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Everything posted by Taverius
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Also Object names don't need folders, just the Unity transform name. In this case it is 'B9 Mk1 Tail R'. Note the lowercase 'k'. Uppercase K will point to the wrong object. For reference, this is what an actual texture-switch setup looks like: MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = Mesh1 textureRootFolder = B9_Aerospace/Parts/Control_RCS_Blocks/ textureNames = model000;model001 textureDisplayNames = Unshielded;Shielded nextButtonText = Toggle Heat Shielding statusText = Heat Shielding switchableInFlight = false showPreviousButton = false }
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
B9 has a long-ass list of issues still, but we're on track. -
Unless you use dtobi's Shuttle Engines mod you're going to have trouble, because the real shuttle engines had ~10 degrees of gimbal, while most KSP engines have 1. That's simply not enough to keep it targeting the CoM as fuel mass changes balance.
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Quality of content is not a priority for Squad as they run to feature completeness. Plus Harv isn't interested in planes. CoM of Mk2/Mk3 is way below any arguable center of mass of the part. I'll take a looksee, surface attach on winglets is disabled (mostly, Squad isn't consistent in anything) because parts attached to moving colliders do not themsleves move, which can leave you to things handing magically in mid-air if you stick it to a control surface. Arguably the Delta-Deluxe has a small enough moving part that on its better to have it on than off, so I'll make a note. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Mmmm. I'd ported the node move from stupid_chris' Stock Rebalance because it does make sense to have the stack node in line with the part's CoM. Mk2/3 suffer from being the very first things C7 ever did as a modeler, and Squad not being interested in improving them. Unfortunately that requires patching all mods too. I'll probably revert that and leave just the CoM stuff. Works for me? -
Awww ysssss ... Now to redo a few dozen curves in B9 and TVPP
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Were we really at it that long? D:
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Eh, I'm sure those engineers can work out some ablative heatshielding that also stays transparent all through its life and doesn't conduct heat into the cockpit ;p
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Taverius replied to ferram4's topic in KSP1 Mod Releases
Point the SABRE intakes down, not to opposite sides. That's how we designed them to work, and yes it makes a difference - the intake vector is not straight, but angled to give max intake efficiency at a slight pitch-up AoA.- 14,073 replies
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Fixed in 1.6.4 -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Taverius replied to ferram4's topic in KSP1 Mod Releases
RCS Build Aid- 14,073 replies
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Fixed, thanks. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
The only thing I can think of that would cause that is if you do an ingame database reload. ModuleManager does not support it, and you'll get only the base ones. In this case, you'll only get the base part, not the rescales of it. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
You're gonna have to be a little more specific than that -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Thanks. Will release a new version soon. -
We talked about it, then bac9 looked at the texture map for the SW winglets/wingtips/canards and decided he'd rather stay sane.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Taverius replied to ferram4's topic in KSP1 Mod Releases
Well, not really ... one key thing the stock jets miss is thrust decreasing with air density ... which AJE has. The max speeds of the engines are comparable to what B9/TVPP/FAR give you, but the specifics of the behaviour are quite different, because the stock engine module basically doesn't model jets at all.- 14,073 replies
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All I'll say is bac9 is generally not fond of the idea of non-generic docking ports, or inline stack parts solely for docking. Hence the CDP adapter.
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We both got burned out after the .22 update.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Taverius replied to ferram4's topic in KSP1 Mod Releases
Not true. Check the MM file.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Taverius replied to ferram4's topic in KSP1 Mod Releases
Within the limits of what the stock engine module can do (and my limited knowledge) yeah - much like when rebalancing jets in TVPP, when doing the balance for B9 I have to work with something that really doesn't model jet engines very well at all. As far as AJE - all the speed and altitude curves for jets in B9 and TVPP were done based on data from NASA EngineSim, and AJE is NASA EngineSim implemented as a PartModule.- 14,073 replies
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Basically everything, though we still have to firmly decide on how many variants of the S2 tank we'll have. I wouldn't mind having a science lab version, but bac9 has the final words there
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Taverius replied to ferram4's topic in KSP1 Mod Releases
G limits don't have a magical speed threshold - when an airframe is designed for 6g, its not '6g, but only when you're going less than 350km/h' You can easily pull 10g at less than that.- 14,073 replies
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Started redoing the S3 in a sort of Concorde/Tu-144 hybrid style so its possible to attach an IVA to it.