Cruss

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About Cruss

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  1. Does anybody know if something like this exists? I'm aware of software that'll let you manage multiple gamedata folders but I'm looking for a cleaner, perhaps less intensive method. I've browsed through ksp api but couldn't find anything that would make this possible, but, i still think it could be implemented pretty easily. I'm assuming KSP uses a for or another form of loop that iterates each entry in the gamedata folder, my idea is then to write a basic interface where you can (de)select the mods you want to load, have this saved in a small file, then have a plug in read that file, tag the maps as indicated, and have that plug in modify the afore mentioned for loop and make it skip the tagged entries. I have very limited experience with c# (i've studied it for about 10-15 hours in my free time) and even less experience modding games, so I'm really asking here if it's even feasible in the first place? Thank you! Edit: I'd probably need acces to source code which I don't see happening and I think I posted this in the wrong section, if a mod can (re)move this topic or tell me how to remove it that would be much appreciated! (Only have the option to edit this one on my phone).
  2. I can use KJR with the hinges so long only the "reinforce existing joints" option is activated. Any of the others will function as if you strutted the pieces wrongly and will not allow me to rotate/extend. Ingame auto strut functionality can break pistons and hinges aswell depending on craft specifics. Ie, if I want pivoting engines, that can also extend forwards/backwards. Built like so: a rotation servo > piston angled at 90 degrees > engine nacelle. I can autostrut the rotation servo on heaviest but not the piston usually. I just leave all KJR options off except for reinforce existing joints and manually test if an autostrut affects functionally.
  3. Any1 had succes getting this mod to work on ksp 1.7.3? My game is still loading with it now, while its parts were getting loaded, b9 part switch had a critical error with some parts. If one of the devs wishes to see the ksp log lmk!
  4. I just tested the same craft I used a few days ago. It now reached 3300m/s before running out of fuel ( 2x m.a.t.t.o.c.k engine and 1x SCRamjet from mk2x). Having no issue with heat at all now. I'm kinda wondering what the "missing pre cooler ratio" refers to though? It's shown on both the engines and pre coolers.
  5. I've added it to the mk2x precooler actually and it does display ingame, even on the pre coolers not attached to an mk2 reactor and they do function too! It even prevented the pre coolers from blowing up. So it did work I geuss, just not the way i wanted it to I can boost the craft to 1600m/s and nothing blows up now but engines will still give a heads up for imminent catastrophic failure, and prevents them from turning on untill I lose speed again.
  6. I understand that, however, the mk1 stock pre cooler, has additional radiative capacities, implemented by the "rapier" patch file like this: @part[RadialEngineBody]:for........... MODULE { Name = flatfnradiator Isdeployable = false Convective bonus = 50 Etc. ( typos are from typing over on my phone if any) Also a resource module thingy: RESOURCE { Name = wasteheat Amount = 0 Maxamount = 1000 } Specifically those, I can not find for the mk2x pre cooler.
  7. I've done some more nosing, still have to test this but: There's a patch file called "rapier" which also has declarations for the mk1 stock pre cooler. In this declaration there is also a module that enables the pre cooler to radiate heat. I can not find any declaration of such about the mk2x pre cooler. It does have a heatconductivity modifier in its respective part config file in the mk2expansion folder. I'm adding it now and will update my findings.
  8. This worked, thank you! I might add it back later though, especially if its intended behaviour. Edit: I added the module back and adjusted a craft I already had to make proper use of the pre cooler. So I have an intake>pre cooler > engine. I can go substantially harder but now the pre cooler explodes at around 1500m/s, 30km altitude. The craft does have radiators both for space and atmosphere. Heat difficulty in settings is at default. Imo, it feels as if the balancing regarding the sabre heating module is for a stock scale kerbin system, based on the speed bottleneck I experience with this set up. In the FAR continued thread, a user mentioned an increase of a crafts "thermal capabilities" after installing RSS.(I don't have rss, instead I used rescale! And SMURFF instead of RO) I've already done some pretty hefty reentries with pods so i'm pretty confident the other parts work as intended and that it is indeed the sabre module thingy that could use an adjustment.
  9. Yes a pre cooler definitely alleviates/extends their effectiveness! Just to be clear, under every entry in the file you mentioned, i should remove " MODULE { Name = ModuleSabreHeating }" ? Thank you for your time Sir!
  10. I only found this support thread after posting this in the development thread. But I'll post it here anyway: Hi! I've been enjoying ksp IE in combination with rescale!, far and a whole bunch of other mods. But I've been having an issue with some stock engines and engines belonging to the mk2 stockalike expansion part pack, namely, airbreathing engines overheat, critically, at mach 4. Even above 30km altitude. I've been nosing around in various config files and when i came to warppluginsettings, I noticed how ksp IE makes a lot of changes to thermal mechanics. I'm not using deadly reentry. Any thoughts? Game version is 1.7.3
  11. Hi! I've been enjoying ksp IE in combination with rescale!, far and a whole bunch of other mods. But I've been having an issue with some stock engines and engines belonging to the mk2 stockalike expansion part pack, namely, airbreathing engines overheat, critically, at mach 4. Even above 30km altitude. I've been nosing around in various config files and when i came to warppluginsettings, I noticed how ksp IE makes a lot of changes to thermal mechanics. I'm not using deadly reentry. Any thoughts? Game version is 1.7.3
  12. Thank you! That'll help me troubleshooting i too have been using kerbal foundries. Seems to work great except for minor symmetry issues. edit 2: I've looked at rescale! Config settings, it should not modify anything related to temperature on itself. I'm starting to think it might be a conflict between far and ksp interstellar extended. The latter does modify temperature related mechanics somewhat. The warppluginsettings cgf specifically has a setting called "engine heat production" among various others.
  13. Hi! I'm having an issue where I use thrust balancing to take off with a vtol airplane, after a few seconds it pitches up hard, untill all forward velocity is gone, at which point it becomes uncontrollable and slams back in to the ground.... I'm absolutely clueless, the craft worked fine, i added a fuel cell, i then accidentally clicked on the back end of the ship, which I just put back, and since then it won't fly properly anymore. I've imported the craft to another save in case it got bugged or something. The craft uses robotics and half of the robotic assembly was connected to that back end. Could that cause such a problem even if it is seemingly connected back together as was? Edit: I found that disabling moderation prevents the problem from occuring, makes me wonder what changed...
  14. Yes, because you go fast enough, so the duration is not too long to be of any concern, and as you get up, heat due to friction, will decrease. The only reason you can pull this off is due to your high twr. And as I said on larger spacecraft, unless specifically designed to withstand it, you can not really point 90 degrees up without consequence. Try making an ssto that makes it to minmus with large mining equipment(large isru convert and 1 large drill + 1 radial ore tank) and without any refueling and you'll find out what I mean. Actually i can show it lol: I do not remember if this was made with stock heat or not. But you can see i'm on the verge of exploding at much lower speeds.