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nli2work

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Everything posted by nli2work

  1. You should be able use JSISteerableCamera on a special RPM page and use muzzleTransform or fireTransform to place the RPM camera. assign couple global buttons allow you to zoom in and out. might even give you mouse tracking from BDA side.
  2. no no it's not Firespitter. they're not the problem. something simpler that I overlooked I think. try the configs I PMed. overwrite the ones from v1.1; if it doesn't fix the issue; it won't do any harm.
  3. hm... try the tailMountX2 config first if you get a chance. I'll do some testing once I finish up this tail gear.
  4. test configs for those having Radial Turbofan and Propfan engine problems when using KSPI and Karbonite. can safely overwrite the existing configs. if it doesn't fix the problem, it won't make it any worse. promise. http://www./download/86ue53n4nlux42a/KaEnginesTest.zip
  5. Huh... I wouldn't have guessed that... Those engines are identical twins to these. very strange.
  6. running x64 client by any chance? Had similar issue on x64 before Squad's official release on a heavy modded 23.5. There're plenty of good packs for Spaceplanes, I don't feel up to it challenging their turf. Speaking of space though... I have some engines for that too. actually something you can try: delete the MODEL{} blocks in the configs, and replace with mesh = part.mu; then copy the actual textures into every part folder. this way the configs are loading the textures directly from the part folder. This won't work for the fuselage parts, you'll have to create individual folders for each piece and duplicating the textures. if this solves the textures taking over SPH/VAB, then MODEL{} is the issue. It also means you'll have to live with a memory footprint that's a dozen times larger. but if you have 64bit and/or ATM it's probably not as much a pressing issue.
  7. did the KSPI Experimental and Firespitter conflict ever get resolved? I think I'm making some progress in locating a solution.
  8. Hi WaveFunctionP I see alot of this NRE cropping up lately form different people using Firespitter engines I built; What is FNPlugin.AtmosphericIntake looking for? Does KSPI change stock ModuleIntake? if it's something simple like a transform, I can simply add it to the model and that should resolve the issue right? An extra transform would be harmless otherwise. NullReferenceException: Object reference not set to an instance of an object at FNPlugin.AtmosphericIntake.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 Edit: I think it's resolved.
  9. share the pics! Tu95 is where I got the engine sounds!
  10. Firespitter 6.3.4 is the one I'm testing with. FNPlugin is from KSP Interstellar. Conflict with KSPI experimental and Firespitter; it happens in Karbonite with the Firespitter driven engines as well. I don't know why it would conflict, I don't know if there's a solution. do you have KSPI experimental? Do you get NREs with a different firespitter engine fron Snjo? I'm checking with WaveFunctionP to see if anything I can do to work around this.
  11. Eventually. with emphasis. I've been eyeballs deep in RPM documentation lately for the transparent pod IVA I have in progress, but they are much slower than parts. IVAs are parts that require dozens of parts to look good. IVA for this is in the stars. just don't know when.
  12. wow, that's incredible increase scaling up! the 3.75m engine can almost be used as lower stage engines. This was my basis for the ED engines. I took some liberties with the bell shape to make them low profile. Reading the material again now, seems like I could have set the ISP a little bit higher. https://en.wikipedia.org/wiki/Expansion_deflection_nozzle searching further, the thrust for 0.625m engine should probably be closer to 10~15kN range. http://en.wikipedia.org/wiki/Descent_Propulsion_System; 45kN for something roughly the size of 1.25m engine. and scaling based on your info. 0.625m @ ~15kN 1.25m @ ~60kN 2.5m @ ~240kN 3.75 @ ~960kN
  13. mostly because the blade shapes. they look odd if thrust was reversed on them. although it probably wouln't matter when the blurred discs are in place. future blade sets would be more direction neutral and would have thrust reverse option..
  14. Ach! damn Squad and their misleading technode naming LOL. most of the technodes are probably wrong in that case. Will check each of them this weekend.
  15. any way to change the main Mod title? the one that shows over header image. couldn't find any options that I can see.
  16. parts from Retro Future Plane parts; download link in my sig. stock and SP+ wings,
  17. Not exactly the Jey-Tew, but hopefully just as interesting to look at. I mostly make things because I think they look good. I'm thinking 3 different engine body and blade options, that would give a total of 9 possible combinations. engine body styled after Caudron c561; Macchi M39; and Sharp Nemesis NXT. plus 2x; 3x; 4x blade sets. Generally a high-tech and performance, with retro design looks. Don't expect this soon though, need to turn my attention to some IVA work I've been neglecting. I kept the intake modules on the engines, otherwise the blade discs generate massive drag in FAR due to how FAR approximates the shape to calculate aerodynamices. parts with ModuleIntake are ignored and generate 0 drag, best compromise for now.. The engines themselves don't have any intake air capacity, and small intake area; so additional intakes are still a good idea to have. I'll test with higher intakeAir ratios so the propfans will need extra intakes to run.
  18. please check with this to make sure there are no duplicates or conflicts. http://forum.kerbalspaceprogram.com/threads/89568-Community-Resource-Pack-WIP
  19. just wanna say your plugin is awesome. makes these possible. Thanks!
  20. this will help clear things up http://forum.kerbalspaceprogram.com/threads/77991-Tutorial-Animated-Landing-Leg-w-Suspension
  21. updated; see OP v1.1 New Parts 1m, 2m, 4m taper to 0.625m, rectangular fuel structural parts; 1m rectangular to 1.25m standard adapter surface mount air intake lateral deploy, high clearance main landing gear high clearance nose gear spoiler airbrake Changes Trianka Mk D max thrust increased to 88kN Jey-Tew V12 max thrust increased to 102kN nosemount and tailmount PropFans max thrust reduced to 175kN; velocity curve reduced.
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