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blowfish

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Everything posted by blowfish

  1. What you can do with the stock FX is pretty limited. There's a reason why RealPlume requires SmokeScreen.
  2. Nice work I would have expected heat to work reasonably, but maybe there are just too many other factors influencing it? There is a Firespitter animated intake module, but it can only set position as a function of flow, so I don't know if it could be properly adapted to work here. Feel free to add B9AnimationModules if you so choose though (B9 used to use KineTechAnimation, but no one was maintaining that and I wanted some custom stuff so I wrote B9AnimationModules). ModuleB9AnimateIntake allows you to define a simple animation time vs mach curve and a separate animation state for when the intake is closed.
  3. CKAN was set up like that so that other mods could use the props - I'm not sure if any still do. They use the same download, hence the same size (but they install different things). E: The legacy and HX parts should be arriving on CKAN soon. All the metadata is set up so it's just a question of when CKAN automatically indexes.
  4. Hmm ... now that I think about it, it's possible that the current balance system is unfair to some engines. Here's why: *BEGIN LONG WINDED TECHNICAL DISCUSSION* Hydrolox engines have much higher Isp than kerolox engines, but in real life that comes at a price - you need much larger tank volume and you have to deal with boiloff. In KSP, neither of those things exist, so using raw, real world Isp numbers for the comparison is going to make hydrolox engines look very good and kerolox engines look bad. So I think it might make sense to scale the Isp based on the mixture before doing the comparison. KSP engines have Isp values pretty close to real world kerolox engines (well, actually a bit closer to hypergolics but the difference is only about 5%. The conversion factor that RealFuels uses to compare Isp between hydrolox and kerlolox engines is 1.27 (vacuum) / 1.3 (sea level). Applying a scale of 1.27 would give the RL10 a vacuum Isp of 364s, which is high for stock engines, but not way outside the range (particularly considering how low the thrust is). If you apply the hypergolic scaling too, you get 346s ... at this point it might be more reasonable to apply the scaling you did to begin with.
  5. Which engines? And what are you comparing them to? The SSTU engines are probably a lot more specialized than stock engines (i.e. first stage engines won't perform well in a vacuum), but the Isp values are well within the range of stock engines.
  6. This should go in the B9 Procedural Parts thread. Crzyrndm has been maintaining a fork which appears to be compatible with 1.0.5
  7. Most likely the issue I reported above. Make sure you have the latest version (13.3)
  8. The engine fairings should be back with the latest version of the community fixes. Is it possible you have an old version?
  9. I doubt RealPlume is compatible with B9 right now, particularly after the 5.4.0 engine changes. HotRockets hasn't been updated in even longer, but B9 pulls out the relevant parts of HotRockets anyway. Might be worth stopping by the RP-Stock thread and seeing if they're willing to make an update. Otherwise just remove the parts of RP that affect B9.
  10. @gleedadswell I fixed the duplicate name issue but I don't think that was the cause of the crash. But whatever, if the issue resolved itself then it makes life easier. @kcs123 I think @Virtualgenius was talking about the wings but much of the same is true. For the wings, not everyone wants them (as good looking procedural wings are available), so for many they just waste RAM, loading time, and space in the editor. bac9 has decided not to develop the fixed wings anymore.
  11. You need to install the legacy pack (follow the maintenance port link in my signature and click downloads). I should really get bac9 to update the OP to say that.
  12. Welcome to the forums Did you install a version that was released for 1.0.4? The last was compiled against 1.0.5 and is not guaranteed to work on 1.0.4 This doesn't sound like an out of memory crash, so 32 vs 64 bit/ATM won't make a difference. Just stick with 32 bit (if you're on Windows) and don't bother with ATM unless you have a lot of very old mods. The first link in my signature provides instructions on how to get your output log, which might provide clues as to why the crash is happening. As a general rule, it always helps to include it with a support request.
