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HoneyFox

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Everything posted by HoneyFox

  1. My two cents on a similar design: a munition dispenser (like KMGU) can work as a rocket pod with "rockets" that have no propellant and are given slightly different initial velocity when launched in order to spread out them. A cluster bomb is just like an altitude-triggered munition dispenser... if we don't consider the extra animation (which might be quite complex though).
  2. Ah... Mk-82 Snakeeye! o_o I remember there's another version of high-drag bomb for that. not using drag fins but an inflated airbag.
  3. I met some issue almost every time i cycled to the last weapon and then continued to click "Next weapon" for once more. At that moment I hear lots of SFX cluttering and the target I'm engaging (I launched a hellfire towards the target but it failed to lock on target) suddenly explodes with lots of debris flying around. Besides... can the bullets' hit FX be more obvious? I cannot see anything like dust or sparkles when they hit the ground. Haven't tested what will happen when hitting water though.
  4. One big usage with this plugin is that we can use different icons for launch-escape-system' SRBs, separatron-type SRBs and Big-BOOOOOSTER SRBs and it will help a lot either when adjusting the staging in VAB/SPH or in flight.
  5. Wait, can you tell me if you are using ETC or just RF's built-in thrust curve feature?
  6. If you are using ETC plugin and add the "thrust Curve" of the "ModuleSRBThrust" module: x is the amount/maxAmount of your SRB (range from 1.0 full to 0.0 empty), y is the thrust rate (range from 1.0 full thrust to 0.0 no thrust). If you are using Real Fuels' built-in thrust curve, I haven't checked the compatibility of that yet, but the meaning of x & y should be the same.
  7. The EVA pack's fuel consumption is not realistic as those rocket engines are. it's still something like giving a consume rate and a thrust and that's all. Increasing/decreasing the thrust won't change how fast the fuel is consumed. Anyway you can check my signature. I made the EVAPowerPack plugin months ago and the latest version allows you to set thrust value in the config.xml file. I might consider adding consume rate value into it too.
  8. lol you are right, mathematically speaking, that point on the curve is not differentiable if in/out tangents are not equal. So we are actually talking about the slope at two points whose x coordinates are X-epsilon and X+epsilon (for in & out)
  9. Guess I did not get what "slope" means, it's k=dy/dx at one point on the curve right?
  10. I don't get it. x-displacement is fixed? shouldn't it be 1/3 * (key2 - key1) or 2/3 * (key2 - key1)? or perhaps I misunderstood your statement. Anyway, here's a simple illustration: The two black dots and two grey dots are the four control points for this section of bezier curve. The two black dots are two adjacent entries in float curve.
  11. They ARE tangents. It's just a third-order bezier curve (which has 4 control points) with two key/value entries as the start and the end control points, and two additional control points that have preset X values that are at 1/3 and 2/3 position between your start/end points' X coordinates. These two additional control points' Y value will be calculated based on the tangents and start/end points' Y coordinates. So yes they do work as tangents.
  12. Dish antenna? Cone angle checked? Red dot(ground station) is in the cone? For a dish antenna that has a very small cone angle installed on a vessel that is still orbiting Earth (which means it's still relatively close to the Earth), do not point to Earth ('s center point), but point to a ground station.
  13. But it has issue of cloud displaying when in map view... :sigh: I changed back to use 7-3 and haven't found much serious problem till now.
  14. 12t of payload? You should try using Atlas V 402 (with higher thrust for upper-stage) or 421 (with higher 1/2 stage separation velocity due to more boosters)
  15. Use your 1st stage to raise your Ap to something near 400km if your intended orbit altitude is around 200km, once 1st stage is separated, aim your 2nd stage to around pitch +20~30 deg and keep accelerating. But I don't think 0.12 is a proper value even for the upper stage, IIRC upper stage should have a TWR at least ~0.4. What's the weight of your payload and your 2nd stage?
  16. You might make a request in the "Kerbal Side" thread which is a mod that adds different launch sites using KerbTown.
  17. Since I start using NavHud, I don't need others any longer.
  18. Come to tell that I also made a workaround in EI with some other small bug-fixes. I've just published that as v3.4. BTW I've pushed EVAPowerPack onto my repo, see if you are interested in and can make a branch from that. BTW2: I found that my ETC still has its usefulness. In order to be compatible to RF's thrust curve feature, I changed ETC's default curve setting to { 0.0, 1.0 1.0, 1.0 } so that it won't change the final thrust. But ETC will consider the thrust limiter setting of the SRBs so it can still provide a way to adjust overall thrust, in case you cannot find an SRB with appropriate thrust.
  19. Bump for the new 3.4 version, had some bug fix (mainly for that wasting ignition after time-warp one).
  20. I checked the codebase and only this commit seems to be related. https://github.com/NathanKell/ModularFuelSystem/commit/97c171ba14108b51ad2c8d5c9aa33d49f316e924 But OnStart() doesn't seem to be called when being unpacked. OnInitialize() will be called, though.
  21. Ok. after several tests and lots of debug output, I think I get the reason of the ignition wasting bug: When entering time-warp, the vessel will be packed. When exiting from time-warp, the vessel will be unpacked. When unpacking the vessel, the ModuleEngineConfigs.OnInitialize() will be called, in which ModuleEnginesConfig.SetConfiguration() { ... ModuleEnginesConfigs.DoConfig(); ... pModule.Load(config); ... } will be called. For an engine that is not fully throttle-able, i.e. minThrust is non-zero, even if the vessel.ctrlState.mainThrottle is zero, the engine will burn and produce thrust = minThrust. Although RF resets the engine's minThrust to zero when it detects zero throttle, this might happen later than ME/MEFX's FixedUpdate() in that frame. (hence the calculated thrust is non-zero and EI will consider that as an ignition) Perhaps we can check throttle / call SetThrust() after pModule.Load(config), so that the minThrust will be set to 0 if it's zero throttle. I'm not familiar with the DoConfig() logic (looks like it has some complex logic about throttle) so this suggestion might be wrong.
  22. Use ServiceModule tank, I don't know what other tanks are designed to be ServiceModule but you can always use ProceduralParts' tank and set the type to ServiceModule. For mysterious ignition wasting, it seems to be something wrong with EI. I'm checking this issue and trying to reproduce it. EDIT: Ok tested and reproduced... Will see where the problem is and how to fix that. it seems like the throttle of the engine is non-zero for a very short period of time, and it does NOT always happen when exiting from a time-warp...
  23. It's not quite safe to change body names because either stock KSP or some other plugins will try to find certain body by checking the name (e.g. DebRefund will only work when something is destroyed in "Kerbin" low atmosphere). If you change the name, probably something bad will happen or something will not work any longer.
  24. I had a small box with a lot(really? ) of toys inside. I haven't pushed it onto GitHub yet. it's actually a pretty simple plugin and i'm going to make it configurable soon. For tweakable gimbal, i guess that i will not update it in a short period of time because it seems like there's very big change in the implementation of the stock ModuleGimbal. if you just want tweakable gimbal angle on-the-fly, perhaps you can try TweakableEverything which has a lite TweakableGimbal inside.
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