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etheoma

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Everything posted by etheoma

  1. I know I'm not Ferram obviously but putting all the stuff in a Service Bay would work, and I would make the ladders 2x symmetry to even out the drag as I assume they are rendered unlike in stock. also to deal with the landing gear in forwards motion I would put them under a lip like this for revealable flight air breaks should would work if you put them at the top of the craft but I haven't tried it in new FAR. If you get creative enough and use tools like tweekscales and when there updated B9 procedural wings B9 and some other stuff you would be surprised what you can do, even with stock only you would be supprized but you would have to work harder. one other solution if your just looking for stability and not ease of motion though the atmos is to move the science and rad's to the bottom of the craft where they will make the smallest different to the cross section and create drag keeping you going on you velocity vector as long as you use symmetry or otherwise it will create drag on one side of your craft unless your very very very careful and iterate A LOT, you also have to balance the mass as well so its not even worth the hassle. Edit: Also if when your ascending the first time you could use an interstage fairing, as I assume your dropping everything below the landing legs so it will make your first assent more efficient and will remove the drag from the landing legs which when your first lunching it will be near the top of the craft. Which you should be aiming to reduce drag at the top of your craft and sharp deviation in width. This is basically what you should be aiming for, I don't mean this vessel obviously but I mean this shape and the places where things like science have been stored.
  2. I was temped to answer sarcastically but I wont, yes it will. FAR has supported fairing since fairings were a thing in KSP.
  3. Yeh already tried if you read this edit XD hope he get around to this after nuFAR, because it would be nice to have water that doesn't act like a brick wall... Well worse than a brick wall because you less likely to die if you land ontop of the VAB etc. I'm not asking for perfect I'm asking for reasonable here which the stock Buoyancy is not.
  4. Oh shame this isn't officially supported in 1.0 this seems like an awesome mod, is Ferram a wizard like he makes the most useful mods ever. Still gonna try it in 1.0 because it just seems that damn handy, if there is any mod that Squad should pick up its this one, as well as NEAR but this one is close, I doubt they would want FAR because of the difficulty FAR adds but NEAR would be perfect. Although given squads track record with aerodynamics they would probably break it, and yes I include there new aerodynamic model. And I totally get that Ferram is busy with FAR and I would proffer FAR be finished quicker than having this. Yeh I don't think a mark 1-2 command pod is supposed to sink at approaching 100m/s yeh not 1.0 compatible.
  5. @ferram did you change the height of Jools Atmos because well I used hyper edit so disclaimer there but the atoms seems to start at 200km~ rather than the old 138.155 or is that a stock change, or has something went horribly wrong on my end. hyper edited in a 150km and my ship was ripped asunder when I thought that was a good 11.8km above atmos, needless to say I was very confused. I'm not angry or anything just curious its different but not bad. Although it kind of makes entering jool easier but again that just different not bad. - - - Updated - - - You need ModuleManager and ModularFlightIntegrator just google them and you will find them, Although you only needed to go back 3 pages to find that information so... Also just to make sure you are only supposed to use voxelAeroPort on 1.0 and VoxelAero is for 0.90
  6. I haven't been able to test antimatter reactors but all fusion engines and all fission reactors of any size act like this. Also without any reactors or any energy or thermal power The plasma engines Attila engines Megnetic Nozzle will generate thrust the worst culprit of this is the magnetic Nozzle Also they generate greater IPS numbers than they are supposed to but that's the least of our problems, Also the tech tree wont work even with the Community Tech Tree integration, again not the main problem, but pleas when I say something is completely broken I mean its competently broken I don't over exaggerate, often I under exaggerate unless for comedic effect. - - - Updated - - - Eh w.e. seems to be fixed in the most recent update, as long as it works I don't care about how it works. Thank you for your continued upkeep of KSPI the best propulsion etc mod ever, only reason why its not the best mod ever is because of FAR. Further edit however the fusion engine seems to be buggy as it keeps overheating... Instantly as soon as I turn it on it explodes. other than that everything is fine, I don't know maybe I was getting an old version but I did re-install 3 - 4 times making sure I had the latest version of everything so :S I think there might have just been something wrong with 1.0.3 and I did 1.0.4 first go.
  7. tbh I couldn't even get the reactors to work, I followed the instructions so *hands up is surrender* So... Yeah this seems completely broken for me.
  8. Err just btw I can't seem to find the Fusion reactors, antimatter reactors or warp drives do they become visible down the tech tree as you advance, because I can see everything else.
  9. Although to test out weather the problem the last person was having could be caused by removing module manager I did a clean install and then just installed the Dev version of FAR without module manager then with and it was working just fine so I don't know what going on there which is why I was confident there wasn't anything else shrugs, I really don't know how I magically got it working but w.e.
  10. Must have lucked out and somehow got it inside another mod. In my defence it was the last persons problem who had similar problems.
  11. Sorry but pleas just check that module manager is in the game data folder, also you are using the voxelAeroPort for 1.0 not voxelAero which is for 0.90 Also you did just grab the game data folder from the the github zip and just merged it right? And yes I have it working in 1.0.2, just check that all those things because apart from tweek scales procederual parts and some other mods which change in the VAB I haven't seen one person not being able to run the dev version of FAR, if your having a problem after you have checked everything you possibly can then its time to go to github and post an issue there, along with as much information as you can give.
