BombastixderTeutone
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Everything posted by BombastixderTeutone
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
BombastixderTeutone replied to camlost's topic in KSP1 Mod Releases
Camlost chrome tells me there is malware in the AJE 1.4 zip -
[1.2] Real Solar System v12.0 Dec 8
BombastixderTeutone replied to NathanKell's topic in KSP1 Mod Releases
Does 6.2 use more RAM than 6.1? -
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] {}
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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 }
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
BombastixderTeutone replied to TaranisElsu's topic in KSP1 Mod Releases
Anybody got Realistic real fuels configs for Tac life support? -
[1.0.5] Reflection Plugin Continued 2.0
BombastixderTeutone replied to Starwaster's topic in KSP1 Mod Releases
Awesome! Thanks Mecripp for the cfg and Starwaster for creating the plugin -
[1.0.5] Reflection Plugin Continued 2.0
BombastixderTeutone replied to Starwaster's topic in KSP1 Mod Releases
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. -
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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[1.0.5] Reflection Plugin Continued 2.0
BombastixderTeutone replied to Starwaster's topic in KSP1 Mod Releases
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? -
[1.0.5] Reflection Plugin Continued 2.0
BombastixderTeutone replied to Starwaster's topic in KSP1 Mod Releases
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? -
HotRockets! Particle FX Replacement + Tutorial
BombastixderTeutone replied to Nazari1382's topic in KSP1 Mod Development
Are there any Real Solar System configs for this mod? -
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
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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!)?