KSPrynk

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About KSPrynk

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    Rocketry Enthusiast
  1. KSPrynk

    [1.5] Rocket Emporium 1.8.2 (2018-07-27)

    @Katten, confirmed in no other mod install of KSP 1.5.1 - the shrouds still get offset in the flight view. Also, the "Jettison Shroud" buttons don't seem to do anything.
  2. @Katten, @MaverickSawyer, I saw something similar when trying out the pre-release of the NFS biconic as well in 1.5.1; elevons on the edge of the skirt getting randomly relocated after vessel loading into flight. I didn't originally attribute this to AA, but I've recently seen similar effects when attaching USI airbags to the RB-1 capsule. It didn't seem like I was snapping to the petal attachment nodes (are they on the inner or outer surface?). In some launches to flight, the air bags would suddenly get relocated in random, asymmetric, locations around the capsule body. I've had a little better luck so far attaching the airbags on the outside first, then OXSTATs on the inner petal surface seem to grab the airbags, but it may be that I'm just lucking out in not crossing some invisible line. I'm wondering if there's a common collider-related problem.
  3. KSPrynk

    [1.5] Rocket Emporium 1.8.2 (2018-07-27)

    @Katten, I think I've found an issue that may be related to part overhauls in KSP 1.5.X. The shrouds that join spherical containers to the objects they're attached to keep getting relocated beyond the attachment point. The easy way to replicate this is with an Okto and RB-1 or RB-2, attach a stock coupler (I used a 1.25m; need to check when they went thin-profile), then attach a few 0.625m tanks underneath to follow what's going on. In the editor, everything looks as it should - once in flight, the shroud is visible well below the coupler. I didn't catch this with larger diameter tanks until I accidentally moused over it and it showed through in green outline. I'll create a bare install of KSP 1.5.1 (probably this weekend) just to verify it isn't something another mod may be causing. I've also seen some animated attachment weirdness, which I'll comment on over in that thread. EDIT: FYI, this doesn't appear to be constrained to the couplers. Just adding a stack of three 0.625m tanks directly to the the pod produces the same result. It also happens with both the lower and upper shrouds.
  4. KSPrynk

    Universal Storage II

    I'd suggest not nerfing the US II fuel cells anymore than you already have. I'll agree that US I FC balance was a bit OPed, but I'd think that it should still be better than Stock as pure H2 reactions should be more efficient than a complex hydrocarbon (LF) that needs steam reformation and other nastiness filters to separate the H2 from the less useful molecules. A couple of suggestions I have, aside from revisiting the balancing: 1) The fuel cells should ideally automatically turn off when there's an alternate power supply available, specifically solar. The USI/MKS fuel cells have a feature where they only engage when overall energy drops below 95%. This eliminates the need to constantly have to manually switch the FC on and off when going in and out of shadows during orbit. Right now the US II FCs seem to sputter along at relatively low consumption when solar is available. 2) This probably was brought up at some point a long time ago, but it would be nice to have an alternate reactant mode for Liquid Hydrogen (as used in NFT Cryogenic Engines and various NTRs) and Oxidizer. Lacking that, maybe a converter for LH2 to H2 and Ox to O2. Also, if it hasn't already been brought to your attention, USI Life Support is supposed to have a pre-release out in the Constellation that includes a part-breaking overhaul of life support/converter modules. The MKS and USI-LS threads talk to it, and some users are assisting by either writing band-aid search-and-replace patches or offering support to work PRs.
  5. @linuxgurugamer, in reference to the EL and CLS updates above, are you also tracking the major update to USI-LS that breaks life support in habitation modules? I'd submit a PR except I have zero skill appropriate to the task. However, it looks like there are a few users offering to cover down if help is needed:
  6. KSPrynk

