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Everything posted by Bit Fiddler
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1.05 Intakes - Lets figure them out
Bit Fiddler replied to Right's topic in KSP1 Gameplay Questions and Tutorials
ok... not as expected but I think I follow... so I saw once long ago a mod that would assign an air intake to a specific engine... all it was doing was re-ordering the parts in the ship file? so it would place a scoop, then an engine? and then repeat for the rest of the parts? is there a fairly simple formula you can plug in numbers and look at in the design phase to see how much air you will need? or does that require something like FAR to do those calculations for you? I was trying to run as close to stock as possible for memory reasons, and do not have FAR loaded. so any help other than "crash and burn and redesign and repeat" would be great. or I guess if I fly up to where my engines flame out and then look at the % of air used on the tool tip if it is not 100% I have too many scoops? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Bit Fiddler replied to SuicidalInsanity's topic in KSP1 Mod Releases
very odd... as after I put the skin temp line in a mm .cfg file the nose and other afore mentioned parts no longer explode....- 1,510 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Bit Fiddler replied to SuicidalInsanity's topic in KSP1 Mod Releases
no not using DRE or FAR... This is on a space plane on climb out. I am hitting something like 1500 m/s at around 25000 m ASL. the 2 scramjets kick in at around 700 m/s, and then this combined with 2 of your Mk2 engine (max thrust like 1600... cant look for the name right now) start to kick me hypersonic and things get hot very fast. I had to add the "max skin temp" line in the MM .cfg I think the problem is you do not have one, and so the game either uses a default or calculates one somehow. and it is too low... I had to fix the nose, the pre-cooler, and the shock cone so far. I am thinking of fixing the small RCS/Reaction wheel part as well, but for those I have just attached a heat sink from one of the heat management mods and just clipped it into the next part on the stack... I have had the engines blow out and the service bays explode on occasion as well, but not every flight so I just am more carful of my AOA and these seem to survive. most likely due to their position in the stack makes them safe as they are occluded from the heat wave. I can get you a video clip or screen shots if it will help.- 1,510 replies
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1.05 Intakes - Lets figure them out
Bit Fiddler replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Ok so this is a very rough flow chart of my understanding of how KSP deals with intake air, I know the details are not going to be correct but just wondering if this is indeed the logic flow KSP uses. First we assume we have 4 parts that want "Intake Air" 1 small "Air Sipper 30" jet engine with a max intake need of 3 2 large "Air Hog 100) jet engines with a max intake need of 10 each 1 atmosphere separator with a max intake need of 1 so the flow looks like this: 1) by looking at all the air intake parts... we find we have a total of 6 units of intake air being collected 2) the game then looks at all the parts wanting intake air and divides this air between them evenly, so each part is fed 1.5 units 3) it first looks for buffer overflows and finds the atmosphere separator only needs 1 so it gives the remaining .5 units back to the pool 4) therefore each remaining part will divide 5 units between them and receive 1.25 unit of intake air. 5) next the system looks for "flameouts" and it sees these massive "AirHog 100" engines wanting 10 unit of air but only receiving 1.25 units. unfortunately this means it will be running at 12.5% efficiency, however it is an air hog after all, so it flames out at 15%. 6) Therefore BOTH the "AirHog 100" engines flame out and return their air to the pool. 7) now the one remaining "Air Sipper 30" is being fed a total of 5 units of air. so it happily takes it's desired 3 units and runs at 100% efficiency. 8) the remaining 2 units of intake air are wasted and lost. Is this the basic idea or have I missed something? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Bit Fiddler replied to SuicidalInsanity's topic in KSP1 Mod Releases
ok I used the hypersonic nose on a spaceplane I am making but it cant survive the launch process... as soon as I go hypersonic the heat indicator starts to climb as expected, however not as expected the nose disintegrates. I am assuming from heat but I have tried to modify the cfg and raise the heat value with a MM patch but this does not seem to help. any ideas how to keet this nose from destructing? EDIT: Ok found the issue.. typo in my MM .cfg file. I had to add a skin temp rating to the part. I just set it at 2500 and the problem is solved. this value may or may not be "realistic" I just grabbed it seems to be fairly common on parts- 1,510 replies
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Bit Fiddler replied to DasPenguin85's topic in KSP1 Mod Releases