  13. Well maybe I should stop talking for other people, but I do recall Shadowmage saying that including compatibility patches in SSTU wasn't worth spending time on. But if you know how to make RF stockalike configs, there's a better option. Create the configs and submit a pull request on github (and RF stockalike's config website). Raptor831 is very receptive to this sort of contribution (and I've done it in the past). It still has to be updated with every SSTU release, regardless of what repository it's in.
  14. Big report: The LV-0 "Aphid" seems to be using the TtK-6A "Albatross" model (with missing textures). More info: RLA_Stockalike/Parts/Engine/lfo_tiny_vac contains two models: model.mu and tiny_vac.mu. tiny_vac.mu is the correct model, whereas model.mu is the Albatross's model. The config points to model.mu
  15. Which cargo bays? Does switching work on the other parts? CKAN separates the IVA props for reasons I do not know, so the second one is that. As for why it's not installing, I can't say, but the CKAN people might be able to help you debug (it installs fine from CKAN when I try) - maybe try posting in that thread.
  16. Where to find the log is explained in the first link in my signature (how to get support). Yes, the log is long, but it says basically everything that KSP is doing and it's very hard to identify problems without it.
  17. The problem is that you don't have BDAnimationModules installed at all. Install the BahaSP folder from the original download. No idea about the crashes. It's impossible to tell without seeing the log after a crash.
  18. Welcome to the forums Since you're new I'll say this gently and save you the trouble of getting yelled at by ferram4. The bottom line is that this discussion has been had many many times and ferram4 refuses to allow FAR on 64 bit Windows builds of KSP (Linux is fine), because 64 bit versions of KSP have always been unstable and crash prone, and no matter how many times ferram4 states that no support will be provided for this, someone always ends up posting an issue that turns out to be the fault of 64 bit KSP. There are a lot of ways to avoid the 64 bit hack. One of the simplest is to use Linux - KSP has been 64 bit compatible and stable on Linux for a while. Another is to run with the -force-opengl or -force-d3d11 flags (both modes save RAM over the default d3d9 mode). How many mods are you running? If it's just B9 then 32 bit should be fine. Particularly now that all the textures are compressed.
  19. Correct, if two modules try to modify a part's mass without talking to each other directly, then things will break. The problem with IPartMassModifier is that it doesn't affect physics. But as it is, you can't just not use it, as some things (e.g. the stock engineer's report) rely on it to report the correct mass (since it uses the prefab mass rather than the actual part mass). I have heard from sources™ that this behavior may be fixed in 1.1 (such that IPartMassModifier actually affects physics), and if not, then most likely in a following version of KSP.
  20. There should no longer be any dependencies. You previously needed ModuleAnimateEmissive, but now (with the community patches) it uses a stock module instead. The only community patch you should delete is the interstage one - the rest contain critical fixes (and make sure you're on the latest version of the patches). The best way to debug this problem would be for you to provide an output log (explained in first link in my signature). 1) Welcome to the forums 2) Please provide your output log so that we can try to debug the problem. These issues are usually pretty easy to fix but it's impossible to know exactly what's going wrong without the log. If you don't know what or where the log is, follow the first link in my signature. And you do have the community patches, right?
  21. Okay, next step is provide your output log (although in general it is almost always helpful to provide it when you first make a support request). Instructions on how to do that are in the first link in my signature.
  22. It doesn't necessarily yield extra performance - in fact, the exhaust port usually has a nozzle so that it will produce as much thrust as the exhaust pressure will allow. The main reason to have the exhaust manifold injecting into the engine bell is to cool the nozzle extension (and thus not have to pump fuel through it). Also a reminder to all: when comparing absolute Isp, it's important to account for the fuel mixture used. Hydrolox typically has about 1.3x the Isp of kerolox, all other things being equal, but then you have to deal with much large tank volume and boiloff.
  23. I've never seen this specifically, but you most likely have an outdated or corrupted version of BDAnimationModules. Try reinstalling.
  24. Maintaining engine configs is really not the responsibility of individual mods. They are part of either RF Stockalike or RO
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