    [1.3.1] LonesomeRobots Aerospace: HOYO CSM

    I've tried this in 1.5.1. The parts seem to work so far, with the following exceptions: 1) Animated Decouplers v1.4.1, which was re-compiled not too long ago, doesn't recognize the HOYO CM Decoupler as an actual decoupler for staging purposes. This gets interesting as the part above it doesn't change in resource flow priority. It can be decoupled manually by right-clicking and pressing its Decouple button, or Animated Decouplers can be removed and it functions as a regular decoupler, without the umbilical detachment animation, and with resource flow working as expected. 2) The CM internal fuel cell seems to run at max output, regardless of the ec draw. This burns through monoprop rather quickly. I'm not sure how to edit the config file to make it self-throttling, like the stock fuel cells. I haven't tried out the various texture replacement mods; they all seem to have been getting some renovation recently and I don't know if what HOYO uses is still compatible anymore. If there's a refresh on this at some point, may I also suggest adding some simple crew-cabin lighting on the windows which can operate without a texture replacement mod. I'd like to see this one keep going: it's still my favorite for a very basic, high capacity re-entry capsule, that fits cleanly on a 3.75m rocket.
  7. Thanks to everyone on this topic. I haven't even tried out NF Aero yet and this had me doing research on the feasibility of upgrading my RAM from 16 to 32 GB. My Resource Monitor shows the reduction from >60% previously, down to 50% now (with the other mods I had previously).
  8. I'm not seeing what you're getting at. It looks like a very long, extendable grappling arm. A tube that accordians to compact size and a grappling face on the end masquerading as a hatch. Haven't tried out the connection function yet. Is it broken?
  9. KSPrynk

    [1.4.+/1.5.+] Kerbal Wind Tunnel 1.2.1

    I've been trying to learn about the relationships between Center of Pressure and Center of Lift. Is there a way to visualize CoP, in a similar fashion to the Stock CoM and CoL indicators? I've also been spending time on re-entry vehicle force balancing to create high L/D orientations, first with blunt cones (Apollo-style), and progressing to biconics and spaceplanes. Can there be an option to adjust the limits of the AoA scale, potentially all the way to +/-90 deg (at least out to 45 deg), or do the calculations deliberately get curtailed at +/-20 deg? FYI, I love the mod so far, but I've also seen the occasional stall at 0% and 100% calculation. I'm running a 4 Core i7-4710MQ 2.5 GHz on Win 7 Pro with 16 GB of system RAM.
  10. As far as I can tell, it's still fine in 1.5.1, but take a look above regarding a bug on SpaceY Expanded (unrelated to KSP version), and associated fix.
  11. The "other parts to be deprecated and removed" has me a bit worried - you're not planning on dropping your Gemini- and Soyuz-analogue family of parts in deference to Making History's parts, are you? I actually prefer your parts to MH's, as yours are more properly sized and fall logically within the tech tree. Thanks for keeping this going; it's one of my favorite parts packs for the early game in the Kerbin the SOI.
  12. I've done some initial tests on the biconic command pod in the Dev file. I wasn't sure if there was a separate NFT dev thread, so results below....
  13. Is that an asymmetric biconic lifting body or a simple biconic? Scott Manley just introduced me to the joys of editing CoM Offset in order to take advantage of Apollo-style re-entry lift, so I'm getting a kick out of realistic entry vehicle shaping. All these new pods look great.
  14. KSPrynk

    [1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)

    I saw the same thing; did a copy-paste from the post into Notepad. It's just a matter of going back and removing the inserted '?' characters. Patch works fine. @MikeO89, @careermode100, @steve_v I haven't seen the FTP gap issue (so far), nor the radial tank select-and-crash issue on a fresh install of KSP 1.5 and MH (x64 in Windows 7) w MM 3.1.0. Haven't tried out KJR yet though....
  15. KSPrynk

    [1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)

    @careermode100, @MikeO89, I haven't updated to 1.5 yet, but probably will this weekend. Have you tried any of @NecroBones ' other engine/fuel tank part packs, such as SpaceY Heavy-Lifter? Based on the change logs both of them got an overhaul for KSP 1.4.X. I'd also recommend checking out Home Grown Rockets (now HGR Community Fixes by @Kerbas_ad_astra), and @linuxgurugamer's revival of Munar Industries - Modular Fuel Tank Expansion (which he's hinted at an impending 1.5 update). I'm hoping this doesn't go terminally stale. I'm also a fan of FTP, and use it alongside SpaceY and HGR parts. I haven't tried MFTX yet though; just came across it today.