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lextacy

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Everything posted by lextacy

  1. Okay for those of you needing english/laymans terms on the 4 main ingredients to a challenging heating I think I have gotten the definitions down to the letter. Im going to talk about the 2 pairs of ingredients then elaborate more..... INPUTS SHOCKWAVE EXPONENT This is the measure of force thats working against atmosphere. Think of it like going in the back of a pickup while its speeding at 100 mph. The faster its going it exponentially creates a breeze. That breeze is the "shockwave" . So when we talk about shockwave we talk about the opposite , but equal reaction to drag. SHOCKWAVE MULTIPLER Here we are just using linear values to increase the shockwave exponent we talked about above. Its sort of like increasing throttle in a plane. Shockwave Exponent + Shockwave Multiplier = INPUTS OUTPUTS TEMPERATURE EXPONENT After figuring out the above 2 input ingredients we must talk some sense in how DRE uses that algorithm to generate the actual heat to kill your kerbals. The game has a stock heating system that pretends to do heat when going through re-entry. That above algorithm will raise the stock temps. HEAT MULTIPLIER Again like the shockwave multiplier, this value just adds more to the exponent. The multipliers are kind of the analog "throttle" to increase difficulty. Temp Exp + Heat Mult = OUTPUTS Shockwave Exponent + Shockwave Multiplier = INPUT VALUE + Temp Exp + Heat Mult = OUTPUT aka TEMPERATURE DEPENDANTS Density Exponent This value is never really specified so im going to take a stab at it. This is the value which says WHEN the shock heating will take place. The closer to "1" means the heating will start at near full atmosphere. A low value like .4 means that the heating will start a hell of alot higher in altitude. Im curious as to what a value of "0" would be? Shock heating all the way to the moon? LOL Starwasher, please let me know if im off on something, but I think I have learned a bit experimenting myself at this wonderfull beast of a mod
  2. In the VAB it seem the only info we get is resources. Id like to know things like thrust and if something has a decouper in it.
  3. can i make a recommendation for the next release? THose labels that define the "anomaly" overlap to death when they are scanned and no longer anomalys. I cannot make heads or tails what air strips are what on Kerbin. Its just too congested . Maybe add a filter that can only display categories of anomolys?
  4. Some massive issues with 2.5.9 1. Lots and LOTS and i mean LOTS! of MM configs stopped working 2. Tweakscaled parts in VAB go wacko , like 5 meter tanks grow into 15 meter tanks! 3. Really new and strange behaviors in scene changing 4. Ive went back to the older version 2.5.6 and everything worked again 5. Will wait for 2.5.10 for a proper fix
  5. nice use of the Burn Together Plugin !
  6. Thirded-ed . I did find a temporary fix. You need to increase the winch speed in the .cfg to some ridiculous number and set the angle tolerance . Here is the codes motorMaxSpeed = 12 lockMinDist = 10 lockMinFwdDot = 0
  7. I have solved a few issues with the pack that I think some people will benefit from. Here are the 3 un-fixed issues. 1. The Falcon has a poor center of mass to thrust ratio causing the ship to roll. This is also multiplied by poorly gimbaled engines. 2. The ablative shields do not ablate 3. The Draco engines on the Dragon 1 are suppose to have a viable TWR to de-orbit the capsule. They only have the thrust of a typical RCS thruster. I will release the config below that will bug fix these problems. Stick this in your Laztek folder. Thank you your welcome. FIX LIST 1. Added reaction wheels to the lower tank to solve the mass problem 2. Change the shield code to make the Dragon ablate material and protect craft from re-entry 3. Changed the thrust of the draco engines (v1) to conform to SpaceX standard in de-orbit 4. Added bonus tweaks -Increased thrust of the SHERPA to allow 1 large payload or 6 smaller payloads -Changed the SHERPA decoupling point to the top which will allow dual-tug style deliveries -Added more gimbal power to the Merlins to compensate for steering loss -Remote Guidance unit increased SAS power -Docking port on Dragon uses less magnetic force and is KAS grabbable to combat the docking bug and to also mount these ports to a space station after the fact. https://www.dropbox.com/s/xh8d6fqo3sap4nk/MM_SpaceX.cfg?dl=0
  8. SAWEEET! id use it to simulate a Duna colonization where after 400 days they built it so that future landers can refuel there. What a cool idea for mod!
  9. the new version kicks freakin BUTT! I love the fonts and layout! Any time-table on when the missing numbers on the right side (dV remaining, Time to Node, Distance to Target, ect.) will be completed?!
  10. Actually what I think hes trying to say is decoupled crafts still register. I have the same problem (not really a problem) . If my rover aero capsule separates from the MSL stage....I will be hearing explosions from that MSL stage during re-entry PLUS it will register in the F3 flight log. Not really a bug , however I wanted to set the record straight lol EDIT! THERES A BETA?! Well forget everything I said about a realistic config I will try the new default for HARD and see if I can get more consistent roasting times HAHAHA
  11. reminds me of another flaw in KAS.....try mounting a magnet on a connector from the winch. The only way you can do it is if you drop the magnet on the floor. But then that means you have to wind up the winch to retract it where it wont lock b.c. of the failed mechanics in all the winches.
  12. what do you guys have as a realistic config? please post all your values mine is this and its weird @shockwaveExponent = 1.06 @shockwaveMultiplier = 1.06 @heatMultiplier = 2 @temperatureExponent = 1.55 @densityExponent = 0.6
  13. whats with the difference between MainTex and DetailTex ?
  14. When are the winches going to get fixed? They never retract and lock when mounting magnets,anchors, or grapples.
  15. yea the clouds are a bit too extreme , there is a layer of white overcast thats just below "space" and its really akward.
  16. Heres the fix, really this should be stock in KAS or otherwise struts are only usefull in space stations MODULE { name = KASModuleStrut nodeTransform = strutNode type = "StrutSize1" maxLenght = 8 maxAngle = 100 breakForce = 1 [B][I]allowDock = True [/I][/B] hasCollider = false tubeScale = 0.05 jointScale = 0.05 tubeSrcType = Rounded tubeTgtType = Rounded textureTiling = 4 evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = KAS/Textures/strut } The italicized/bold bit is the line of code responsible for nerfing your struts I had found this to be a problem becasue you could not do anything with the struts unless you build a space station. However I wanted to capture old satellites and hold them down in my shuttle bay and land them so they can be displayed at a museum. Life is now better.
  17. change the alpha to a lower setting in the astronomers lighting.cfg file
  18. If I wanted to add a few more layers of clouds do I add another x_clouds.cfg or edit an existing clouds.cfg?
  19. Why is it the winches fire(eject) by themselves in flight? Also the winches have been triggering on action group #8, despite only having parachutes set on #8. A few bugs to fix in the next version please.
  20. i got it to run using BrutalRIPs mono , had same scaling issues he did. Glad to hear a fix will be coming out for thy Linux scaling issue
  21. was wondering when the gimbaling issue is going to get fixed, I should not have to put 900 extra linear RCS thrusters and 6 reaction wheels to control the ship!
  22. well hopefully the dev makes a linux compliant LEDJeb , would be ashame to not have such usefull trajectory stats run on my second monitor
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