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Everything posted by FiiZzioN
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[Plugin][WIP][1.3.1] PEngin - Procedural Engines
FiiZzioN replied to Pidot's topic in KSP1 Mod Development
My god... it might finally come to light... A procedural engines mod that I've wanted forever! So much so in fact that I was thinking about trying my hand at it as well. I truly hope you get this to the level of functionality that you've said you want to reach. If you do end up reaching that goal, I have to say this might be one of the best mods KSP has seen. Keep up the great work! -
I think the only criticism I have is the lack of a working nozzle extension on the RD-0146. Not only does it look a bit odd(can't put my finger on it), but, in reality, it would fail to meet its true potential in a vacuum without said nozzle extension. Kinda like how the nozzle extension works on the "Chelyabinsk" or the RL-10 in the cryo engines mod pack is what I picture here. Other than that, I can say that this is one of the best engine backs I've seen in quite some time. Keep up the fantastic work! Example:
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Will Liquid Methane + LOX tanks get added to this? Seems like a no-brainer with Raptor variants and Blue Origin engines in your "NFLaunchVehicles" mod. Sorry if this has been asked earlier, I'm posting this and then I have to get to work on a project for my job. If anyone has any details and could share, I'd greatly appreciate it!
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Here are some Realplume configs for the "Knes" mod pack. I made a config for anything I could find that had a "ModuleEngine" in its' config. Download Link is here. It's hosted on Google Drive. Hopefully, this will be of use to some people that use the mod and haven't seen my post in its thread.
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Here are some Realplume configs I made for anything I could find that had a "ModuleEngine" in its' config. Download Link is here. It's hosted on Google Drive. I hope these are of good use to you, and I hope you continue development of this mod. Have a good one!
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Would you ever consider organizing this massive project a bit better? As someone that has an already large install, I prune parts that I don't need or want in order to save space. I also have to assume that I'm not alone in doing so. Right now I'm going through hell trying to pick out what's what by file name and crossing my fingers. I want to use this parts of this pack, but the folder structure is almost completely off-putting. I mean, there's an "engine" folder that contains maybe one-eighth of the engines in this pack. The only reason I'm still at it is because the quality of the work that's present. I'm not even asking for very detailed organization, just a little bit of structure. Maybe something following some form of this example: To be honest, as the developer, I'm not sure how you deal with it in its current state. I hope this didn't come off as blatant negativity, I absolutely love the work, but this is some constructive criticism I truly hope you can implement in the future. Thanks for your time.
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[Old Thread] KRE - Kerbal Reusability Expansion
FiiZzioN replied to EmbersArc's topic in KSP1 Mod Releases
SpaceX drops plans for powered Dragon landings... Well, at least we can still do it in the game, so there's that. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
FiiZzioN replied to ferram4's topic in KSP1 Mod Releases
Same results here as well. I really have no idea as to why it hasn't been pushed to at least release candidate with so many people wanting and waiting patiently. It feels wrong for me to be able to play with a (personally) completely stable 1.2.2 build while I see everyone else that doesn't know how GitHub works get slapped down by not knowing how it handles branches. Not everyone is a mod / software developer, so it makes sense that they wouldn't know how GitHub works. Not everyone that consumes your mod should know how to work the website. In fact, the most they've probably used it for is to download the latest release of the various mods they use. If the entire reason this is done is to stop the less technically minded people from submitting bug reports, or even asking for help, then I don't know what to tell you. In software development, mod development, or anything that gets consumed by more people than just yourself, there are going to be stupid people, and stupid bug reports. The best way to handle them is to either reply with a FAQ, a type of auto-response message, or, if they're at the maximum level of stupidity, stop contact completely. If they continue after multiple times with no improvement, then there are reasons that a block user / auto delete message feature for email were created. I feel as if the people that encourage this, or want this practice to continue, enjoy being propped up on some sort of high-horse. All this does is make some people feel better because they know how to do something that someone else doesn't know how to do. While everyone else that isn't on that same level gets the short end of the stick. It's the textbook example of elitism. I'm sorry if this type of comment is frowned upon, but it has finally bothered me enough to speak up about it.- 14,073 replies
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Absolutely amazing! I just expected a general guide, but this... Now I get the engines and mounts, plus a little coding exercise. I don't think you know how much I appreciate this!
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4X Scale is best scale. That's all I can play with when not using RSS/RO. Sigma Dimensions makes it so easy to play with different sizes, scales, and atmo height. Going back to stock Kerbin is really, really hard to use anymore. You can go virtually anywhere with a single stick.
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@Shadowmage I'd really just like the engines and maybe the mounts if they provide anything special. For the SRB's, I can use stock parts plus other from other mod packs.
