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Enceos

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Everything posted by Enceos

  1. Yeah, I was expressing my concerns about this mechanic in my post earlier. It doesn't really match what we have in real life.
  2. PFD screens still use celsius while game temperature is in kelvin. I've got several cam questions: 1) How does one make a camera from a part? 1.1) What kind of module should I add in the config to connect it to RPM? 2) B9 Aerospace had its own PFD screen with several camera views which didn't require an external part. How does one do that? 2.1) Is it possible to view your vessel from above using this technique? 3) Is it possible to connect to cameras on other vessels? For example I'd like to see my launch from the launchpad view on the PFD screen. This would require a camera slapped on a launch clamp pointing upwards. But as soon as I release the clamp I lose the connection, is it possible to make the connection persistent until it unloads physically? 4) is there any way to move the camera's viewport using screen arrows?
  3. I think this module needs a cute container for surface attachment.
  4. Here's the link to my output_log.txt https://www.dropbox.com/s/wbllpv8qh4gazr5/output_log.txt?dl=0 KSP version 1.0.2 32-bit Windows 7 professional 64-bit Double checked, and no hamsters were in my computer case. You guys forgot to tweak those parts for the new thermodynamics of KSP 1.0. They are overheating from something. Take a look at this guide.
  5. I see the RealChuteLite folder in FAR. Does this complement RealChute by StupidChris or conflicts with it?
  6. I can confirm, the stock 1.0.2 drag profiles are so high that even in a 30° dive you still lose speed without any aero brakes.
  7. I can confirm, the stock 1.0.2 drag profiles are so high that even in a 30° dive you still lose speed without any aero brakes.
  8. Which simply means you need less wings to go faster, like in real life.
  9. I've never ever seen a mod that would do this with stock parts outside of VAB. You can use QuantumStruts for struts outside of VAB + KAS pipes.
  10. Bug on hover happens only with the fanthom button, if we get rid of it we won't see the bug as well. Thanks o/
  11. Beautiful! I really love the Fuel Switcher plugin. Btw, what files should I take if I only need functional radiator panels?
  12. Fuel has only one thermal attribute, which is thermalMass (hsp). So you can only make fuel store more thermal energy before overheating. Conduction and emission should be set for the fuel tanks themselves. RESOURCE_DEFINITION { name = LiquidFuel density = 0.005 unitCost = 0.8 [COLOR=#0000cd][B] hsp = 2010[/B][/COLOR] flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true }
  13. Bug report: For me QuickGoTo starts clipping into other toolbar icons in flight. And after hovering with the mouse cursor it starts throwing thousands of NREs. Here's the output_log.txt There are several mods which use the hover function. One that works great for me is Alternate Resource Panel, here is the source just in case. EDIT: Actually there are two buttons, one of which is a phantom copy which throws NREs on hover.
  14. There's an upper limit to the size of output_log.txt after which the game crashes for no apparent reason. And constant error spam makes faster.
  15. B9 procedural wings have been updated. We can stick to those for a while.
  16. Not very brilliant idea, cause it will cause an error spam in the log if I'm right.
  17. @ckfinite, thank you so much for maintaining this mod! For the next release would you please tweak the part maxTemps according to the Squads preferred values for 1.0?
  18. @KospY, thanks for tuning temps to Squads preferred values winn75 seems to have forgotten to write in the guide on page 01 that people can tweak parts and drag them to inventory directly from the vessel in the VAB. It would be awesome if you converted the part textures to .dds for the next release, there's a cool tool for that by m'sieur Lilleman DDS4KSP
  19. Hey @ensouensou, I'm enjoying this mod in 1.0 no issues so far, not a single NRE. Now that heat management is becoming a challenge for everyone, how's your Alarms mod going?
  20. Updated the OP with new values. Still working on the heatProduction part, it has some changes with the latest patches as well. @NathanKell I did much engine testing today, and I found one paradox - increasing the thermal mass of engines increases the rate of heat accumulation. Internal flux when burning increases proportionally to thermal mass. Could you please confirm or refute this?
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