Citizen247

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About Citizen247

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    Rocketry Enthusiast
  1. "The only wheels that reached that hit that sort of speed in the real world are those used on the ThrustSSC for its land speed record attempts. That took place in a perfectly flat area with precision engineered wheels that had to hold up to enormous forces: http://www.thrustssc.com/thrustssc/Club/Secure/mn7_Wheels.html A normal wheel would explode just from the force of rotation at those speeds, let alone hitting a bump. 100m/s is 223mph, that's fast for landing an aircraft, it's well over the top speed of most production sports cars, and far in excess of anything that goes "off-road". So 100m/s is a bit OP for industrial wheels, let alone 300m/s. Playing with FAR and AJE most of my planes don't hit 300m/s in flight. Landing speed is usually no higher than 80m/s if I can help it.
  2. [1.3] KerBalloons v0.4.2 - Balloons for KSP!

    @CCKExtraFilterConfig:NEEDS[CCK,KerBalloons] { Item { name = KerBalloons tag = KerBalloons selectedIcon = KerBalloons/Textures/KBIconSelected normalIcon = KerBalloons/Textures/KBIconNormal } } @PART[*]:HAS[@MODULE[ModuleKerBalloon]]:NEEDS[KerBalloons]:FINAL { @category = none @tags = #$tags$ KerBalloons &tags = KerBalloons } The above creates a KerBalloons category and populates it with KerBalloon parts if Community Category Kit is installed.
  3. MAD - Aerospace Parts (v0.5) KSP 1.3.0

    I haven't completely forgotten this mod, I'm just a little stuck with motivation/ability for modular cockpits, which is the next step on the road map for this mod. Anyway I am still working on it and there are some updates ready, although only a few patches and bug fixes this time. I've also moved to github because of problems with spacedock, at least for the time being. I'll try and get these changes replicated to ckan ASAP. DOWNLOAD Moved to github. Fixed AJE compatibility.Added Tweakscale compatibility.Added window reflections if TextureReplacer Replaced is present.Removed test models.
  4. AJE Extended Configs

    I'm having a fair few problems with spacedock at the moment (certificates out of date and can't upload changes) so I've deleted the mod there and added it to github instead. I'll try and add it to ckan manually. It looks like the latest version of AJE changed the definition of basic air intakes from "pilottube" to "pitottube". Now fixed and can be downloaded from github: DOWNLOAD
  5. AJE Extended Configs

    At the moment the configs for Airplane Plus are the same. In future, though updates will go here, so those configs can be considered depreciated. At the moment I'm back using FAR. I did have some stock configs which I used for flying, but they didn't work for spacecraft. Returning capsules would plough into the ground. I think it's because drag cubes don't multiply drag enough for flat capsules, so settings that were good for pointy aircraft didn't work for ballistic re-entry. Plus the reasons I'd moved away from FAR were resolved. One of the big ones was the runway: planes are much less likely to hit a three-foot wall and explode between runway segments now, so I don't need custom configs that allow me to lift planes in a short run.
  6. [1.3.1Beta 2 ]Kerbal Aircraft Expansion _Continued v2.7.1beta

    I've added KAX AJE configs along with the sound patch to a small mod if anyone is interested:
  7. To make my life a little easier I've dropped all my AJE configs for various mods into one place, so if blackheart612 doesn't mind for those who want AJE support in future that can be found here (with some other little tweaks as well): AJE Extended Configs
  8. AJE Extended Configs

