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Everything posted by Manul
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Great job! That's what were all were waiting for a long time. Kelp floating in a sea of liquid ethane at cryogenic temperature and mushrooms growing at -180C look weird though
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Manul replied to Poodmund's topic in KSP1 Mod Releases
Looks nice but the ocean of liquid ethane covered with ice and mushrooms growing at cryogenic temperature are a bit weird. Tekto uses Laythe scatter settings despite being more than 200 degree colder than Laythe with it's surface temperature ranging between 4 and 50K -
They do. All persistent variables used by MAS and RPM are stored in a save file. RPM: MAS: If they don't, something is very wrong.
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Before I read this I was thinking that these devices should turn ore into cryptocurrency producing 500MW of heat while operating at full power.
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[1.12.5] Sterling Systems v0.3.8 [Apr 20, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
NK-14 was never made but it was supposed to be a modification of NK-12, a huge and powerful turboprop that spins it's giant contraprops so fast that blade tips go supersonic. It was designed as an attempt to fly as fast and as high as possible for a propeller engine so it has a lot of compressor and turbine stages to get more power and high altitude performance. Each stage adds more length to the engine so it's really long. Actually these engines are really huge, Tu-95 has disproportionally long landing gear (that hardly fits inside it's fuselage) to have enough ground clearance for it's huge propellers. P.S. I took a peek into another "supersonic" turboprop plane, XF-84H Thunderscreech and yep, it has a quite elongated powerplant as well. This aircraft is also famous for creating an earblowing series of sonic booms by it's fast spinning propeller. -
[1.12.5] Sterling Systems v0.3.8 [Apr 20, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
Nice, I like the idea of using just a raw reactor thermal output instead of all these pesky steam generators and condensers. Will there be NK-14A style nuclear thermal turboprops? -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
Some instances of MiniAVC.dll might be hiding somewhere in mod folders -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
RIP Zompi's Kraken Drive? -
Does the internal attachment node size matter? Every stock and most modded cargobays have inner nodes one size smaller than outer ones and it doesn't cause any problems. But when you attach a cockpit with size 2 node in front of the Mk3 cargobay with size3 outer node the dragshielding is gone. For example Raksha Corvette Bridge from Prakasa Aeroworks mod has a Mk3 bullhead profile but it had a size 2 attachment node and it used to brake dragshielding for any stock Mk3 cargobay that was attached behind it. After changing it's rear node size to 3 this cockpit doesn't break dragshielding no matter what is attached to inner nodes of Mk3 cargobay that comes behind it.
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Some of my airplanes suffered from broken dragshielding and I found that the wrong node size was causing this. If any of two parts attached to cargobay's outer nodes has a smaller attachment node than the bay's outer nodes, the dragshielding doesn't work. Here comes the most interesting part of the story: all Mk1 cargobays from A+ have size 1 nodes while Mk1 half length fuel tank has size0 nodes. The same with s1.5Mk3 cargobays and fuselage parts. After I had adjusted the node sizes to match each other I got a working dragshielding for already launched crafts that didn't have it before.
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Buffalo 2 Modular Space Exploration Vehicle
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
Some of these props have been included into MAS repo with the last update. -
[1.12.5] Supplementary Electric Engines
Manul replied to triple cheeseburger's topic in KSP1 Mod Releases
There are monopropellant engines that have a little spark for extra ISP. Aerojet MR-510 and ARTUS arcjet thrusters decompose hydrazine as usual monopropellant thrusters do but they use an arcjet nozzle. They don't count as ion engines and don't have a huge ISP, it's just a cute little hybrid of chemical and electric propulsion. -
I renamed it to PropBatching.nocfg just in case I need it back for some reason.
