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Lexx Thai

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Everything posted by Lexx Thai

  1. Still no changes, except part info.
  2. Nathan, we have problems with RF (and MFT too, I think). Currently, mod incorrectly calculates the mass of complex details, consisting of several partmodules (Engines and Tank). For example: @PART[Kosmos_VA_RRV_Propulsion_Unit]:NEEDS[RealFuels]:AFTER[RealFuels_StockEngines]:FINAL // VA Propulsion Block { @mass = 0.112 @MODULE[ModuleFuelTanks] { @type = ServiceModule @volume = 75 @basemass = -1 } @MODULE[ModuleRCS*] { @name = ModuleRCSFX @thrusterPower = 0.3293 !resourceName = DELETE @atmosphereCurve { @key,0 = 0 250 @key,1 = 1 150 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = UDMH ratio = 47.823219 } PROPELLANT { name = NTO ratio = 52.176781 } } MODULE { name = ModuleEngineConfigs type = ModuleRCSFX techLevel = 1 origTechLevel = 1 engineType = L origMass = 0.054 configuration = UDMH+NTO modded = false CONFIG { name = Hydrazine thrusterPower = 0.3293 PROPELLANT { name = Hydrazine ratio = 1 } IspSL = 0.23 IspV = 0.72 } CONFIG { name = HTP thrusterPower = 0.3293 PROPELLANT { name = HTP ratio = 1 } IspSL = 0.2 IspV = 0.465 } CONFIG { name = Nitrogen thrusterPower = 0.3293 PROPELLANT { name = Nitrogen ratio = 1 } IspSL = 0.1 IspV = 0.195 } CONFIG { name = UDMH+NTO thrusterPower = 0.3293 PROPELLANT { name = UDMH ratio = 0.47823219 } PROPELLANT { name = NTO ratio = 0.52176781 } IspSL = 0.396 IspV = 0.943 } CONFIG { name = MonoPropellant thrusterPower = 0.3293 PROPELLANT { name = MonoPropellant ratio = 1 } IspSL = 0.243 IspV = 0.64 } } } This code should (in theory) give us the part with dry mass not less 0.166 t (without multipliers in MFTSettings.cfg), but in-game we can see two pictures below:[table=width: 500] [tr] [td]Part just after selection, tank is empty[/td] [td]Same part, tank filled[/td] [/tr] [tr] [td][/td] [td][/td] [/tr] [/table]
  3. Where you get an info about it? I can't find proofs (except some short news articles) in russian. Later: Ok, I found it. But I still think the RD-175 is the engine for the Nertea's Near Future Technologies mod.
  4. Guys, where I can download the Soviet Engines pack?
  5. I don't think that engine is real. In best case it's only project, like RD-150 at 1974. Two pumps for 4 chambers... two improved RD-180 engines in common assembly is simplier, cheaper and safer. Guys, where I can download Bobcat's engines? As I wrote, the Spaceport is down and download links was not refreshed. Oh... Ok, I'll try to ask there.
  6. Where can we get that models? Spaceport is down;.; @CardBoardBoxProcessor: Where you got image of RD-175 and info about it?
  7. Ferram, may I make you a feature request? Can you add tint for aerostress forces to detect some design issues: my ICBM's (some roleplay style "space program") are explodes in the air during descension.
  8. And one little tip - hatch in the "Vostok" placed in front of the window. And in IVA the window placed between kosmonaut's legs. On this picture windows shown by #10.
  9. Bad Squad, bad! It happens in every new version! I know that. But I meant a possibility to do a part without hatches (except for capsules and locks). "Salute" was not designed for EVA. Until fixes in TGA loading, I should forget about the Alnair repainting.
  10. Beale, can you check one tricky idea with doors: try to split hatch from part, and make them standalone models (and hatch transform too). Then, in part config we can make parts with (and without) the hatches. Possible config PART { name = somecoolpartwithhatch // Use cool part model MODEL { model = ..../mainpartmodel } // Placing hatch on it MODEL { model = .../hatchmodel position = .... scale = ... rotation = ... } } And second question: why do you use .MBM's?
  11. Beale, what is the difference between this version and the previous? I can't found any changes there.
  12. But sometimes MM .cfg is extremely difficult to understand (i.e. like yours editions in TVPP). Hehe, two words - "Renegade Modder"
  13. Taverius, stock .cfgs replacement (as well as the textures and models) is better practice sometimes - KSP still loads any textures and models to memory, even unused.
  14. Beale, I think it would be better if you make two or three types of nozzles and a few bases to them. Then, with simple manipulations with part.cfg you can make bunch of different engines (i.e. RD-191, RD-180 and RD-170/171 uses same chambers/nozzles!). In addition, with procedural engine bases from PF...mmmm...
  15. It's works? Guys, please, explain me how to insert a imgur gallery, like in OP? Because I'm see nothing. I promised only "reallike" textures, but someday I'll make some models (Sauron's artwork gave me an idea...) but I can't say when it happens. I can't understand Blender Absolutely. @Beale: May be you do some windows restyle? On real spacecrafts they are "inline" and slightly less. Sorry, I was delete post with images. Let's try other way.
  16. Thanks! For all parts, not just Tantares. First I want to try to repaint the Alnair - I saw Excalibur/Almaz project and was very impressed. If I could, I promise to post the result.
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