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Autolyzed Yeast Extract

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Everything posted by Autolyzed Yeast Extract

  1. @taniwha Is it possible that you could incorporate the models from this mod (Keridian Dynamics) into Extraplanetary Launchpads? Both the creator and adopter are M.I.A at the moment and from the looks of things (creative commons license) they would probably be okay with integration into the actual current version of EL. The animations may be a little difficult to get working but I would be happy with just having the updated parts even if the animations don't work, which I think could be doable with just a few MM patches
  2. Can you upload your bug fixes? I hope to fix this mod up because the EPL parts are so ugly, it could probably be done easiest with some ModuleManager patches to just change the models for all the EPL parts
  3. In retrospect, after some more thorough use of the engines and design iterations of my aircraft, I've been satisfied flying with the stock fuel consumption. The engines at 5% torque/size are plenty for me to ferry passengers to and from various airports near the KSC in Kerbin side remastered, and they seem to use dramatically more realistic amounts of fuel at this size, so I will be shelving the part of the mod that changes fuel consumption. I'll be updating it without the lower fuel consumption (but keep it available separately for those who want it) to where you will now unlock the first engine earlier in the tech tree. Thank you for the likes and downloads.
  4. You are correct, and at very low torques my modded engine is rather overpowered. With that said, it still drinks fuel badly in stock even at only a small fraction of maximum torque, so I will need to spend more time finding an appropriate balance. Consider the mod to be a work in progress. For now, leave the engines AFP if you don't want to be cheaty.
  5. No, it modifies the existing ones in Breaking Ground. I'm not sure how to add a new part, but I don't see good reason to for this mod. I will play with them more, but even at maximum power it shouldn't consume as much fuel as it does in stock.
  6. Reserved post Please feel free to leave comments or feedback if you liked (or didn't) or think of more things for me to try to patch
  7. Note: At very low torque, this mod makes the rotors consume extremely low fuel, making them rather overpowered for small planes such as the one pictured. Balancing is in progress. The Kerbal Space Center made a biplane using the R121 turboshaft engine, and it ran out of gas before it could fly a km away from the space center. After Jeb safely whipped that baron onto the mysterious green substance that makes the scientists yell at him for not cleaning his boots, the incident report team at R&D realized that it consumed fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP! The kerbal engineers contacted C7 Aerospace Division only to receive automated replies spouting nonsense about a warranty. Fortunately, Jeb owns his own junkyard and with a bit of duct tape and some spare parts the Kerbopower 108 was good as new and ready to circumnavigate the world!* Of course it was only after all of this that C7 Aerospace Division finally bent to the countless lawsuits of failed classic airplane designs to revisit their horribly designed turboshaft lineup. As much as their management hated them, however, the recalls saw resounding success. Spacedock! Github! [Source] Find it on CKAN! Soon! Hopefully! *Circumnavigation requires frequent stops at intermediate airports. The Kerbopower 108 has a powered flight time of 25 minutes with rebuilt engine on a full tank with cruise speed of 270 km/h or 75 m/s. Range may be increased by flying at lower power. For increased fuel capacity, consider purchasing the Kerbopower 105 or Kerbopower DT-1 supplementary fuel tank (sold seperately) Graphs for smarty pants: Contains MIT License. If you have a better idea for what license to use, feel free to leave a comment. I wasn't sure which one to use because this mod is a very tiny patch to make the LF consuming rotors actually useable in career mode, so I just used the same one as another tiny modlet. Though that one was a plugin, so I may not have been correct in doing so.
  8. Please see new thread here: I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet. Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP, implying turbojets are better than turboprops at low speed, which is just wrong from an engineering standpoint. Turboprops typically average about half of the specific fuel consumption as turbojets, according to a chart from MIT (and my Aerospace Engineering degree). It's not because of how fast it spins or anything either because this engine is kinda meh even for turboprop standards AFP (though for early career purposes is still quite useful). [source: https://web.mit.edu/16.unified/www/FALL/thermodynamics/notes/fig3BPRTrends_web.jpg] [source: https://medium.com/war-is-boring/stop-disrespecting-the-turboprop-c00acd3fff3a] So then I set out on my quest to make my very first MM patch. https://spacedock.info/mod/2725/Breaking Ground Propeller Rebalance source: https://github.com/Autolyzed-Yeast-Extract/KSPStockPropRebal
  9. I place a probe core, antenna, and solar panel on an upper stage with fuel in orbit to deorbit it but i can't control it. I don't know if any of my mods would affect this im wondering if anyone has the same issue, the probe reads "no telemetry"
  10. do you plan on revisiting this mod its very cool
  11. Thanks I was changing the configs (I love Rhan but don't like the fact it's tidally locked when I'm using it as a homeworld; slowly rotating planets are difficult to live on) and noticed that there is information about axial tilts. Is this significant? Also - not sure if it's known, but the stock clouds configs in GU don't have the NEEDS !Homeswitch things which breaks the clouds if a homeswitch is installed. Since I left the zip in there I just deleted the unzipped file and they work fine but it would be nice if we didn't have to do that
  12. I know it is a known bug but the fact I can't zoom out very far in the map view without exploding makes it impossible for me to visit distant objects. I've even tried tabbing to them but eventually even that destroys my ship. Is there a way or mod to set targets in vessel mode?
  13. Yes, it looks that bad in game. I can't find any image hosting website that allows you to upload images as big as these without making an account.
  14. I can't copy anything from or paste anything into the atmosphere curves sheet because the sheet is protected or something, it's forcing me to enter everything manually edit: i redownloaded a new sheet. if you use these, prepare to constantly start over, as they're finnicky
  15. this mod is still causing the game to hang during loading using latest version
  16. i know i have a terrible reputation for nagging but this mod actually breaks the game in 1.10 because its not compatible and i cant use the AVP music without it
  17. https://ufile.io/ohwgpp9d DDS image. https://ufile.io/8o1mpns2 PNG image. The quality drop is unreal. Am I the only one who is having issues with this? Other people's skyboxes don't have this effect so bad.
  18. In CKAN some Mk1 cockpit IVA replacement is listed as a dependency. This isn't even the Mk1 cockpit and it's not included in the download anyway. Can someone resolve this? CKAN is strict with dependencies.
  19. When you do update can you see about getting it on CKAN? I'm not code savvy and the awful, buggy placeholder models for standalone EL keep me from using it seriously, no offense to the creator (so please continue working on this!) In the meantime it would help hold us over if someone (anyone (not me, I'm dumbo)) could gather the recent patches to get the mod to function properly and sensibly in new versions of EL/KSP
  20. Not functioning properly in 1.9. Reaction wheels of any kind cannot be controlled and do not provide stability assist. I want nerfed reaction wheels but I still want them to actually exist as a gameplay element.
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