Jump to content

p3asant

Members
  • Content Count

    109
  • Joined

  • Last visited

Community Reputation

14 Good

About p3asant

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Have you had by now any luck on recompiling? Is the source available somewhere?
  2. So, I've tried making some makeshift tweakscale (just size) config for the orion and tank part. But I'm having trouble getting the pulse unit count right. This is the config I've tried using. The pulse unit count increases linearly to 10m, like I've wanted, but after that it starts multiplying by four. Any idea why? @PART[USI_ORIONTank]:Final // Orion tank { %MODULE[TweakScale] { type = stacksky // massFactors = 1.0, 0.0, 0.0 TWEAKSCALEEXPONENTS { mass = 2.0 name = Part Resources { amount = 1.0 maxAmount = 1.0 } } } } @PART[
  3. Can there be anything done about giving the orion drive somewhat realistic specific impulse? The part just shows 15000s isp constantly when I examine it. It really should be around 3500 s, which would give some challenge and realism to this mod. For reference (Fig. 3) : From the projectrho site. Also it'd be cool to have more realistic animations as seen in this animation: There shouldn't be any strange plasma released when using the drive. In stead, like in the video, it should be just extremely bright flashes on the pusher plate from the propel
  4. I apologize. In my opinion, it would make sense for a support/troubleshooting thread to exist for the whole modpack.
  5. But it's somewhere along the whole real solar mod league. So I'd figure this is place as good as any to ask.
  6. 1. Turn engine throttle to max. 2. Liftoff! 3. Watch the engine overheat in short time. 4. Explosions in the most kerbal fashion. 5. Catastrophic failure of the launch.
  7. I'm having problems with overheating (i.e: exploding) engines. What settings should I edit? I already tried increasing heatMultiplier in deadly re-entry settings but to no avail.
  8. Amazing things you can do with what's basically a fancy water cannon . Also great mod! Kerbal for scale.
  9. I wasn't using launch clamps. The probable reason was that the rocket had a small mass (~25t). The issue seems to diminish as mass and size of rocket goes upwards.
  10. I've got problem with rockets steering to the sides immediately after liftoff. Any idea what's causing this?
  11. I found out that if the engines aren't perfectly symmetrical and in line with center of mass, this happens. My solution was to put engines ( i was using four) one with the bottom node and then three in symmetry around the centre one instead of four in symmetry with nothing in centre. Or then lock the gimbals with all but the centre engine.
  12. How does the size of the part's textures/ amount of polygons affects the physics load?
  13. The commentators clearly hadn't played enough KSP...
×
×
  • Create New...