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Heh, I've spent hours trying to figure out why MAS doesn't recognize some transforms in ASET models it used to recognize before.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
Manul replied to DocNappers's topic in KSP1 Mod Releases
See the BakerOS script It can do some BDArmory things with kOS -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
Manul replied to DocNappers's topic in KSP1 Mod Releases
AIM-120 has about 20km/s of dV in a vacuum Could be a nice interplanetary ballistic missile if the IPBM targeting system would ever exist. -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.6.11.0 [2024-02-22]
Manul replied to DocNappers's topic in KSP1 Mod Releases
The bug I encountered long ago in KSP v1.4 times is still there with BDA+ . Docking a craft equipped with ECM or chaff dispenser to another craft with larger partcount (so the bigger craft becomes a parent) causes this error: [ERR 12:07:32.593] Can't remove Vessel (Script) because VesselChaffInfo (Script) depends on it When the craft is undocked the game creates it's clone clipped inside it and they explode crashing the game due to insane velocities of flying debris. The easiest way to reproduce is to dock two stock Crater Crawlers (they dock pretty well) equipped with ECM or chaff dispensers. Or throw some random parts to the first Crawler to increase it's partcount so it becomes a parent vessel after docking and dock with another one equipped with countermeasures. If both ECM and chaff are present this error will show up [ERR 17:15:57.181] Can't remove Vessel (Script) because VesselChaffInfo (Script), VesselECMJInfo (Script) depends on it -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
I think you should try this mod , It has a variety of huuge and nice looking shiny warp coils (they actually shine while active), as well as size0 warp coils and some graviollium collectors. -
[1.12.5] WaterDrinker - Stockalike Propeller Engines [0.3][08.07.2023]
Manul replied to Beale's topic in KSP1 Mod Releases
Gamma emitter. A plugin for interaction between a nuclear reactor and nuclear thermal jets or nuclear turboprops (Tu-119 style) -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Manul replied to SuicidalInsanity's topic in KSP1 Mod Releases
Part variants are switched using B9PartSwitch. It might be missing so you get all variants at the same time.- 1,496 replies
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There is a hollow Mk3-S3 adapter in SXT and a non-hollow one in a stock game. Doesn't look aerodynamical but still better than nothing And a huuuuuge S3-S2 nosecone/fueltank adapter in SXT that does look pretty aerodynamical. But the lack of any part for a nice looking tail makes me sad.
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SXT already has a round 3.75m hollow fuselage, hollow adapter to Mk3 cargobays and some other parts to make huge cargo planes. Unfortunately it lacks any tail pieces for this cross-section.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Manul replied to Shadowmage's topic in KSP1 Mod Releases
I guess this happened after scaling down the huge offroad wheel. It really sucks when downscaled, being ridiculously slow and fragile for a big badass ATV wheel. Take the "Truck Wheel Single", scale it up to 2-2.5x and it will have max speed of 70-80 m/s and enough robustness to go full throttle on Duna with Parallax collideable rocks scattered everywhere (wheels can do it, survival of the whole vehicle not guaranteed) -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
Yes. There are much more reasons to KDS, including landing gear, robotic parts and ground anchor. I'm just spamming autostruts everywhere so I never experienced the KDS cases caused by reaction wheels and my creations are usually too massive to be affected by small amounts of torque created by reaction wheels. Also they are too massive to survive without autostruts. There is some shaking after docking a 120t spaceplane to a 300t station but it's not dangerous and it can't be compared to what happened when I failed docking a 300t station to a calss E asteroid: it started violently shaking and spinning, some parts got close to light-speed after the explosion. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
Kraken Death Shake mostly appears while docking to an asteroid that doesn't have a control point or reaction wheels. There are two major reasons for that: 1)PhysX is glitchy as hell when it creates a joint between parts that have a huge difference in their mass. Autostruts may help or make things even worse 2)While docking autostruts are disengaged and created again with a new root/parent/heaviest part. If the craft is being deformed while autsotruts are rebuilt they are screwed and make more deformations. Joint glitch also affects modded heavy parts like naval ship hulls, some lighter parts just fall of from the heavy hull under the slightest load. Or the ship just explodes or shakes itself to death after the physics is applied.