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Everything posted by Tellion
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I have flown a few missions with it and 3km/s is usually past peak heat, so that sounds pretty good.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tellion replied to Porkjet's topic in KSP1 Mod Releases
There is imo no need for hotrockets with this, the effects are of a very high quality as is. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Sure thing: UrlConfig{ name = liquidEngine3 type = PART parentUrl = Squad/Parts/Engine/liquidEngineLV-909/liquidEngineLV-909 url = Squad/Parts/Engine/liquidEngineLV-909/liquidEngineLV-909/liquidEngine3 PART { name = liquidEngine3 module = Part author = Ven scale = 0.01 node_stack_top = 0.0, 21.6498, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -37.8251, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry cost = 146 category = Engine subcategory = 0 title = LV-909 "Terrier" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The 909 model was initially received with some skepticism by spacecraft engineers, as it defied the long-standing convention that "More Power!" is always better. Despite this, the 909 series has found its place in the spacecraft construction world, being particularly useful as a final stage and landing engine. attachRules = 1,0,1,0,0 mass = 0.2 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 1450 bulkheadProfiles = size1 entryCost = 730 MODULE { name = ModuleEnginesRF thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50 heatProduction = 88 EngineType = LiquidFuel spoolEffectName = powersmoke powerEffectName = powerflame atmosphereCurve { key = 0 298 key = 1 106 key = 3 0.001 } PROPELLANT { name = Aerozine50 ratio = 50.173010 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 49.826990 ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleGimbal gimbalTransformName = Obj_Gimbal gimbalRange = 6 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimatioEmissiveLiquidEngine3 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = BBModule } MODULE { name = CollisionFX scrapeSparks = true collisionSound = CollisionFX/Sounds/Bang1 scrapeSound = CollisionFX/Sounds/GroundSkid sparkSound = CollisionFX/Sounds/SparkSqueal } MODULE { name = ModuleAGX } MODULE { name = MGFix plusEnabled = True } MODULE { name = ThermalMonitor } MODULE { name = TweakScale type = stack defaultScale = 1.25 TWEAKSCALEEXPONENTS { mass = 2.5 } } MODULE { name = USI_ModuleRecycleablePart Menu = Scrap Part ResourceName = Recyclables Efficiency = .8 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = .4 } MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LV909B } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = Piston1 rotatorsName = PistonBase1 } CONSTRAINLOOKFX { targetName = PistonBase1 rotatorsName = Piston1 } CONSTRAINLOOKFX { targetName = Piston2 rotatorsName = PistonBase2 } CONSTRAINLOOKFX { targetName = PistonBase2 rotatorsName = Piston2 } CONSTRAINLOOKFX { targetName = Piston3 rotatorsName = PistonBase3 } CONSTRAINLOOKFX { targetName = PistonBase3 rotatorsName = Piston3 } CONSTRAINLOOKFX { targetName = Piston4 rotatorsName = PistonBase4 } CONSTRAINLOOKFX { targetName = PistonBase4 rotatorsName = Piston4 } } MODULE { name = tjs_EngineLight isDebug = true lightPower = 1.0 lightRange = 40.0 maxLightPower = 23.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 jitterMultiplier = 10.5 multiplierOnIva = 0.5 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamestandard transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 energy = 0.0 0.33 energy = 1.0 0.99 fixedEmissions = false logGrow { density = 0 8 density = 1 0.7 density = 10 0 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform emission = 0.0 0.0 emission = 0.07 0.0 emission = 0.2 0.4 emission = 1.0 1.1 energy = 0.0 0.2 energy = 1.0 3.2 speed = 0.0 1.0 speed = 1.0 0.8 grow = 0.0 0.0 grow = 1.0 0.15 scale = 0.0 1.0 scale = 1.0 1.0 offset = 0.0 0.0 offset = 1.0 0.5 size = 0.0 1.0 size = 1.0 1.1 renderMode = "Billboard" collide = false collideRatio = 0 fixedScale = 1.0 sizeClamp = 50 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 emission { mach = 0.0 1.0 mach = 0.8 1.0 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 } logGrow { density = 0 8 density = 1 0.7 density = 10 0 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokelaunch modelName = MP_Nazari/FX/smokelaunch transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.2 0.5 emission = 1.0 1.8 energy = 0.0 0.2 energy = 1.0 1.1 speed = 0.0 0.1 speed = 1.0 0.15 grow = 0.0 0.0 grow = 1.0 0.75 size = 0.0 1.0 size = 1.0 