  12. I'm going to guess user error again, do you have module manager 2.6.2 installed, also voxelAeroPort is 1.0 not voxelAero... I suppose this is why Ferram doesn't advertise the dev version. Further more do not try using FAR with Deadly Reentry in the dev version, I think 0.90 is ok to use with nuFAR and DR dev versions... although I don't know if there is a DR 0.90 with all the new functions, but you can at least use the old DR which is much better than default heating by far.
  13. I know I'm being super lazy here but I don't suppose there is a way to set kOS up so that if my electric charge runs below say 5% I can activate a fuel Cell and when it reaches 10% electric charge to turn them back off because I'm running a probe with Ion engines and purely running off the Fuel cells would be inefficient so I have 2 RTG's and some solar pannels. Which the solar panels wont work once I get out to Jool and the 2 RTG's wont provide nearly enough power. But with a decent battery bank and the supplemental power from the RTG's and the small amount of power I will get from the solar panels I can reduces my liquid fuel and oxidizer consumption considerably, but he fuel cells automatically burn fuel when activated so I would have to watch the electic charge all the time. which does not use power I have built up with the RTG's and solar panels which would give me 2m 37s of thrust or 310m/s deltaV from the batteries and RTG's, not including solar because I can't relay on it.
  14. The dev version is already out so... yeh no B9 doesn't have to wait for FAR final version because how things are going to work are already finlized its just the incompatibility with Deadly Reentry that need work. But really B9 shouldn't have to do anything special now which is what is so special with nuFAR it works out drag lift etc from the shape of the craft rather than arbitrary values so all bac9 needs to do is make a model there shouldn't be much special tweeking apart from maybe longer nose cones for hypersonic craft and wings with a lower gradient from end to end for hypersonic craft, and thats it which given what already exists in B9 its nothing special. Tbh considering Ferram4 and Starwaster have improved there mods so significantly I would expect something like the 0.25 update for B9 as well which means new parts etc but that does mean we are going to have to wait at least 2 - 3 months for a B9 update. B9 also needs to change the air breathing engines to be more in-line with the new stock engines, which are kinda meeting him half way anyway considering they basically stop working at 1.3k m/s like B9's engines.
  15. thank you XD, sorry I realize I may have been a bit rude it wasn't my intent, I meant to go back and make the post less rude but I kinda fell asleep. Much respect for editor extensions it up there for me with FAR/NEAR, DR, MFT on must have mods everyone should install even if you want a stock like experience, because they make everything just plain better without changing the game terribly from a visual prospective.
  16. You need to install Module Manager FAR wont lunch properly without it, the main package that Ferram ships it in comes with it but github is a open source development platform so they kinda expect you to read the prerequisites at least. if you haven't downloaded it your self you need to download it and put it in the game data folder... Just the ModuleManager.2.6.2.dll 2.0.3 up I think is fine but your best off going for the most recent version. Although don't try and use DR and FAR together for the moment, I think they have it so one will disable the other for the moment anyway to stop people making the game completely s*** the bed when installing the two... This is for idiots like me who forget Ferram's and sarbian's words on the current incompatibility. Edit; its module manager 2.0.5 but if you go to the module manager page on this site you the most recent 2.6.2 is what you will get anyway so it doesn't really matter, although the instructions say 2.0.5 I'm not sure it will work any longer as the patch notes say upgraded to MM 2.5.13 Again not really all that relevant but if your running an earlier version than that, then that will be why its not loading initializing properly.
  17. Hu that should completely not happen, module manager should shut that down and I just installed this alone and it was disabled and it doesn't even have the dill in the game data folder so its embedded somewhere. Anyways its shouldn't be long for a re-compile.
  18. No the developer set module manager to automatically disable mods on 0.0.1 versions, just encase it break the game. Although I wonder whether it works without module manager... Yeah if you try that and it does lunch the mod and it breaks your game its your fault btw don't come crying to me you have been warned Ehhhh Looks like module manager is embedded... probably has it set so it needs it to lunch anyway.
  19. Well its not that it broke the mod, its just that taniwha have set it on module manager that miner versions will disable the mod... which I wish Module manager would on miner KSP versions have an option to say you have incompatible mods WOULD you like to disable them. Because miner version are unlikely to break any particular mod unless the changes directly relate to them. Which is why its a good idea to have the option to disable the mod, Even disable it by default and then be given the ability to re-enable it on the next load of the game because you might get an insta crash because of the incompatibility or corrupt save files etc so having it disabled as default is great but I would just like to have to control to copy the game and try to see if its working. Again not taniwha's fault that function isn't in module manager as far as I know but it would be nice if it was there, and as much as it pains me to say having a few mods disabled for the day or 2 that it takes for a recompile is better than potentially losing your save files.
  20. On the next module manager pleas could you disable disabling your mod on miner KSP versions PLEAS!!!
  21. Duh! I forgot that Ferram said that new DR and nuFAR 1.0 versions were having incompatibility issues and installed both the Beta versions... So stupid... Other than me making the stupid mistake its looking good Ferram keep up the good work. I haven't noticed any bugs apart from voxels looking like there not scaling with tweek scales in the VAB and SPH, but thats another mod and its probably the job of Biotroni to make sure that Tweak scales works with FAR isn't it? Even if its not its not your still working on it so there's time.
  22. Will there be a 1.0 update, I don't mean soon but I just mean are there any plans for it.
  23. WOOT WOOT!!! This is SUPER HEALTHY SPACE, Omega good job!!! Now I only have to wait for FAR and Deadly Reentry and KSP 1.0 will actually be playable. Then B9, KSPI-E or KSPI-M or perhaps Fractal comes back and that will make KSP fun for me.
  24. Oh yeah the heat shields are basically massless lulz so stupid...
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