larger % of their wing span than regular wings do. The Ekranoplan was able to achieve ground effect at about 10% of it's wingspan, while most of the WIG crafts shown in this link are able to achieve it at about 50% of their wing span....I imagine just applying a multiplier to the effect would be easier than altering the calculation of wingspan and altitude, but I'm not a programmer. I love that ksp mods so often abstract aspects of physics from reality in order to be more playable or for performance reasons, so either a per part lift multiplier, or a per part altitude % mechanic would be fine with me. http://www.hassanhameed.com/?page_id=1108 X-113:
  3. Another example of an essential mod that should just be stock, IMHO.
  4. Does anyone know how the settings file for this mod works? There isn't much in it: DESettings { LegacyEffect = True PartIgnoreList = tube,mortar,hedg } I'm wondering if it is possible to have this mod ignore some of the parts it normally adds fx to? I'd like to remove the fx from cockpits and wings, as there is already a lot of fx going on with re-entry particle fx. I'm not sure what "tube, mortal, hedg" are, but if anyone knows what field from a part .cfg those are, I'm hoping it may be possible to add the equivalents for the wings and cockpits.
  5. What is this 1.1 or 1.10 or w/e update you guys are talking about?
  6. OPM is intended to be a stock-alike expansion of the stock solar system to include the rest of the bodies from our solar system in some form in the game. It would not be a huge stretch to include them, as I'm sure many people simply include opm in all their games as a de-facto addition to stock. I'm not sure if your generator came first, or if Final Frontier came first. Either way though, it is undeniable that this content (the ribbons) are additions to the game, hence your thread being hosted under the ADDON releases thread. You think OPM ribbons shouldn't be included because they aren't representative of the stock game? Fine. But these ribbons for the stock system are not in the stock game either; so are these distinctions really meaningful or just pedantic? Heck, you could even just host the opm ribbons on a seperate page with cloned code from your stock ribbon generator, to protect the sanctity of your stock vs modded install elitism.
  7. @Ezriilc Here are the blank ribbons that are relevant: Sarnus: Ovok: Slate: Tekto: Neidon: Nisse: Thatmo: Urlum: Polta: Priax: Tal: Wal: Plock: Karen:
  8. Final Frontier is a mod that awards your kerbals these ribbons in game. Pretty sure the outer planets mod ribbons are included in the opm mod download, not the final frontier download, but they follow the same format as the ribbons for the stock planets.
  9. I mean, these are basically the ribbons from final frontier, no? I know that there already exists a ribbon set for final frontier for opm, and if there are any discrepancies from the rules for these ribbons, I'm sure they wouldn't be hard to adapt..
  10. I know what hypergolics are, it was an honest typo. Far as I know, it isn't just a small tank of extra fluid in real rcs systems, rather it is two large tanks of fluids that react when mixed, so it's the entire fuel tank that contains "hypergolic fluid." Anyway, I'm just as happy to not have ksp simulating extraneous stuff, I just want something that forces me to be a little bit more mindful of my design choices as I build in the VAB.
  11. Honestly, removing EC as a requirement is something I have long considered doing. When I first discovered this mod and did a bunch of MM-fu on the patches I removed this extraneous, consumable resource called hyperbolic fluid. My thoughts at the time were similar to what roverDude has said about USI-LS vs TAC-LS...at the end of the day the user is either going to grab a larger container, or a smaller container of resources to attach to their rocket according to their needs. Does it really matter if it's one highly abstracted consumable resource inside, or a bunch of separate, more specific resources, when at the end of the day all these resources and mechanics are just affecting one thing; how long your kerbonauts will survive. Same thing here really, why track number of ignitions you can do with ignitors, fluid AND ec? At the end of the day, the only thing that matters is how many times that engine can fire. I wonder if there could be some sort of simpler implementation of EC requirements, like just a boolean yes or no does the craft have EC at all? Maybe something that disables all engines when there is no EC? (The problem being that if you run out of EC, you can "cheat" by magically firing up an engine to run it's alternator.)
  12. Blarg! I knew about the staging them separately thing too! It's just been literally a few years since I've been able to really play the game at all. Will test again right away. By the way, do you know if the ullage simulation was changed? I seem to remember someone noticing that something was in radians but should have been in degrees or vice versa or something. Seems to work using rcs, but not from spinning your rocket end over end. Not a big problem, just curious if it was changed to not even try to simulate that anymore.
  13. I'm finally coming back to the game after a couple years. Managed to save up for the new computer I've been dreaming of, and now instead of playing at 10 fps I can play at about 130 fps! Anyway, I started testing out this mod, and I can't seem to get the external ignitors to work. It isn't the range issue, I've tried setting the launch clamp range to 5 and to 100, with no effect. I've tried adding "(Launch Clamps)" to the "IgnitorType = External" line on the engines, as well as adding an ullage simulation line. One thing I did notice is that if I click activate engine in the PAW the engine starts firing, and furthermore I can cycle it on and off as many times as I like. Some how it seems the patch isn't applying to engines that are set for external ignitors. Mod seems to work as intended otherwise. KSP 1.9.1
  14. Game kind of freezes when I try to load a vessel. It will display the vessel loading dialogue, but will not load the vessel. I can still exit out of the game though. KSP 1.9.1