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This, personally, isn't a problem. It's sad that a mod that has some of the best engine models I've seen can't be used without using the rest of the pack... It's really quite frustrating... No ill-will to @Shadowmage if that came off the wrong way. Honestly, with how good the engines are, I'd actually be willing to spend money on them as if they were unofficial DLC, and that's the truth. You have some fantastic modeling + texture abilities I guess I'll go back to MM'ing engines from other packs to fit my needs like I've been doing. I really just wanted authentic, good looking engines rather than coping a them from Stock / KW / AIES / NearFuture / Ven's / etc. and changing the values to fit the other engine I was going for. Maybe one day, a man can dream. I appreciate everyone's replies. @ComatoseJedi @tater
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Could there possibly be a smaller mod pack released in the OP with just the engines, mounts, and assets? They look absolutely phenomenal, and, honestly, they are some of the best engines I've seen made for KSP. In the OP, there's something entitled "Ship Core: Engines", but I don't see anything that includes just the engines, mounts, and the assets for said parts. The main reason I'm asking is because, after looking in the GitHub repo, I can make out some of what's needed, but in no way can I find them all without many, many, errors and quite a bit of time with trail-and-error. I'm also not just asking this for myself, but I believe many others would like easy access to extraordinary engines as well. Some users may lack the time to cherry pick out every asset for the engines and mounts to work properly. Other users may not be very computer literate, so they wouldn't know were to look, or even others that don't have the understanding of a config when reading part / MM files. I was hoping @Shadowmage, or anyone else generous enough that's more familiar with the structure of this mod; thus being much more proficient at gathering the correct assets, would make the engine + mount pack. I'm usually not the one to ask for something like this, but the folder structure, and the amount of other assets for completely different parts in the general vicentidy didn't help when I tried doing this myself... Sorry for the long post, but I do hope either @Shadowmage, or some other generous user will read this, and possibly make it a reality. If this already exists, then I would love it if I could be pointed in the right direction! Thanks for your time.
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@Capt. Hunt, here's a new vernier engine that uses LH2/LOX based off of the stock verier engine using MM. Along with the fuel change, the ratios were change to go inline with the other cryo engines, the ISP was buffed due to the fuel change, and the entry cost + cost were adjusted accordingly. The original vernier engine's title was also changed so the LFO and LH2 versions can be easily distinguished. @PART[vernierEngine]:NEEDS[CryoEngines] { @title = Vernor Engine (LF/OX) } +PART[vernierEngine]:NEEDS[CryoEngines] { @name = vernierEngineCryogenic @title = Vernor Engine (LH2/OX) @entryCost = 8550 @cost = 2035 @MODULE[ModuleRCSFX] { @resourceName = LqdHydrogen @PROPELLANT[LiquidFuel],0 { @name = LqdHydrogen @ratio = 1.5 } @PROPELLANT[Oxidizer],1 { @ratio = 0.1 } !atmosphereCurve {} atmosphereCurve { key = 0 354 key = 1 203 key = 5 0.001 } } }
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Any chance that this could factor in the EC required to keep the LH2 from boiling off when using @Nertea's Cryogenic Engines / Kerbal Atomics mods? That feature is included when using either one, or both of the mods. The .dll is located in the CryoTanks directory used by either mod. I also have to say thanks for updating one of the most useful mods that's out there. Your work on continuing so many mods is much appreciated, and I know I'm not the only one that feels that way either.
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I still would love to have either the Speedometer or another part be able to trigger an event at (or past) a certain G force. It would also help make throttle profiles a breeze so crew members don't go into G-lock or die in an extreme situation.
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[1.12.x] Near Future Technologies (September 6)
FiiZzioN replied to Nertea's topic in KSP1 Mod Releases
I used roughly 150 mods for over a year and I've never used CKAN... So, I'd say that statement is a bit excessive. Edit: Didn't know that all of this spawned since I last posted, or I wouldn't have posted this. All I got was a notification that was maybe four posts below mine... -
[1.12.x] Near Future Technologies (September 6)
FiiZzioN replied to Nertea's topic in KSP1 Mod Releases
So, why am I still getting the update message after downloading from spacedock? -
[1.12.x] Kerbal NRAP - Procedural test weights!
FiiZzioN replied to linuxgurugamer's topic in KSP1 Mod Releases
Has the bug been fixed where, when you use the NRAP, your console log goes insane? I remember one time where I had left the game open overnight while I slept. Because of this, the ship I was working on was loaded in the VAB with an NRAP as the payload the whole time. After waking up I decided I was gonna clean my PC since the HDD was basically overflowing. Fast-forward an hour, after using some tools to get a visual representation of how much space was taken up on the drive, I noticed KSP's directory was abnormally large. Once I started looking for anything that looked out of the ordinary, I noticed that the log file was vary large... I mean very, very large for just a text file. IIRC, the log file was over 600mb! Due to that bug, I had to stop using this mod; which was a shame as I really, really like it. Now, the only option I have is a custom Proc Part plus a dumbbell resource definition to have a suitable mass simulator. So, I have to ask, has this bug been fixed? Because if it is, you've just made me a very happy man! -
Does anyone else have the issue of the fairing shape controls not showing when disabling the "fairing autoshape" in the VAB or SPH?