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jquantum

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  1. The Juno advanced module isn't bad but it's only for one part and doesn't have the same range. I usually pair it with B9 RC thrusters or the SpaceY verners if it's not Juno based.
  2. That's probably FireSpitter related. Some FS wheels are like that too
  3. btw just so ppl know the 1.0 version does work with 1.2 sorta. I didn't bother changing the custom key but if you launch a ship and then go back to the hanger it'll let you use the extended hanger.
  4. fjEIOJFIO!!! Opt Plane Parts 1.8.5 works with a drop-in replacement of MM and FS (minus textures) with the Module Manager 2.6.25.2 (Fwiffo's build - so unofficial it's not funny but it works) and Firesplitter 7.40 for pre1.2. I don't know which made it work but I assume both did the trick. Firesplitter mod page Fwiffo's build for MM <- Nevermind, need to wait for official build for MM I guess Note: Both are not stable ie. some of the Firesplitter parts cause a crash but whatever the OPT parts uses doesn't seem to care. Update: 1.8.5.1 textures are all good as intended ( by stali79 ). Kinda funny because the textures were fine in 1.1.3 on 1.8.5 oh well s'all fun and games . Actually, the OPT 2.5m Aerodynamic Tail still has no textures well it's not like I ever used it and I'm not complaining since I'm playing in 1.2 XD
  5. [spoiler=rant about engine curve] To be fair for 2 and 3, the scrams jets are velocity limited and atm limited already. The rapiers kick into gear at mach 3 but the scrams are underpowered until mach 1.3 afterwhich they start scaling fast until Mach 4.5 then it starts slowing down again. In atm pressure it's max is only beween 0.03 to 0.3 atm anything above or below is less than 0.8 x Thrust x velocity multiplier. Again, I'm just speculating based on how the numbers add up going backwards. If you wanted to reduce the power of the engines I'd probably change just the atmCurve key=1 0.6 to key=1 0.4 since that'd make the engines sit at 260kN. The problem then if you fly a super large plane and get it off the ground with only 260kN per engine... the engine is too strong at the top of the power curve for that craft. Currently, if you can fly a plane off the ground with 390kN of thrust (only a little more than a goliath btw at 360) the power curve is just right to get the craft into space with the scrams and vac engines and running a good profile. You can get really heavy loads into space too if you push the profile just right. This is the J92 engine, which has a different profile than the J81 engine which is more OP imo. The J81 engines run something like a jet/scram mixed. Anything below Mach 4 it runs like a powerful jet engine 550 x 4, then at Mach 4.5 it turns into a scram jet, eventually slowing down at mach 5.5. You don't see the performance tho because anything below 0.35 atm it gets a 50% nerf. [/spoiler] TL;DR the curve is ok but I won't cry if it's changed. PS the mod at least loads in 1.2 prerelease, just there's no fuel in parts and 1.8.5 (not 1.8.5.1) has a few broken textures sure enough
  6. @Mycroft I find the slightly OPness to these necessary to fly larger ships without adding a dozen different engines. Although small, I think these really are meant for large flyers vs smaller ones. I don't know how to edit the files but an assumption is changing the following value (line 303) in the j81turbo.cfg key = 4.5 7.3 -2.831749 -2.831749 to key = 4.5 5.45 -2.831749 -2.831749 ... should(?) shave off another 1kN of thrust. I'm playing the game right now so I don't' really want to test it right now EDIT: I looked at the rapier engine profile, if you took the rapier profile to the J81 engine then the J81 would at 4675 kN thrust @ mk 3.75 lol (sorta, I don't know how he atm curve works)
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