1.5 renderMode = "Billboard" collide = true collideRatio = 0.12 fixedScale = 1.0 sizeClamp = 50 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 550.0 0.0 initialDensity = 2.25 physical = true stickiness = 0.8 dragCoefficient = 1 logarithmicGrowth = 2.75 fixedEmissions = true randomInitalVelocityOffsetMaxRadius = 15.5 emission { mach = 0.0 1.25 mach = 0.05 0.0 mach = 1.0 0.0 } logGrow { power = 0 0 power = 1 2 density = 0 8 density = 1 0.7 density = 10 0 } Grow { power = 0 0 power = 1 2 } } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = KOSNameTag } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 1 origTechLevel = 1 engineType = O origMass = 0.2 configuration = Aerozine50+NTO modded = false CONFIG { name = Aerozine50+NTO maxThrust = 50 heatProduction = 88 IspSL = 0.9600 IspV = 0.9500 throttle = 0 PROPELLANT { name = Aerozine50 ratio = 50.17301038062284 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 49.82698961937716 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } } } CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 38 heatProduction = 88 IspSL = 1.3000 IspV = 1.2700 throttle = 0 PROPELLANT { name = LqdHydrogen ratio = 76.30830964721619 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 23.69169035278381 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } } } } ModuleEngineIgnitor { ignitionsAvailable = 24 autoIgnitionTemperature = 800 useUllageSimulation = true } MODULE { name = ModuleTweakableJettison } MODULE { name = ModuleTweakableGimbal } MODULE { name = ModuleGimbalActions } MODULE { name = ModuleFuelCrossfeedActions } MODULE { name = TRReflection colour = 0.3 0.3 0.3 interval = 2 meshes = Torus_001 } } } RealPlume is definitely going to replace HotRockets asap, I just did not get around to it yet -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
The latter, but I am certain that the described issues did not occur before the latest update to RFStockalike. It is possible that hotrockets is sad about switching the module names though... -
I.. do not think that FAR has much of an impact on RAM tbh. There is a dV map in the download, it is somewhat old but should still be moderately accurate since the orbital/physical properties of the planets have not undergone any significant changes. Regarding the pitch manoeuvre, no hard steering, basically. A rough guideline that I have read pretty often here is pitching about 5° at ~100m/s, then following prograde.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
If you have torque, you might be able to fire the engines without "settling" the propellant in the tank, at least I got that impression when I played a little with it today. On another note, does the lv-909 not have fx in space for anyone else? The poodle seems to have smoke without it being active as well ._. -
While on the KSC screen, this is spammed at a high frequency. Is it reproducible for you? (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TimeControl(13.20): KSC Locked (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TimeControl(13.20): KSC Locked
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SOIs working is a good start, but I am not quite sure what you are referring to now. If the inner planets seem to be too far out or the outer planets too far in, it seems like the compatibility config is not being applied.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Tellion replied to bac9's topic in KSP1 Mod Releases
Apparently it is a lot of work, and every single modder here is most certainly doing their best. If things are too slow for you, you can always contribute.- 4,460 replies
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Absolutely, but it will require some mods I believe. Lemme load up KSP "quickly" Edit: I am probably forgetting something, but here we go: -RealFuels, Stockalike configs -FAR -Tweakable Everything -Space Shuttle Engines -SpaceY -Procedural Parts -TAC-LS -TAC Fuel Balancer (Pumping fuel around helps with getting the AOA you want) -Remote Tech (The flight computer allows you to set pitch, heading and roll) -B9 Procedural Wings -B9 Aerospace Dev version -Ven's Stock Revamp There probably are other mods adding modules but not parts to the craft, hopefully it works nonetheless. Craft file Not much more than KEO I would suggest, for two reasons: Firstly, it is going to be hard enough to get there, pushing wings around in space is going to be tremendously inefficient. Interplanetary returns are not going to happen anytime soon without mods like KSPI. Secondly, we do not have ablator in spaceplanes, meaning we can pretty much aerobrake as much as we want anyway.