A test of Basic SCANSAT... added some red flashers to make it easier to find when on EVA on the dark side. Also scaled down some lights and inserted them in the frame to light the work area. From Top to bottom the racks are stacked as follows: 1. Battery 2. Battery 3. Battery 4. battery 5. Blank LRU with 2 RTG placed inside. (not much power but it will keep the basic probe operational on extended dark side operations.) 6. Probe Core 7.Reaction Wheels 8.Xenon Tanks 9.IX-7212 - Sunrise Ion Engine Radial Mounts include: SCAN RADAR Altimetry Sensor SCAN Multispectral Sensor Marconi XDP-2500 Dipole 3xBoxsat Fixed Solar Panels 2xRed NavLight 2xIlluminator Mk2 (scaled to 10%) And the decoupler that is forgot to remove after hyper editing it into orbit for the photo shoot. Power Produced: (Solar) 1.95 (RTG) 0.24 Power Consumption: (IX-7212) 8.097 (Core parts - Probe Core, Reaction Wheels, AMPYear overhead.) 0.1 (Both SCSANSat parts) 1.1 (Lights) 0.05 (MAX LOAD) 9.347 Power Storage: (Total) 850 The RTG will keep the Sat operational indefinitely on minimal power. However even in Direct Sunlight the Ion Engine will Drain the system. Therefor extended burns must be planned to allow for recharge on the batteries. I have another version using extending solar that will provide much better power, but I opted for the less efficient design just to test it out for a proof of concept. The Folding Solar only brings the Solar Power up to 4.55, so still not enough to power the Ion Engine. Could easily redesign this to make it so that the Solar power will meet the needs of the engine however. Just need to tack on a few more solar panels, but my plan was to see how small and compact a SCANSAT system could be made and still be viable. In conclusion a few requests.. 1) make an empty version of all the LRU trays so we have more variety in the LRUs we piece together. And make the trays "hollow" so placing parts in them is easier. release the basic LRU as a public domain mesh so other moders can easily make new LRUs as add-ons to this mod. 2) make the handles on the LRUs be "ladders" so EVA Kerbals can "Grab" them and hold on. Fidgeting with RCS backpack controls is a pain while trying to replace parts while on EVA. 3) make attach nodes on the sides so we can easily snap parts to the center of the rack. Things like antennas and solar panels will be easier to get centered If the user wishes. 4) make some purpose built lights.. both for "running" lights and like I have done for LRU lighting. many light mods out there but if there were some purpose made that fit the racks better that would be nice. -
is it possible to surface mount on the sides of the cube or only the top? I have tried to attach things to the side walls but it does not seem to work. it does however work fine for the top side. also as a side note: if you made a "cover plate" that would attach to the opening so the cube was then closed it would satisfy those asking for a closed cube. and if this cover then had an attach node you could now stack them. the nature of box sat if you made some basic "internals" that were designed to snap in to the box; reaction wheels, batteries, fuel tanks etc. and if these were KIS compatible we would have another alternative for upgrading satellites like box sat. and form fitted adapters to match the truss, square decouplers etc. this would then be giving users far more configuration options. and satisfy most of the requests in this thread. granted all this takes effort and I know from making mods for other games that as soon as you start to add to your mod others will want something more and soon you have this mod that has taken over your life...
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
Bit Fiddler replied to MatterBeam's topic in KSP1 Mod Releases
well not sure what I did to cause it or what I did to fix it but it is no longer giving me an error... PFM I guess -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
Bit Fiddler replied to MatterBeam's topic in KSP1 Mod Releases
not sure what those would be... I use all the USI stuff... so I assume that is this is the case it is probably one of RoverDudes mods. I would have to go dig into my list to see if I have others.... would one of my log file point this out to me? -
oh... Wait it only changes the one at the top? never mind I was thinking it added the altitude to the small green text area above the navball.... my bad. but then if you know how to write info to this small navball window then could you add your altitude / Pe & Ap there... I know not what you mod is doing now, but that is what I was looing for..
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[1.12.x] USI Core (Reactors and Kontainers)
Bit Fiddler replied to RoverDude's topic in KSP1 Mod Releases
just looking at building a probe and put the .625 reactor on it and then realized it has a Xenon output... added bonus as the probe uses xenon for fuel.. so the question is how much xenon per hour does it make? will it be a real source of fuel for a probe? -
Just a few quick requests... I see some of them have been mentioned before so just adding in my vote for them as well. crew section ( or maybe I should ask the fuel tank switcher guys to add crew as a fuel type?) reactor RGU KIS Storage a new shape that matches the Mk 2 parts and one of my biggest things is that the stock tanks have small details like lips on the top and pipes down the side (orange tank thing). would it be possible to make a compound shape thing that had this lip, and pipes down the side etc.
