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s20dan

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Everything posted by s20dan

  1. @Greys, I think we may be talking about different things here. My post was not meant to add any more information with regards to inconsistent volumes throughout stock/mod parts.. But rather shine light on the fact that the fuels themselves have incorrect values as far as I can see (From the Real fuels part of the mod, which is supposed to be realistic). This is before the fuels even get applied to a tank... The inconsistent tank volumes just further exaggerate the issue. (In fact they are their own issue entirely, as tank volume is set by guesstimation ) EG the XenonGas fuel, should have a density approx 1/10 of what it is right now. Regardless of what tanks you put it in. But, saying that I'm rather ill at the moment and quite tired, so my math could be way off
  2. I've noticed some of the densities for real fuels seem to be way off. The ratio between L-H2 and LOx (O2) is correct, but take a look at the density ratios for Xenon gas and Nuclear fuel, they are way off by magnitudes. Xenon gas has a density of 0.005894 g / cm3 which is 11.876 times less dense than Liquid H2 Which would give it a density of 0.000038 in the config. Nuclear fuel (Uranium) has a density of approx 19 g/cm3, LOx has a density of approx 1.14 g/cm3 LOx is 0.007 in the config, Nuclear fuel should be 0.11667, not 0.02. L-H2 has a density of 0.07085 g / cm3 which is 16.1 times less dense than LOx. LOx has 0.007 as density in the config, divide that by the mass ratio and you correctly get 0.00045 for L-H2. Also why not just use standard density units of g/cm3? Would make things easier Ah I just noticed this : // all density units are in kg per Kerbo (1 Kerbo = 6.25 cubic meters) But still I think the ratios between fuel types should remain the same no matter what system you use to measure it shouldn't it?
  3. 1, You can find the answer easily enough by trying this yourself. 2, Do you mean the colours for a resource? EG ColorFull = 0.08235294, 0.6901961, 0.1019608 ?? That is RGB: Red , Green, Blue values. The colour is a result of combining the different ratios of RGB. Numerous programs can tell you the RGB values of a particular colour. Sorry if thats not what you meant.
  4. @ferram4: I've seen that bug, but this is a little different. Anyway it seems its solved by opening and then closing all cargo bays, then the cargo is correctly shielded.
  5. This aircraft can't seem to carry any cargo in it's hold due to added drag from the cargo.(Everything is unshielded): Anyone know how to fix that? Cheers.
  6. I was using the version included with 'Extraplanetary Launchpads'. However, you mentioning the save file alerted me to the kethane.cfg thats in the save directory. I had not noticed that file. I deleted that and let the new version generate a new file. It appears to be working. Thanks.
  7. After upgrading to the new version I'm getting these errors when my Kethane detector probes are in focus.
  8. I have found those radial intakes to be such a drag... *hears pin drop* Replace them somehow with an inline intake and I think the performance between the two craft would be more similar... Or just remove your inline intakes on the B13 and replace them with the 4 radial intakes to see if that does indeed cause a lot of extra drag. Edit: Oops, I should make a point to read every part of a post
  9. Thought someone might use this.. its a module manager config for all or nearly all of the B9 parts adding reflections: http://pastebin.com/igGEWdGS
  10. Thats not what I meant, but I went ahead and did that anyway. I was hoping to make the change to all parts with one config entry Earlier in the thread some people spoke of 'wildcards', it seems if they were implemented they would allow for this. Anyway I think that would be a nice feature... Change any parts with XXX in their name, or perhaps change any parts containing XXX module.
  11. Is there a way to add a module to every part? For example I want to add this to every part: MODULE { name = ReflectiveShaderModule CubeMapSize = 1024 OneFacePerFrame = true ShaderName = Reflective/VertexLit } Cheers.
  12. Wow this looks lovely My hat goes off to you.
  13. Ah-Ha... Thanks Chestburster !! Its working The Module Manager bundled with FAR works just fine. I think I had the one from the last version of DR, probably 2.2d.
  14. There was a problem with Fuselage, which I fixed by adding in the minimum mass definition to a fuselage tank. But other than that they were working fine I think. (Plenty of tanks in that config are also set to fuselage but display no problems.. ?) Thanks for taking the time to have a look anyway Chestburster, I think I know whats wrong with it now though, just waiting for my mammoth install to load .... Bollox, I was wrong I was hoping that replacing the parts on my craft would reset them.. I've seen something similar with tank dry mass. Nah, if I do that then all the module managed parts seem to get wiped back to stock. To my knowledge this 'bug' only appeared after I removed modular fuel tanks to track down a different bug. When it was re-added, the HL tanks stopped working and AFAK literally nothing else was changed.... hmmm. EDIT// Using debug mode I can see that the correct config bits are being added to the HL tanks in-game. So that part of the config just isn't being loaded. I have all LFO tanks set to sctructural too and the HL LFO is the same there too.
  15. I made my own, I posted them somewhere. HEre's the file in question: http://pastebin.com/XbEHX2Bx I've literally been through the whole list testing each part. Its only the HL parts that are now causing problems, they weren't before.
  16. BTW I found the cause of this really annoying bug where your rocket will fall apart, yet still remain physically connected.. Any modular tanks using the tank type 'Fuselage' will do this, as a fuselage has a minimum weight of 0. When the tank is drained of fuel its total mass will be set to 0 and funky **** will happen. It needs a minimum mass set in the tanktype configs, just like the other tank types have. I've also found some weird behaviour with the HL B9 tanks. sometmes they will be modular, sometimes they won't be. I have no idea why it behaves so intermittent with those tanks, I can't find any errors in the config file.
  17. Just to let you know, the newest version has fixed the lag for me and I'm no longer getting lots of errors in the SPH/VAB. Thanks
  18. Try clicking on 'Control from here' on the main pod after you place the Kerbals in the seat. When you place a kerbal in the seat, it will automatically begin to control the ship from the position. If the seats are at funny angles it will cause the problem you decribed.
  19. I'm using it with FAR and FAR does over-ride the changes that TV makes to stock
  20. Just take the ModularFuelTanks folder and make sure it goes inside your GameData/ Folder. If you just want the basic version make sure to delete the Real Fuels folder and .zip. If you want the advanced version, copy everything out of the real fuels folder into the ModularFuelTanks base folder, and the same with the .zip file. Once fully installed you should have two folders called Plugins and Resources and a bunch of .config files inside the ModularFuelTanks folder. One of the configs will be the B9_modularFuelTanks.cfg Copy the contents from here : http://pastebin.com/gbLirJRg and paste them over the contents of that file. It will eable Modular fuel tanks for almost all B9 parts. P.S. You may notice the .git folder and the DS Store files... delete them, they shouldn't even be in there .git folder is or the .git subversion system stuff... shouldn't be there. And Ds Store is the Macs version of Thumbs.db...
  21. I have them both actually so yes I have your updated ExsurgentEngineering.dll. I can't play without Modular Fuel Tanks, it's too good
  22. think this error is related to a plugin included in this pack: Its spammed throughout my logs. Also, does anyone know why this happens? : The nose just falls off, but is still considered part of the ship, you can stll fire engines and RCS even though the parts are no longer physically connected..
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