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bigyihsuan

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About bigyihsuan

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  1. For the Pandora pod, what's the small nub on the 1.25m side for? Is there a part that's meant to go on there?
  2. Looking at the structure of the USFuelSwitch module makes me think it could be possible to have multiple different resources per module, separating the lengths by semicolons and resources by pipe characters. So: @PART[USHydrazineWedge]:NEEDS[RealFuels] { @MODULE[USFuelSwitch] { // new is monoprop @resourceNames = Hydrazine;Hydrazine;Hydrazine;Hydrazine|MonoPropellant;MonoPropellant;MonoPropellant;MonoPropellant @resourceAmounts = 60;120;180;240|30;60;90;120 @initialResourceAmounts = 60;120;180;240|30;60;90;120 } } // based on the shroud config Though I haven't the time y
  3. I know it's been 2 months since this specific post, but is there any progress, or at least some pointers to be able to patch US2 parts to work Real Fuels? I've poked around and I think it could be done by making a patch somewhere to add the Real Fuels ModuleFuelTanks module, but I'm not sure how that'll fare with switching the part lengths. Maybe instead of using the Real Fuels module add/replace it to the USFuelSwitch module?
  4. The link to TaranisEleu's guide is broken, found a working link after digging around old threads:
  5. I had this question, then solved it myself after some research. You need: Kopernicus for 1.10 and dependencies, see here: Sigma Dimensions (the version for 1.9 still works) Your choice of Rescale Continued configs: If you're doing anything larger than about 2.5x, get Real Fuels or SMURFF so you don't need to spam parts.
  6. I'd like to know how to set up the config for a 3.5x scale Kerbin + FAR? I'm trying to launch rockets with the default settings, and the mod keeps tipping over too steeply way too low. I've tried to change the settings, but they all end up with the same result of the rocket turning too sharply too low. Using MechJeb's Ascent Guidance doesn't have this problem.
  7. I recommend Editor Extensions for dealing with autostuts and all that. It has options to set rigid set autostruts to all parts. Very helpful when dealing with unexpectedly detaching rocket parts. Also conveniently maintained by @linuxgurugamer, hehe.
  8. So lately I've been having issues with the fairing taking too much aero stress (I'm guessing) and separating from the fairing base. Even when putting lots of struts onto the fairing to secure it, and rigid attachment, and autostruts, they still fall off when the stresses are too high. It's often the trailing fairing that comes off during the gravity turn, which doesn't make much sense. The stock fairings do not do this. The first image is a 5m payload fairing base, with the stock PF conic fairings with a little bit of extra radius. The second image is a 3.75m payload adapter, with th
  9. It's a big shame that the mods are considered feature-complete. I was using the triangle truss from Construction to make a solar module for a space station, and I was looking for a triangle docking port like with the octagon and larger sizes. I had to make do with the triangle-to-1.25m adapter and a 1.25m docking port instead. A difference of 1 part, but it'd be nice to have.
  10. Welp, that's over 720 instances of it that I have to remove then. Fun.
  11. So how can I reset upgraded parts back to their stock state? Delete this KRnD.dll.mdb file?
  12. I'll try the borderless fullscreen thing next time I play, though I was using the PNG provided with the mod
  13. Is there a KSPedia version of the included delta-V map floating around? It's surprisingly taxing on my machine to alt-tab out of KSP to look at the delta-V map.
  14. So I may have found an exploit through combining 2 strategies. If you have both Private Industry 3 and Media Coverage 3, you get a total of -105% to your launch costs. This means you gain money for launching rockets. 5% of the launch cost, but money nevertheless.
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