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some technical questions... 1) it is my understanding that this mod will on load interrupt a texture load check to see if it needs compressing and/or resizing. if not it does nothing. if it does need one or both of these it performs the change and saves this new texture to the "cache" directory for the mod. then in the future it will pull this cached texture directly thus the speed increase after the first run. 2) I am also to understand that KSP will load any texture file it finds under the game data folder even if it is not actively in use by a mod. so how does ATM prevent the loading of the original texture after it has made the cached copy. 3) if I uninstall a mod how does ATM react? the mod is no longer loading so ATM will never know about it but it will still have all the converted texture files saved in the cache taking up space? and will KSP keep trying to load this cached copy as it is a texture file that resides in the gamedata folder as per item 2? 4) I assume after 1.1 this mod will still be maintained as everybody will not have piles of ram, and thus the mod will still serve a purpose?
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
Bit Fiddler replied to MatterBeam's topic in KSP1 Mod Releases
on KSP startup I get an error about 3 errors in the "OreTanksSwitch.cfg" have I done something to mess this up? maybe another mod I have loaded is causing this? -
Ok installing this latest build...will do some more testing. This is still one of my most anticipated mods in KSP. And as another request similar to KSP-AVC is CKAN. I thank you for adding AVC support, but i have now found and use CKAN... could you look at supporting both of these great tools? Another idea... Make a Contract Configurator series of contracts that will guide the player in every expanding missions to be a tutorial on how all the parts work and how they fit together.
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LLL - Lack Luster Labs - Development Thread
Bit Fiddler replied to Lack's topic in KSP1 Mod Development
Are the PPd-4 and the PPD8 broken for everyone, or is it my install causing this problem? -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Bit Fiddler replied to RoverDude's topic in KSP1 Mod Releases
batteries??!?!? umm no... lol, ok back to the drawing board.... Is there documentation on these somewhere I should be reading? I was wondering what that battery shaken out of jeb's remote was for. I assumed it was just "extra" power. not "only" power. EDIT: Ok yes things work much better with batteries in them... however now I am stuck on the "Staging" I have tried to put all boosters in one stage, and they all fire at once.... I have tried to place them in different stages and they do stage in order as I press space bar, but the lower stage does not separate? are there stack separators now? I thought these were supposed to have decouplers built in. Also this battery is using electric charge... does this mean standard batteries, solar panels, RTG, etc. will now work on the sounding rockets? it is no longer limited to the charge on the system at launch? It seems I have missed out on quite a bit of changes since this was first released. EDIT 2: Ok dug through 176 mods worth of crap... Found the decouplers for these. it is just not Tier 1... so my new career game could not see them. I must say this mod has come along way since I last used it. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Bit Fiddler replied to RoverDude's topic in KSP1 Mod Releases
well I loaded the gfurst MM patch for sounding rockets and I see in the file where it should be working with RT, but I still cant get one to launch. I should be able to just place one on the launch pad and launch it right? all I need is a booster, and the SR probe core and it should fire correct? If this is the case there must be another mod conflicting.. I will have to strip down to vanilla and start adding them all back in and see which one is the cause. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Bit Fiddler replied to RoverDude's topic in KSP1 Mod Releases
oh I just wanted the old style payloads for visuals.... I like the internal parts better as they can be used on aircraft etc. so I just wanted both... maybe make the old style ones as heavy as the rack + 4 internal bits so they are about the same weight as the rack and radial attached payloads. what ever, not a big deal. I just liked the way the older ones looked is all. as for the launch issues, I found the SR radial attached probe core, and the rack is the root part. I think my issues may be RT related. since this is an "unmanned" vehicle I think RT is preventing me form using it. I will have to look into the patches Gfurst made. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Bit Fiddler replied to RoverDude's topic in KSP1 Mod Releases
2 things first off could yo uadd the old style science packages back in? or can I get them somewhere and do it myself? and secondly I cant get these to work. What al I doing wrong? 2 boosters, 1 parachute cone, 1 payload rack with 2 science boxes plus fairing parts. but I can't launch it. the normal "space bar" to activate engines does not work. so I attach it to a probe core and use the "staging" but then the first booster fires but nothing after this. I do not see anything for Sounding rockets in the "pods" section. what am I doing wrong? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Bit Fiddler replied to SuicidalInsanity's topic in KSP1 Mod Releases
Yes that was my point. you could duplicate this part with the sides recessed to allow for wings on the Mk2. without using the chines. And as a side note. do the Chines produce lift in FAR?- 1,510 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Bit Fiddler replied to bac9's topic in KSP1 Mod Development
Just an FYI: I do run KVV with this mod and it works fine. The wings display in the correct shape, size, and texture. I have not done extensive testing, but so far it has been fine. And thanks for the new textures. I did find a work around with the old textures by tweaking the coloring, and texture sliders a bit. But a purpose made texture pack will be far better.