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BombastixderTeutone

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    Rocketeer
  1. Awesome work Bahamuto . On a sidenote, Do you know where I can get a J2-X engine from for the Ares 1?
  2. Camlost chrome tells me there is malware in the AJE 1.4 zip
  3. I recently updated to precedural parts and the new real fuels and this happened. No earth just plain old Kerbin in the menu and once I load my save there is no planet at all. Does anybody know the cause?
  4. Ok thanks. I just found out I haven't even installed Km_Gimbal. On a sidenote, what does Km_Gimbal exactly do and what is Exsurgentengineer.dll Edit: Spaceship works perfect now. The gimbal counteracts the torque. Many thanks RedAV8R
  5. Can I somehow displace the COM of the decoupler to compensate for the off center COM of the capsule? Edit: I just found a way to offset the COM in the configs. Now I just need to know íf there is a way to manipulate that ingame so I dont have to restart the game so oftern for the tweaking
  6. Anybody got an Idea why this Spaceship-Lander-Combo produces uncontrollable torque when the spaceships engine thrusts at 100%. My Personal guess is that it is the command capsule with its' off center COM.
  7. Ok now the LES has the Mass that I want, produces as much thrust as I want and the pitch and aerodynamics are fine too. Only thing that needs change is the burn time that I want to change through the ISP. How can I do that? I don't see what I have to change in these configs @PART[NP_LES_EscapeTower_Large]:Final //NP Large LES { @description = Medium-large LES for 3+ person capsules. 2M mount point. @mass = 0.1 @maxTemp = 1800 @rescaleFactor = 4.16 @MODULE[ModuleDecouple] { @ejectionForce = 250 } @MODULE[ModuleEngines] { @maxThrust = 890 @heatProduction = 275 @atmosphereCurve { @key,0 = 0 198 @key,1 = 1 180 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs techLevel = 0 origTechLevel = 0 engineType = S origMass = 0.1 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 890 heatProduction = 275 PROPELLANT { name = SolidFuel ratio = 1 DrawGauge = True } IspSL = 0.9 IspV = 0.9 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 843 type = Solid TANK { name = SolidFuel amount = full maxAmount = 100% } } !MODULE[ModuleEngineIgnitor] {}
  8. Ok since I can't find a Launch Escape system for the MK1_2 Pod I decided to use the resized Nova Punch ones, take away it's mass in the RFTS configs and give the Novapunch launch escape nosecone all the 4 tons of mass (roughly Apollo LES euqivalent). I do that so the Launch escape performs a nice dart light flight with the COM in front and the majority of the drag in the back. Now here is my problem. I want the Tower to keep its Real Fuels configs, but I don't know where in the RFTS configs i need to change something to completely take away the towers weight while its still filled with solid fuel. Excuse the horrible formatting. @PART[NP_LES_EscapeTower_Large]:Final //NP Large LES { @description = Medium-large LES for 3+ person capsules. 2M mount point. @mass = 0 @maxTemp = 1800 @rescaleFactor = 4.16 @MODULE[ModuleDecouple] { @ejectionForce = 250 } @MODULE[ModuleEngines] { @maxThrust = 890 @heatProduction = 275 @atmosphereCurve { @key,0 = 0 198 @key,1 = 1 180 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs techLevel = 0 origTechLevel = 0 engineType = S origMass = 0 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 890 heatProduction = 275 PROPELLANT { name = SolidFuel ratio = 1 DrawGauge = True } IspSL = 0.9 IspV = 0.9 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = 0 volume = 843 type = Solid TANK { name = SolidFuel amount = full maxAmount = 100% } } !MODULE[ModuleEngineIgnitor] {} I basically put a 0 everywhere where the word mass stands (I know this is a stupid solution but i tried to test for results). The Outcome didn't change mass, and the LES full with solid fuel still does have a significiant mass. How can I take away ALL of the mass? Now my second problem. I created the following cfg to resize the Novapunch nosecone for the LES. The mass change seems to work, but the resizing not. How do I change the size of the Nosecone so it can fit on the LES? / NP_LES_RCS_nanocone rescale @PART[NP_LES_RCS_nanocone] { @rescaleFactor = 4.16 @mass = 4 }
  9. Anybody got Realistic real fuels configs for Tac life support?
  10. Awesome! Thanks Mecripp for the cfg and Starwaster for creating the plugin
  11. Thanks you very much for the effort Mecrip, but it does not work. I have module manager 2.1.5 and have the reflectionpluginsw1.0 in a folder called hubs. I put your cfg into the spaceplaneplus folder loaded the game and there are no reflections on the spaceplaneplus parts. When I write a reflectionplugin module directly into a part cfg it works.
  12. I want to add the the reflection plugin on all the parts for the spaceplaneplus mod. Right now the only way i know how to do it is to go into every part cfg and add the module for the reflection plugin right there, but that doesn't "feel" like the smartest way to solve this problem. Is there a way to reduce the workload and create a cfg in wich i easily add the reflection plugin to all the Spaceplaneplus parts?
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