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Battou

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Everything posted by Battou

  1. Ven! How do you feel about Making History DLC? For me its looks like they if not used, at least "got inspired" by your work where it comes to new parts design. You worked with them? Or the "borrowed" you style and trying to sell it to us?
  2. Is it just me, or there is a problem with Nuclear engines?? With this mod they are ABSOLUTELY inefficient. Yes, there is ISP over 900, but they give as much deltaV as Poodle for the same mass of fuel, and much less for the same volume of fuel. For example poodle vave 220 thrust vac and eat 60 liters of fuel per second, LV-N trimodal eats 173 liters of Hydrogen per sec and only outputs 111 thrust. LV-N Nerv eats 101 liter and outputs only 60 trust. Can someone give me RIGHT ammount of fuel consumption for nuclear engines so I could use them again? Thank you!
  3. Is it just me, or there is a problem with Nuclear engines?? With this mod they are ABSOLUTELY inefficient. Yes, there is ISP over 900, but they give as much deltaV as Poodle for the same mass of fuel, and much less for the same volume of fuel. For example poodle vave 220 thrust vac and eat 60 liters of fuel per second, LV-N trimodal eats 173 liters of Hydrogen per sec and only outputs 111 thrust. LV-N Nerv eats 101 liter and outputs only 60 trust. Can someone give me RIGHT ammount of fuel consumption for nuclear engines so I could use them again? Thank you!
  4. Any prediction on update date?) There is Kopernicus 1.3.1-6 released already. Or any way to adapt to new Kopernicus?
  5. I have also installed Ship Manifest now, and docking ports there are highlited yellow and I can transfer crew. But in standart cre transfer docking ports are not highlighted.
  6. Hmmm... Seems like its stock game problem. Any one encountered this? Any fix?
  7. Hi! I seems to not be able to pass crew through docking ports.( For example if I connect Mk1-2 pod to Lander Can dirrectly, I can pass cre, but if I use two docking ports fasing each other - the other part highlighted blue, but when I press on it - nothing happens. Here is a screen of not working connection. I checked hatches, both opend.
  8. Deleted all mods. Installed only Kopernicus, its dependancies and SVT, and here is what Ive got. 0_o What is wrong?
  9. It appears that SVT cfg files not loaded. I deleted Kerbin.cfg and nothing have changed in game. May bee its module manager problem?
  10. Any help? tryed with docing port directly on command pod, window still do not appear.(
  11. I have the opposite effect, land is bright, and KSC is dark.( Any way to fix this?? https://imgur.com/a/EU2gQ
  12. PART { name = setiLFOenginePomeranian module = Part author = Yemo rescaleFactor = 1 node_stack_top = 0, 0.182, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.184, 0, 0, -1, 0, 0 fx_exhaustFlame_blue_small = 0.0, -0.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.3, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = generalRocketry entryCost = 2900 cost = 260 category = Engine subcategory = 0 title = Engine LFO 0.625m 0015kN GA "Pomeranian" manufacturer = Space Exploration & Technology Initiative description = A great little upper stage engine for small probes, between the LV-1 and the LV-909. attachRules = 1,0,1,0,0 mass = 0.12 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size0 tags = lander orbit MODEL { model = Squad/Parts/Engine/liquidEnginePoodle/model scale = 0.25, 0.25, 0.25 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 15 heatProduction = 50 fxOffset = 0, 0, 0.18 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.3 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 335 key = 1 95 key = 3 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 3 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4 } MODULE { name = FXModuleAnimateThrottle animationName = overheat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.3 thrustTransformName = thrustTransform } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF CONFIG { ignitions = 1 ullage = true pressureFed = false IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1 \\the amount of ignitions you want } } } } @PART[setiLFOenginePomeranian]:NEEDS[VenStockRevamp]:FOR[zzzzSETIprobeParts] { !MODEL,* {} MODEL { model = Squad/Parts/Engine/liquidEnginePoodle/model scale = 0.25, 0.25, 0.25 } } @PART[setiLFOenginePomeranian]:NEEDS[RealPlume,SmokeScreen]:FOR[RealPlume] { %PLUME[Hypergolic-OMS-White] { %transformName = thrustTransform %localRotation = 0,0,0 %flarePosition = 0,0,-3 %plumePosition = 0,0,0 %fixedScale = 0.09 %energy = 1.1 %speed = 1.5 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-OMS-White } } @PART[setiLFOenginePomeranian]:NEEDS[TweakScale]:FOR[SETIprobeParts] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = 0.625 } } Here it is. Its some engine added by SETI.
  13. Tryed to add this, no change ingame, still endless ignitions.(
  14. I dont know what mod causes it, but whenever I go EVA there is red heat worning near kerbonaut. Any one encountered this? Any fix?
  15. Is this all started with mod update? I also have this blue coating on Mun. Used this mod on 1.3.0 and had no issues.
  16. Do I need a crossfed enabled from controll module to docking port to use this mod? I have station module lifter rocket and I have heatshield between controll probe core and docking port of a station module. When I set station port as target and clock Control from here on station module port - your docking indicator dont shows up.(
  17. How can I add ignition count to Streamline mod engines?? They use liquid fuel types, but have unlimited ignitions.((
  18. Hi! Does attachment points can be attached in orbit, or do I have to use docking ports to assamble station?
  19. Where does TRR is storing its configs?? I change reflection tipe, but cfg in 000_TRR_Config is not changing, but setting saves somewhere. Where?
  20. Good idea, but right now your mod basically makes long term missions impossible? A year trip for example? There is no way to regain enaugh health in flight or on bases?
  21. Nope, scatterer is not causing eclipse bugs. I removed scatterer and there still was glitching black spot on Krbin. And yes, those lightings are very annoying. Option to turn them off??
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