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Revenant503

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Everything posted by Revenant503

  1. Not sure if this is useful but Linked are configs for a rework of the three proton engines in TantaresLV. Basically make a folder in your game data directory (It don't have to be inside the TantaresLV folder) and drop these into it..then you will find three duplicate engines appearing with names starting "Altered ALV" (so they'll be next to the normal ones. Specific changes are.. Thrust on Block B and C engines have been nerfed to match TWR of the actual rocket Fuel on Block A reduced ~25% which makes its Surface TWR match the correct value for a 20 ton payload Cost of Block A seriousy reduced to cost:Thrust and Cost:Fuel ratio match a mainsail with equivalent tank Total Delta V is way better but still a touch high to allow for high inclination orbits Let me know if this is helpful or if I shouldn't be doing this kind of thing https://www.dropbox.com/s/911z2y5f4liv1zp/Tantares_ALV_Rework.zip?dl=0
  2. Its useful for complex stuff which it breaks (RO for example...best way of sorting the dependancies is with CKAN but letting CKAN download everything at once gives you a temp ban from kerbalstuff so you try again a minute later and download more stuff and so on). It only installs the game data folder so if you have a favourite parts pack with alternate textures (as a completely random example), your never going to see the textures unless you hunt for it. So in fairness it doesn't run riot through your directory structure like some other Non-KSP mod systems do. Persoanlly I find it useful for listing mods that I may be interested in (most of them have the forum links to look at the posting for) Theres a lot of mods I refuse to use it for (Tantares...I don't think CKAN can keep up with Beale when he's on a roll). I know Ferram has let rip a few times about the problems trying to support CKAN installs, particularly when other people post his mods on it. I also know that a lot of the CKAN installs can be buggy (some packages in CKAN haven't kept up with the download packages and you only figure it out if you start looking at checksums) and install badly. So I usually use it for stuff I want to take a quick look at or can't be bothered tracking. Also because the versioning rigour has been a little flexible, I usually check the forum posting for each package to make sure it says 1.0.2 That being said...I continually get weird stuff happening on odd CKAN packages. AMP for example always dropped me to 10 frames a sec when I was using a rocket, and Crew Manifest had a bad habit of seriously mucking up where Kerbals were supposed to be - both of those won't that apparent in the normal packages, just my CKAN installs of them were weird So TL;DR version..CKAN has its uses but it isn't the be all or end all, I've used packaging systems in Linux and BSD so I've seen how good it can be but I think CKAN needs a bit more maturity time
  3. Reminds me of the countless times I've had the launch clamps detaching somewhere after stage two decoupled
  4. Weird...ruinning some tests I thought the upper two stages were good but the low stage was seriously down on thrust (doing some figuring in the VAB with Nrap I figured that anything the bottom stage could lift could be put on its way to Mun orbit due to excess Delta-V for the rocket overall) Also in career it was massively overpriced as an example (Ariane 25 Tons to LKO for about $28K, Zenit (proton rework without the bottom stage) 20 Tons to LKO for ~$40k, Proper three stage proton - 20 tons to LKO or the Mun (almost) for $78k) I was thinking of trying out a proton without block c and seeing how the numbers worked but haven't gotten to it yet. PS congrats on needing paternity leave
  5. thanks I'll kill that off then, pity they were pretty engines and I've got a feeling most of the near future stuff is going to get linked against it Update...thanks Niemand its the config file in cryo engines that was the trouble, I left the fuel switch installed and the Pol still works fine
  6. TAC...also I've got cryo engines installed which uses InterstellarFuelSwitch that I was wondering if that was it Thanks
  7. They work fine...my main reason for going to 1.0.0 was 1.0.2 felt too soft on re-entry (I couldn't get any ablation) - I always thought re-entry should be stressy or at least make me watch the ablation resource go down - - - Updated - - - On another matter...I've noticed some weird stuff in the VAB with pollux_contol_a (it drops the food and electricity and acts like a fuel tank) I copied the config into a new file and renamed that part pollux_control_b and copied the module file from hamal_control_a (the progress) over the top and that works fine..just wondering if its only me or if anyone else is seeing unexpected results there (which would make me suspect hidden characters in the config file)
  8. I've got to admit I've given up on FAR and Deadly re-entry at the moment...I'm happier with the 1.0.0 physics file solution - I seemed to be getting way to many heat issues (like soyuz solar panels blowing up while on the launchpad under a procedural fairing) For Soyuz LV launches...I found that if I take the triangular tail fins from stock, tweak scale them down to about 10% and then attach them to the boosters on the engines, the rocket almost rides on rails - and it even looks good - although that might be a problem in FAR which looks at area rules in the transsonic region.
  9. I don't think quicksave or revert helps with proc fairings I got a truckload of this in output_log.txt MissingMethodException: Method not found: 'ModularFI.ModularFlightIntegrator.get_PartThermalDataList'. UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) DeadlyReentry.ModuleAeroReentry:FixedUpdate() Ckan install...if that makes any difference but the version numbers match the first page (v7.0.2) and I couldn't see any difference between the packaged ModuleFlightIntegrator and the Ckan version Just noticed the post above...off to try that Yep that fixed it...the module flight integrator package on ckan appears to be borked
  10. I always liked the tech option...introduce the panels at one tech level in career then the next tech up introduce a tracking version.
  11. I was just trying to picture the golf ball that its a tee for...or worse..the golf club
  12. I have to add my 2 cents, it looks very nice, but looking nice and not playing well with others and having no mix and match ability is why I don't install FASA or Raidernicks Soviet stuff - both are technically very accurate and look great...but not for me
  13. Precisely - According to the Arianespace Soyuz User guide (essentially their "brochure" for Soyuz launchs) starting Surface TWR is around 1.4 going up to 4 at booster sep 2 minutes later, then on the core alone its TWR is 1 after sep going up to about 2.5 depending on the cargo
  14. Speaking of...is it worth dropping the tech required for the non-tracking Soyuz panel down a tier? I get sad looking at Soyuz's with the thin stock panels or the hull mounts while I'm waiting to unlock the panels in career
  15. you can click on the hatch to eva or transfer kernels Its not a bug..most of the IVA's aren't set up for 1.0.x yet I believe I'm pretty sure Beale has it on his list somewhere..but at the moment its a pretty long list
  16. Could that be because the part has ModuleScienceContainer defined twice in its cfg? (That's the only weird thing I can see compared to the stock science module)
  17. Couldn't find this mentioned but feel it should be pointed out Tantares v24...with the DDS primary textures and the mbm alternate textures? Whats going to happen when you merge folders?
  18. seeing multiple parachute icons ion the Space Centre toolbar, and the chutes disappear from staging and are non operational in flight
  19. My thought...whatever you do balance it so that a full, long upper-stage, SoyuzLV can put 7 tons into LKO with a reasonably efficient launch profile - under 0.9 and FAR I could actually punch 14 tons into LKO which embarrassed me so much I spend a week installing and playing around with KIDS to get it feeling better
  20. Thank you for your configs Neimand, and thank you for the fast turnaround and release Beale <EDIT> Oh forgot to ask...with 1.0 using a DDSloader what are your thoughts on converting your textures to DDS?
  21. Bummer about the loss of the tug, that always sounded like the sort of system that we should be developing,
  22. Were all those fuel leaks from test flight or something else? Excellent posting of an infrastructure mission
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