    This mod adds extended support for AJE to other mods and also adds a number of engines not represented in existing configs. Currently supported mods: Configured Engines: Other Features: If Realfuels is installed all Piston engines will use AVGas as fuel. If Community Category Kit is installed three new categories will be added (Prop, Rotary and Jet) and AJE configured engines will be moved to their respective categories. Optionally there are configs to give engines more "Kerbal" names and descriptions. These can be added by renaming the file "Kerbalisation.cut" to "Kerbalisation.cfg". Known problems: Some engine configs are duplicated between mods. In those cases, one mods models are used and the others are deleted to prevent duplication. Bear this in mind if you add new supported mods as existing craft may lose their engines. I may in future change the method for avoiding duplication to prevent this. Complete information, especially for very old or very new engines, can be hard to come by, as such a certain amount guesswork was involved in some of these engines. Sometimes their properties are based entirely on similar engines with just known factors changed. As such, I can't guarantee that all engines are exact. Improving these configs is an ongoing process, so if anyone has details of engine performance and specifications please let me know. If anyone has any engines they'd like to have added let me know. The more information you can give me, the more likely I am to add it, so please give me as much of the following as possible: Engine specifications (Pistons: min/max RPM, Horsepower, Cylinder Compression, etc Jets: BPR, CPR, FPR, Max Thrust with and without afterburner, SFC, etc). The more information on the engine specifications the better, see config files to see the sorts of parameters required. The Mod and part you think would be suitable as the base of the engine. Mod moved to github: DOWNLOAD Licence: LGPLv3
  9. Is it possible to use a variable to control whether a patch is applied? If so, how?
  10. [1.3.0] Kerbalism v1.2.9

    I'm using Kerbalism with 1.3.1 and the patch works perfectly.
  11. [1.3.1] Kerbal Konstructs - 1.3.1 - 07.10.2017

    It's because of sigma dimensions. You need to place statics in unscaled to get the correct height. Yeah for some reason they won't let me art them to open in game. I have to edit the static config file after placement. Yes I play on a custom 10x rescale.
  12. [1.3.1Beta 2 ]Kerbal Aircraft Expansion _Continued v2.7.1beta

    This MM patch seems to work for all engines: //This patch needs to be applied before anything adds any extra engine configs, so the patch replicates. @PART[KAXsportprop]:FIRST { //Effects only defines audio for this engine so we can clobber the whole thing. !EFFECTS {} MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_sportpropStartup //running = power = KAX/Sounds/sound_kax_sportpropIdle disengage = KAX/Sounds/sound_kax_sportpropShutdown flameout = KAX/Sounds/sound_kax_sportpropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } } @PART[KAXradialprop]:FIRST { //Effects only defines audio for this engine so we can clobber the whole thing. !EFFECTS {} MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_radialpropStartup //running = power = KAX/Sounds/sound_kax_radialpropIdle disengage = KAX/Sounds/sound_kax_radialpropShutdown flameout = KAX/Sounds/sound_kax_radialpropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } } @PART[KAXturboprop]:FIRST { //Effects only defines audio for this engine so we can clobber the whole thing. !EFFECTS {} MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_turbopropStartup //running = power = KAX/Sounds/sound_kax_turbopropIdle disengage = KAX/Sounds/sound_kax_turbopropShutdown flameout = KAX/Sounds/sound_kax_turbopropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } }
  13. [1.3.1Beta 2 ]Kerbal Aircraft Expansion _Continued v2.7.1beta

    The Radial, Sport and Turboprop engines have the idle sound playing constantly for me. Could be interaction with AJE/Real Fuels or something. I found switching to FSEngineSound fixed it for me if it's of any interest to anyone. For instance, replacing the Turboprop Effects module with this: MODULE { name = FSengineSounds engage = KAX/Sounds/sound_kax_turbopropStartup //running = power = KAX/Sounds/sound_kax_turbopropIdle disengage = KAX/Sounds/sound_kax_turbopropShutdown flameout = KAX/Sounds/sound_kax_turbopropShutdown //warning = powerPitchBase = 0.5 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.003 powerFadeInDelay = 2.0 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync }
  14. Ah before I forget, i think there might be a problem with the colliders for the size 2 tail sections also. After adding them to the craft you can't select they again or surface attach anything to them. I had a similar problem with a part in my mod because I'd forgotten to add a collider.
  15. Sxt has fw-190 already. Stryker has a 262 alike.