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blowfish

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Everything posted by blowfish

  1. With help from Flashblade, many of the 1.0.5 critical changes have been made. ModuleScienceExperiment has been updated on the engines. All the intakes now have curves ([s]might need area adjustments though[/s] EDIT: done). A good number of the dependencies have been updated. All the changes are made in the Bitbucket repository, I'm not going to make a release for now (1) Because I wouldn't consider the 1.0.5 update complete yet and (2) Because bac9 still hasn't been around to make the previous release official.
  2. [quote name='gerishnakov']Yes, yes it does. Is this not good?[/QUOTE] Trajectories tries to "simulate" aero forces to calculate the trajectory and ends up actually applying them, usually resulting in an aero failure. It has to be fixed on their end.
  3. [quote name='JoseEduardo']btw, I tried using surface attached fins but since it is inclined their behavior changed[/QUOTE] That sounds like a collider issue to me. In order for things to attach at the correct angle there needs to be a flat face on the collider there.
  4. [quote name='JoseEduardo']the hight detail one is awesome :D btw, one idea for engine mount re-work, if you release a stabilizer later, could you make the Saturn and Pyrios mouts have nodes to attach these? like KW does for the F-1 mount[/QUOTE] Why do there need to be nodes? Doesn't surface attachment allow more flexibility?
  5. [quote name='_Augustus_']Please do it though so people can make the Nova![/QUOTE] If it's mainly for a single (never flown!) historical replica then I would say it shouldn't be a high priority. Most of the engines Shadowmage has worked on thus far have had wide applicability to a lot of use cases. A very high thrust upper stage is a lot less versatile though.
  6. Guys, I think Shadowmage has enough to do already without trying to pile on a bunch of historical almost-the-same-as-this-one-but-not-quite engine variants with only sketchy references to performance and apperance. The engine list is solid and quite extensive as it is.
  7. [quote name='FungusForge']Newbie to FAR with a question. Does FAR simulate [URL="https://en.wikipedia.org/wiki/Ground_effect_(aerodynamics)"]Ground Effect[/URL]?[/QUOTE] Unfortunately no.
  8. [quote name='_Augustus_']Yes, probably. It also had more thrust.[/QUOTE] Okay, are there any reference images available? [quote name='_Augustus_']And what about the J2S and HG-3?[/QUOTE] I don't have Shadowmage's list in front of me, but I don't recall them being on it.
  9. [quote name='_Augustus_']Are you gonna do the J2S and J2X? What about F1A and HG-3?[/QUOTE] J2X is on the list. F1 and F1B. Would the F1A (which was never built) have looked any different from the regular F1?
  10. [quote name='fallout2077']Pheew... I thought I was blatantly missing something. Oh well, I don't mind waiting... I'm just trying help out however I can; as long as I'm actually helping and not being a pest, I'm happy![/QUOTE] Well the button is there regardless, but the download doesn't include the compiled dll - this varies from mod to mod.
  11. [quote name='fallout2077']Umm... I really, really hate to sound like an idiot, but where do I find the latest build on Github? From what I'm seeing, the latest build is RF 10.8.0, which was released 3 days ago (the one that I have downloaded and installed).[/QUOTE] Never mind. RF doesn't include binaries in the repository. For future reference it's "Download ZIP" on the left side of the repository's main page. Guess you'll just have to wait though.
  12. You've got a bunch of exceptions related to RealFuels. Try the latest build from Github - I believe that a lot of critical changes have been made since Starwaster's prerelease.
  13. You still have ModuleAnimateEmissive.dll lurking around somewhere. You should also apply Starwaster's patch to make sure that parts have working thermal anims, but you need to find and delete the DLL.
  14. I have a few questions about the current state of the patches. I can make all these changes myself and submit a pull request, but I wanted to ask first: [list] [*] Is it necessary to remove the auto-shrouds anymore, given that engine shrouds can now be disabled in the tweakables? [*] What's the justification for making the interstages omni-decouplers? [*] With regards to the science experiment definitions, the Titan T1 is most certainly not an upper stage. Similarly, I'd argue that the Titan V is more of an upper stage than a lower stage, though the description seems to suggest that it could be either. [/list]
  15. [quote name='Svm420']Would you be a bit more specific about squad engines having bad effects with RealPlume or HotRockets and Non-squad engines may have effects looking wrong due to change? I made the configs for rf stockalike for aje and I want to ensure compatiblity. Thanks![/QUOTE] Sure. First, a bit of history. Originally, effects for AJE engines were based purely on throttle, meaning that that the afterburner turns on at 67%. I believe that this is the threshold that the HotRockets configs use. When SolverEngines came around, NathanKell adjusted this to 25% core + 75% afterburner, so the afterburner threshold was 25%. Now, with this update, I have separated the effects entirely. The spool effect depends only on core throttle, and the power effect depends only on afterburner. Others still use the 25/75 formula, though I might change the throttle effect to be actual throttle at some point. This was done partially to facilitate easy re-use of the new stock afterburner effects, but it simplifies creating effects configs from here on as well.
  16. [b][url=https://github.com/camlost2/AJE/releases/tag/2.5]Version 2.5[/url][/b] is now available on Github. This release is mainly to facilitate KSP 1.0.5 compatibility, and includes all the new engines Squad added to the game. Please not that it is potentially craft-breaking - as a result of the new engine models in 1.0.5, many engines have been shuffled around.
  17. The SolverEngines update is basically done, if you download the repository the game will no longer crash on load. Not sure that the configs are updated to not use ModuleAnimateEmissive though - but worst case scenario the emissives will just be broken.
  18. On ModuleScienceExperiment, there are CONSTRAINT nodes which specify where you will get contracts to test them. They can mostly be copied from the stock engines.
  19. It's broken because SolverEngines, a dependency of RF, hasn't been updated.
  20. It's really the responsibility of individual mod authors not to install fuel switching modules on their parts in the presence of RealFuels. Some do it correctly, others don't.
  21. Depends on the mod. A proper config setup will either not install the IFS modules, or remove them, in the presence of RF. But there are a lot of errors around in this regard.
  22. If you haven't sent it yet, there are a few things I was wondering Does the engine run at stoichiometric fuel-air ratio in air-breathing mode? Is the helium loop also used to cool the engine nozzle? Was a more complex intake setup similar to the J58 (boundary layer bleed, etc) considered for the SABRE? Was the mass penalty deemed to just be too great?
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