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KSP2 Release Notes
Everything posted by SpaceCommanderNemo
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I've seen the note on the first post about CKAN support... But the CKAN entry is pointing to 2.1.2 still, even though the spacedock entry has been updated to 3.0. From quickly scanning github, it seems this was a fix for all the people who wanted to keep using CKAN and KSP 1.2, as it points to an internet-archive download for BDAc2.1.2. So... is there any chance this backwards fix could be... unfixed?
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I do actually recall this happening, and it was in the patchnotes... so by going through those, it should save some hassle. I'm having the same errors pop up, and I'm trying to use craft from 1.1.3 (and I know even more changed in 1.2). Anybody having any luck at all? What are the 3D printing people doing?
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I actually found this: https://github.com/WarezCrawler/Guybrush101 It's a little buggy but the core is there. someone with some C# knowledge could probably flesh out the details and recompile it for the new patch. I haven't heard from the developer about their activity or intentions. Nevertheless, I've worked out that the core could be bundled (like firespitter) into a mod easily.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SpaceCommanderNemo replied to bac9's topic in KSP1 Mod Releases
I don't have any craft that would fit that description but I can make a video of it happening; it's a rather common occurrence for me. Again, maybe it's not joint rigidity so much as what keeps it oriented... I do wish it wasn't only this part (just so odd). I mean, I'd expect the same behavior at least from the other B9 engines. I'll record it happening and copy the appropriate log.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SpaceCommanderNemo replied to bac9's topic in KSP1 Mod Releases
The turbojet, the D-T70? The non-vectoring, 1.25m afterburning one. The odd thing is, it does resist breaking quite well... I've seen it pull a complete 360-spin at 15-g's while still "attached". So maybe it's not so much a joint rigidity issue?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SpaceCommanderNemo replied to bac9's topic in KSP1 Mod Releases
Not to my experience. At least not Panthers, junos, or wheeslys. A quick glance at the cfg, I see there's a "breakingForce=75" (or breakingTolerance? Something like that) that isn't defined in stock engines... I thought I read somewhere here about B9 parts being weak with stock aero? Am I making that up?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SpaceCommanderNemo replied to bac9's topic in KSP1 Mod Releases
Hey, maybe I'm missing something... But I'm having bad luck with my Turbojets. They can't take much aerodynamic force without breaking off, and they can't be strutted. Is there anything I could do?- 4,460 replies
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Inline 1.25m two-seater jet cockpits?
SpaceCommanderNemo replied to Wabbit's topic in KSP1 Mods Discussions
AoA Tech also has an F-18 cockpit (though not in-line). It's a more polished mod IMO. -
totm june 2018 Work-in-Progress [WIP] Design Thread
SpaceCommanderNemo replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I finally broke mach 4 with this thing... And then I messed around with a viggen/f-22 mashup idea I had... Turned out to be quite a little plane. I think I'm going to do a lot of refining to it. -
[1.3.1] Prakasa Aeroworks
SpaceCommanderNemo replied to Balto-the-Wolf-Dog's topic in KSP1 Mod Development
I'm really enjoying these parts... The only thing I've found odd is that I can't make any power with the hybrids in rocket mode. I just lose speed and never make it to space... Maybe I need to alter my ascent profile; but for the kick those engines have in air breathing mode, they should have more power in rocket mode. -
Module manager counts 10666 patches when I load the game, and I haven't noticed any performance changes since I was around 4500 patches.
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[1.2.1] GTIndustries (Updated 24-11-2016)
SpaceCommanderNemo replied to Warezcrawler's topic in KSP1 Mod Development
Oh snap, the wonders of simply googling the right combination of words... This is exactly what I need for the engine mod I'm working on. @Warezcrawler Would you like some help? I've looked through what you have going and it's quite impressive. It seems to have been a while since you gave the mod any attention, have you abandoned it? I could very much use this for an engine I'm working on, but I'd like to expand on it. Granted, we're getting upgradeable parts in the new patch (and I don't know what would survive of this code into 1.2), but I'd like to make a pre-cooler part that can add modes to an attached engine. I think I can do it if I just use a Module Manager patch to detect the presence of the pre-cooler and modify the engine... I'm not very capable with plugin coding but I'm figuring out MM pretty well and I know textures (well) and modelling (kinda well). I could definitely help you flesh out the mod with some parts. -
The new stock PartUpgrade functionality!
SpaceCommanderNemo replied to Streetwind's topic in KSP1 Mods Discussions
Ha, I was trying to figure out how to mod something similar in with module manager. The problem is I don't know if this will do entirely what I need for my purposes... But this could be very interesting. -
F-106 Rascal Project? Yes.
