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Taverius

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Everything posted by Taverius

  1. They're more slidey in 5.2, but do check for a fix. At this point, I'm washing my hands of it. I had it to a point where it had believable grip at small amounts of sideslip in 5.0, people said it was too tight, now I fixed it so you can do sideways landings without flipping like real planes, and people complain its too slidey. Lets just lay out the law here: Unity wheels are broken. Force while sliding increases linearly with slip speed, while in real life it decreases. You can have it one way or the other - accurate at low sideslip speeds, or accurate at high sideslip speeds. Or you could have it wrong at both. I'll have ba9 make a poll. Not really a problem, actually. If you scale mass/thrust by, say, *0.5, you should be roughly there - the Vx engine enclosures are surprisingly small. Give me a few minutes and I'll bash together an MM patch files that creates an engine like that edit: a fun 10 minutes edit. Totally unsupported, but does work and is balanced, roughly speaking. Had to disable yaw gimbal, even then the FX will probably clip in vacuum - tweaking those curves takes an hour, have fun.
  2. We'll probably look into adding a ramjet to cover the speed gap until you unlock sabre/rapier.
  3. Oh, that's a good point. I'll quickfix that, as I've only started uploading 5.2.1
  4. 5-6 seems somewhat high, given that 5 is the theoretical limit for ramjets - the physics of the gases involved predict that at that point you can't extract any useful thrust from an airstream that's been decelerated to subsonic speeds, because of the rise in temperature caused by the normal shockwave necessary to slow it down. SABRE bypasses that by cooling said airstream with cryogenic gas, so I'm not sure how you could go to 6 without a cryogenic precooler. Mach 4 might be believable, that's probably achievable with better materials (the main limitations on the SR-71 were exhaust temperature) so long as every is happy taking a massive hit in TMR due to the increased mass. Increased heat resistance in metal alloys is not free. Well, I see where you're coming from, but that's based on some assumptions about the intended direction of the mod. The jets being rebalanced wasn't included back in the origin of B9 because back then we didn't have module manager, and doing it involved overwriting the stock files. After that, since we always play with the stock jets adjusted ourselves, we plain forgot to put it in B9 until now. We've wanted to put it in since we started.
  5. You can use the RAPIER if the SABREs are too long. The values are a little different, but overall competitive.
  6. Sure Nah, I forgot the tech node. They should be in supersonic flight. That's also in 5.2.1 Apart from that they're pretty competitive - slightly lower speed, but less heat, better TWR, better Isp, much (~2x) faster response speed, gimballing. Given that the fastest official world airspeed record under turbine power is an SR-71 at Mach 3.0, and the fastest recorded airspeed powered by a turbojet is a MiG-25 @ Mach 3.2 (engines oversped and had to be subsequently scrapped) I think the values are pretty much spot-on.
  7. What speeds are you going? Tubojets in B9 are pseudo-realistic, ie, they'll stop giving useful thrust around mach 3.2-3.5 depending on altitude.
  8. It seems to break if you do a database reload, even via Module Manager (ALT-F11). NKell knows about it, there's going to be a proper release of MFT/RF as soon as that's fixed and cost support is in. That's all on firespitter, nothing we can do.
  9. I've had to disable the life support tanks for TACLS on the 6m crewtank when you're not using MFT. It was either that or lose 2020 litres of switchable tank. I updated the mass values at the last minute but forgot a step, so they're much larger than they should be. This happens every time I don't set up a spreadsheet for such values, you'd think I'd have learned the lesson by now. A Hotfix version will be up later today.
  10. Thanks for the MFT reports guys, I'll take a look at it this morning.
  11. Yeah, looks like you need to remove all tanks from existing parts, so definitely not something you want to do with crafts in flight Heh, if you can figure out a way to do it I'm all for it
  12. I see. It might just be the case that its a bad idea to switch between 2 different tank-switching plugins mid-game. The HPD1 only looks sci-fi, bar the fluff text its just 2 normal engines in one, and with a higher penalty for being multi-mode than the rapier has.
  13. We don't mod for you - we mod for us. We like realistic planes, the stock engines are utterly broken, therefore we fixed them. Up to you what you do with it, but if you want unrealistic parts, this is probably the wrong pack. Bar the HX stuff this is all very much down-to-earth stuff. If you could find out which part it is that causes the issues, that would be awesome. Its a 1300-line file and somewhat hard to debug. Very preliminary, but yes. Open up the stock craft and look? The TR-7, the BRV-4 and the HDCV all use that method. Mk1 tail surface attached to wing -> SABRE precooler -> sabre intake. You'll need Part Angle Display (link in readme) to make them point the right way, 5 degrees rotation isn't fine enough.
  14. NEAR: Its a little underpowered right now, though. I'm going to add a 4th set of the engines to the craft and probably boost the engines a little bit at some point. The craft needs a bit of a redesign, to be totally honest. So long as you don't want to use the HX parts, no. We always add pointless plugins, you know, for fun If its stopping your game from loading, something else is almost certainly the cause.
  15. Nothing breaking, no. You might have to rebind any toggle gimbal action groups, since we went back & forth between stock and KM_Gimbal a few times in between 5.0 and 5.2, and I'm not sure where the tree was at when bac9 released 5.1
  16. Ah, that would do it - it needed a 2-line change and recompile to work in 0.24.2
  17. Oh! Huh, no idea why its not working for you - the usuals apply, try it on x32 with only B9 and its plugins and see if it still happens, if it doesn't try to figure out which mod is causing it. Its just an adapter, no decoupler or docking node on it.
  18. I have no idea what you're talking about - pictures please. Seems to be working ...
  19. Anything that provides IntakeAir (or IntakeAtm if you're using Karbonite/KSPi) will work with the compressors in the R1As, but the embedded compressors aren't very powerful (by design) and even at sea level they can barely keep up - you will eventually hit empty. The higher you go, the faster the little tanks of compressed air will empty. Also, they use some ECharge to compress air. Technically ISP should go up with altitude, but unlike real VTOL ports they don't work off bleed air from the LP Compressor stage in the turbine, but rather steal IntakeAir from the common pool, so if we don't nerf ISP as you rise you can flameout your jets with a stray keypress if you forget to turn them off. Its actually fairly trivial with the newer ModuleManager builds to make duplicate alternator in all jet engines that creates compressed air, but that would mean you'd need a running jet engine to use them, and we kind of like the weird contraptions people can come up with when they're not linked to a jet engine.
  20. Thank you, but I'm aware of it. The specific values are not an issue here - I can set gimbalResponseSpeed high enough that it stops being an issue and causing course correction overshoots and other shenaningans, but at the point its also indistinguishable from disabled. With a sane gimbal module that implements a linear response speed rather than a lerp, a much slower effective response speed causes such issues. So, B9 R5.2 will be back on KM_Gimbal for everything we ship.
  21. You don't need SCRAMjets for that. Kerbin's escape velocity is so low by the time you reached the speeds necessary to ignite a SCRAMjet, your apoapsis is already outside the atmosphere.
  22. Tried it on B9, works great, except for having to use the stock gimbal module, which is too awful to bear, because the LERP makes response speed unusable. B9 R5.2 will be back on KM_Gimbal, hopefully you can get it to work with dtobi's too.
  23. Everything HotRockets!-based runs on SmokeScreen. Right, we're already putting out way too many particles as it is - once you're up high enough and the vapor trails are running you can have several thousand from a handful of b9 engines.
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