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Hmm... I took a look at all the involved configs and did not spot anything that would mess with SOI settings. Does this problem occur on a clean install? Edit: Things are working for me, so make sure you have everything installed correctly. Installing KScale2 and OPM through CKAN should be fine, then add the OPM compatibility patch from this thread. Make sure there are no leftovers from other planet packs or rescales as well. The patch I posted should strictly speaking not be needed as OPM does this too since the latest version. Edit2: One more thing that you could try is searching for a file containing the string "finalizeOrbits" in your GameData folder (use the command line for this, if you do not know how, google for your specific operating system) - if you find it anywhere and it is set to True, set it to False.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Tellion replied to pizzaoverhead's topic in KSP1 Mod Releases
The first has 7.1, the second 6.3 MB. The average file size is 6.3 for the tracks I added, 5.7 when the default tracks are included. I am certain that files above 10 MB have been played successfully, but I did not look for similarities between the skipped tracks yet. I will edit with the full output.log and a list of tracks and filesizes next time I get to play, if that helps.- 779 replies
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Ehh thanks I guess, but I did not make that, that was Citizen247
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Tellion replied to pizzaoverhead's topic in KSP1 Mod Releases
Pizzaoverhead, quick question since you are here: What does this refer to exactly?: [STED] Playing next track [STED] Found Cepheid, with extension .ogg [STED] Loading Unity clip [STED] Clip name: Cepheid, ready: False [STED] Loading Cepheid... [STED] Playing next track [STED] Found Colonial(Explore), with extension .ogg [STED] Loading Unity clip [STED] Clip name: Colonial(Explore), ready: False [STED] Loading Colonial(Explore)... [STED] Playing next track It is not like things are not working, music from the playlist is playing consistently, but a few tracks are usually skipped before one is played successfully. You wrote about unity's loader being very slow a few pages back, but increasing preloadTime did not help with the issue. I have a rather large playlist - the Music folder has some 300 MB, could that cause it? Oh, and before I forget: Merci beaucoup for this absolutely fantastic mod, it improves KSP greatly!- 779 replies
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"light" as in little memory impact is what OtherBarry is referring to. You could actually delete pretty much all the tanks from stock KSP and replace them with procedurals, that makes them very powerful. If you want to restrict the available shapes, look into the part.cfg's, it is not hard to figure out what does what.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
The Gigantors are turning their gold side towards the sun as opposed to the black one in the latest dev version, I don't think that is intended. Apart from that, an option to keep the blue would be awesome if it is not too much of a hassle. -
You did nothing wrong, this is one of the things that can happen when resizing small bodies. It can be fixed by adding %sphereOfInfluence = 150000 to the @Properties node in the compatibility patch. OPM does do something like that by default since the latest version actually, have you made sure that everything is up to date? In any case, this should fix it I think (paste into a new .cfg file and drop into /GameData): @Kopernicus:FINAL { @Body[Hale] { @Properties { %sphereOfInfluence = 150000 } } @Body[Ovok] { @Properties { %sphereOfInfluence = 150000 } } }
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Re 1), I referred to barycenter as only that, eg. making the sun the featureless point the stars revolve around, quite similar to what you describe as the galactic core. Black holes don't get anywhere near inhabited planets in my game Re 2) I was under the impression that NewHorizons reparents Kerbin - the issues that do occur as a result of that seem to be of a visual nature mostly. Anyways, it is a very interesting project and I will follow closely!
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It is intended, Hydrazine requires a highly pressurized tank (servicemodule, fuselage) to be stored. I did not know either
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If it is possible to strip the sun of anything that makes it the sun and keep it in place as a barycenter only, some really cool multiple star systems with more interesting orbits could be created. Reparenting Kerbin at least seems to be possible without much impediment to gameplay, that should be taken advantage of imo. Think of something like one F/G/K star in a binary orbit with a binary of two K/M/L stars - filling this with quality planets is going to be quite the task already, and more stars could be added into the mix anytime. Some research would have to be done with regards to the possible properties of such a system (we would basically want the stars to be as close as possible with orbital periods as low as possible while still making stable configurations of planets around each of them believable).
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Tellion replied to pizzaoverhead's topic in KSP1 Mod Releases
I am unfortunately not all that great at interpreting logs, I usually hope for something obvious. You might have broken something while doing the editing, but I am not sure. What causes 95% of my issues is either a bad install or some incompatibility though, so I would recommend making absolutely sure that it is none of that. This may be a little tiresome but try the following: 1) make a copy of a clean install of 32bit KSP, preferrably outside your program files or programs directories. 2) Redownload STED V3 preview from page 34. 3) Install it and make sure everything is where it belongs, that means you have 3.a) libmpg123-0.dll inside /KSP_Data/Mono/ 3. the SoundtrackEditor folder containing a settings.cfg and a .dll (inside the plugins folder) inside /GameData/ 3.c) a Music folder in your KSP root directory (that means beside GameData and KSP_Data) Also use none of your own files or settings at this point.- 779 replies
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My bad, it was already pulled into the github repo, but that one does not seem to be linked in the OP either Here you go.
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[0.25] Astronomer's Visual Pack - Interstellar V2
Tellion replied to Astronomer's topic in KSP1 Mod Releases
CKAN allows that afaik. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Tellion replied to pizzaoverhead's topic in KSP1 Mod Releases
It is working (mostly) for me, are you sure you have everything installed correctly? Read the last couple of pages to see if you missed anything, try again with a clean install, check your logs etc.- 779 replies