SpaceCommanderNemo replied to SpaceCommanderNemo's topic in KSP1 Mods Discussions
"normal" for a multimode engine, at least. For example, the interstellar electric engines (that run on hydrogen, he3, xenon, argon, etc) don't have values in the engine file for the fuels. The actual thrust properties are either in a different file or I'm not recognizing it vs. the other engines. Right where most engines would have "multimodeEngine", interstellar engines have "thrustTransform", and not like other engines... maybe I haven't looked into enough electric engines (not my concern at this point, unless they function the same), but I can't seem to find anything special about the Magnetic Nozzle, Hybrid Thermal Turbojet, Thermal Rocket Nozzle, or Launch Nozzle. In fact, the engine files are rather sparse and I'm not seeing the peripheral files in the mod to account for what's making these engines work. Okay, here's what I'm talking about: https://github.com/snjo/Firespitter/blob/master/Firespitter/engine/FSswitchEngineThrustTransform.cs Is that what I'm looking for? FSswitchEngine or something? Is what I want to do possible with Module Manager or do I need to get into plugin programming? -
F-106 Rascal Project? Yes.
SpaceCommanderNemo replied to SpaceCommanderNemo's topic in KSP1 Mods Discussions
Alright, alright... I give up. At least with the Module Manager route, we're limited to primary and secondary engine modes. I've been scouring the Interstellar Extended and Interstellar Fuel Switch githubs but I can't seem to find the magical code I'm looking for... In fact, the Interstellar engines with many different fuels seem to not even use the normal engine coding, as all I'm seeing where there should be the parameters is "thrustTransform" (But that's only a visual thing, right?). I think I am stuck going with a plugin of sorts, unless I can somehow rig in four engine modes (as a two-two-mode engine). It seems from my basic understanding of MM that it might be possible... I just don't seem to know how. That and all I've done is slap together some .cfg's with no idea what I'm doing... but I'm throwing it up on github because it seems like a good idea? https://github.com/SpaceCommanderNemo/RascalEngine -
@Fireheart318 Did you ever figure this out? I'm trying to add a second afterburner mode and I'm hitting the same problem
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F-106 Rascal Project? Yes.
SpaceCommanderNemo replied to SpaceCommanderNemo's topic in KSP1 Mods Discussions
Okay, I've been seriously working this out in my head and I think I have the function of it conceptualized. It's been years since I've modded a game (i think when KOTOR II was still hot?), but this should be no problem for getting my feet wet again. I hope to spend my weekend learning module manager and perhaps throw a basic retexture on the parts I want to use... So here's what I'm envisioning: 0.625m and 1.25m Water Injection Precoolers. Will be small (.5m or 1m long), will not carry resources, must be attached to an air-breathing engine (that's possible, right? Interstellar reactors were like that for a while, are they still?). It checks for water resource presence on the vessel; if yes, adds a button on the engine dialog box for mode switch. Perhaps I will need another cfg for the engine mode? that way, I can have a consistent visual effect (water injection usually results in black smoke exhaust) across all engines and alter the flameout limitations? Just using the darpa concept as a base, the system is capable of being used universally. But, they show a possible altered engine bell addition. I don't think this would be possible in KSP, but I could circumvent that with a new engine for it... Down the line... When I know more what I'm doing... -
I don't know why this isn't already a thing. It's so obvious. As far as I know, the LLL greenhouse just gives solar power (?). I'm not sure about MKS.
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Ha, indeed it was a dirty upgrade. A fresh install gives me this: Just about perfect, except for the control surfaces... They're the only parts that are off, which is odd, because... This one came out exactly as it was built before the generic plugin. (Except the appearance of the control surface... surfaces... isn't sticking right) But my poor greyhound... The control surfaces are wings now? Built with the new plugin's 0.9b release w/ the 64-bit hotfix from a day or so after.
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Alright, well I finally updated from what I had. The old wings load the main section fine, but leading/trailing edges are off in space and I have no idea where the control surfaces are. I'll grab a screenshot. Also, I'm getting both menus when I hit J, the new merged window and the old B9 window. Greyhound (rebuilt with new wings when importing old ones wasn't working): Everything is a triangle, and the wings are attached radially?... Makes no sense. But something old, the pointer.... not even the same things wrong...
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F-106 Rascal Project? Yes.
SpaceCommanderNemo replied to SpaceCommanderNemo's topic in KSP1 Mods Discussions
actually, the precooler and nacelle do detect if there is an intake attached. In the right-click menu, any operational precooler will list the intake source (internal if it does not detect another), so I know the information is there. I don't think the game does anything with that, but maybe I can use it. As far as which engine to clone... It doesn't matter if it's a panther or rapier, as long as it has a mode switch that can be altered. You bring up a good point about fuel supply though. I never thought about that... Does a rapier switch back to air breathing automatically when it runs out of oxidizer? If so, there's probably something there to borrow. -
F-106 Rascal Project? Yes.
SpaceCommanderNemo replied to SpaceCommanderNemo's topic in KSP1 Mods Discussions
Well, there are three ways I'm looking at going with this... 1: plugin for water-injection. Applies to all engines, needs water supply. Simplest (?), cleanest implementation of the concept. 2: engine precooler part. If possible, it would detect/modify attached engines. Since the engine nacelle/precooler already can detect the presence of an intake, maybe I can use that. 3: new engine part. Basically an atmospheric rapier, using water in place of oxidizer to increase operational altitude/speed. Or maybe all three. I haven't done any modelling in years, so maybe someone is more motivated on that part? I can fiddle with code easy, but building and animating an engine is beyond my ability.