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BombastixderTeutone

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Everything posted by BombastixderTeutone

  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?
  13. That doesn't answer anything. I'm a noob and I'm currently reading myself into module manager but barely understand anything. So I have the Spaceplaneplus mod and want to add a reflection effect to every part. How do I add this Reflectiveshadermodule to every part in the Spaceplaneplus mod, without haveing to go into the cfg of every part and adding the lines for the reflective plugin?
  14. I want to add a simple reflection effect to every part in the Spaceplane + mod. How can do that without haveing to add the module to every single part.cfg?
  15. Do I still have to download your Fasa patch or is it all included in Realism overhaul?
  16. Are there any Real Solar System configs for this mod?
  17. How do I add a Realfuels functionality and tank to the Alcor capsule, like it is done with the resized Mk2 Lander can? I want to give it some hydrazine
  18. Plenty. Apollo heat shield, several LEM experiments, the CSM antenna, Fairings, docking lights, all aren't resized on my install even though I downloaded RO and FASA about 6 hours ago. I either made a mistake during install, or they are still in work by you ¯\_(ツ)_/¯
  19. Nathan I have this problem, especially when building vessels that have to align themselves a lot via RCS during a mission. When I give a probe a stretchy service tank and fill it with as much hydrazine as I need, I allways configure the twr and delta afterwards through tank stretching. This tank stretching leads to the amount of hydrazine to change which is very annoying and makes planning difficult, but can't be avoided. Can you maybe implement a feature into Real fuels where you can lock a certain type of fuel, so it won't get affected by the tank stretching (unless there isn't enough volume in the tank of course!)?
  20. Your tip led me to download the active texture reduction mod and now it works!!! Thanks for the help
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