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Everything posted by blowfish
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I know for a fact that ModuleEngines(FX) and ModuleGimbal will correctly detect multiple transforms with the same name. I'm not sure if they handle transforms that are disabled or the child of a disabled transform properly, but if they do, you might not have to do much work here. As for modded modules, if they intend to replicate or extend stock behavior but don't derive from the stock modules there's not much you can do. There is a message you have to send to FAR to revoxelize. But if you do that everything should work fine. Set things up through named nodes if possible. Everything is easy to do through MM with named nodes. Avoid firespitter-style comma or semicolon separated lists, those are annoying to work with. I have heard from reliable sourcesâ„¢ that there's a chance this will be fixed in 1.1, and that IPartMassModifier will work properly. If that doesn't end up happening I've written a workaround that I'll try and get other modders to use (it only works if everyone uses it). I'd say just ask the Filter Extensions people for a custom category. I think SSTU has enough parts at this point to justify it
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Did you by chance have FAR installed at one point and then uninstall it, especially through CKAN? If there's an empty FerramAerospaceResearch folder in your GameData folder that would cause this. If that's not the problem, post your output log so we can try to figure out the problem.- 4,460 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
Just delete the Part Bin folder. -
It might have been able to go that fast in older versions of AJE, but perhaps the engine model has changed such that it can't, and neither the description nor temperature has been updated to reflect that. Mach 4.1 seems a bit high for the J58 anyway. We know that it was able to reach mach 3.3 without overheating, and depending on who you believe mach 3.5 might have been achieved for short distances without the engine melting.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
The new models require a new plugin, which isn't ready yet. They should make it into the next update.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
B9 Aerospace 5.3.0 Preliminary Release Download from Bitbucket This release is marked as experimental until bac9 gives approval. License is BY-NC-SA 3.0, included in the downloads and in the OP. Required mods are distributed under their own licenses. Plugin source can be found from the respective forum threads or repositories, listed in the readme. This release is intended mainly as a compatibility patch for KSP 1.0.4. A full changelog can be found in the download. The HX parts have been split into their own pack, and the wings, landing gear, and Mk4 adapter (old Mk4 system) have been split into a legacy pack. Both can be downloaded at the same location as the main pack. Note that they depend on the core pack. I was unable to get the airbrakes to work in 1.0.4 (using the same setup as the stock airbrake), so they have been removed. They can still be downloaded from Bitbucket in the B9_Aerospace_Broken folder. Please don't ask me to update CKAN, Kerbalstuff, or the OP. Those are not things I have the power to do.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
That's exactly what I've been trying. I have them set up exactly like the stock air brakes, but half the time they simply refuse to deploy.- 4,460 replies
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I find this mildly amusing ... IRL a vacuum variant of the RS-68 would probably have about 4000 kN of thrust ... so a replacement for a cluster of 35 RL10s? Maybe more a replacement for a cluster of 3-4 J2-X?
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The engine probably has a CoM offset which will put its mass closer to the center of the tank. If it's not applying consistently in flight and in the editor though, then that's a bug.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
All of the pictures I can find show thrusters pretty clearly (e.g. this one). Not sure about text sources but it seems like concrete specs are pretty hard to come by anyway. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
I don't think that's actually true. You can disable the RCS ports on any part in flight. If you have the tweakable everything mod, you can disable them in the editor. If you want to get rid of them entirely, you can use this patch: @PART[Mk1-2Pod]:FINAL { !MODULE[ModuleRCS] {} } -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Since I have made no progress on figuring out the airbrakes I've moved them to a new "broken" folder. I've made all the other changes I wanted to make. If no one reports any issues within the next 48 hours I'll provide usable downloads on Saturday.- 4,460 replies
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Can I ask why you don't want to derive from ModuleEnginesFX? A lot of the behavior is now overridable, and the module itself isn't very heavy performance-wise. Re: effect switching - it should be pretty simple, since ModuleEnginesFX finds effects by name (note that there are default names so the relevant fields won't exist on every engine). You should just be able to change the relevant effect field names in the engine module.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
You're right, I forgot to push some commits. Try now.- 4,460 replies
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1.25m sounds suspect to me. I believe the entire Falcon rocket is 3.7m, so if the engines were 1.25m then there's no way you could fit 9 of them.
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I know that it's not an engine module - I was suggesting to write something like it. But you're right that MJ/KER look at MultiModeEngine specifically - that part I missed. It's not an engine module. It's a separate module that modifies the stats of the engine module. ModuleEnginesFX now derives from ModuleEngines, and all custom modules should derive from one of them. Not sure about KER, but MJ will definitely pick up subclasses properly. If you look at RF's engine module (ModuleEnginesRF), you will see that it derives from ModuleEnginesSolver (which derives from ModuleEnginesFX). ModuleEnginesSolver is provided by SolverEngines and provides a paradigm for custom performance calculations. Just a heads up.
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It works for engines - it has to, because of MultiModeEngine (which I think controls enabled and isEnabled). But if you're going the single module route, you might want to have a look at ModuleEngineConfigs in RF - that should already do most of what you want to accomplish, minus the mesh switching.
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I think hundreds might still be an overestimate, but point taken I'm curious how you're going to implement this though ... presumably by having multiple engine modules and enabling/disabling them? There seem to be enough stats on the wikipedia page to infer most of the thrust/Isp stats for the C/D variants. Let me know if you want any help determining them. Nozzle area is a bit harder, but the diagram riocrokite showed might help (and here is a larger SVG version). Not sure what variant it's for though. You can also use the formula ThrustVac-ThrustSL = NozzleArea * PressureSL. Using this I get a diameter of 0.868m for the 1C and 0.938m for the 1D (note that this is internal diameter) But this assumes no flow separation, so it wouldn't work for the vacuum variants (which don't have known SL stats anyway). Pixel measurements of this image could give the diameter approximately (I can do that later if you want). Finally, I'd say don't worry about creating too many variants of the same engine. All of the merlin variants are very similar in terms of performance, and there's probably not a reason to use older ones when newer ones are available. I'd be happy with just the 1D and 1D vacuum - - - Updated - - - Are you sure that's the Raptor? It looks like a gas generator engine to me.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
blowfish replied to SuicidalInsanity's topic in KSP1 Mod Releases
That might make sense, but a couple of things: (1) There a large number of parameters for each engine, many of which can only be set off of real-world engine stats. Do all of the jets in this mod have reasonable real-world equivalents, or at least reasonable equivalents already in AJE? (2) Given the large number of mod configs that AJE already has, I can't guarantee that updates would be processed in a timely manner. Someone (probably a person using both AJE and the Mk2 expansion) would have to notify us of the change.- 1,520 replies
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Amazing work I'd be careful with this, primarily because other mods (namely RealFuels) (1) Don't use ModuleEnginesFX and (2) Have other modules trying to modify the engine module - and on that note (3) bad things happen when more than one module tries to modify a part's mass. There might be ways to make this work, but there are a lot of interactions to think about. Other than the Merlins? The RS-27A used on the Delta II launcher has about a 1m diameter. The AJ26/NK33 used on some of the Antares rockets has about a 2m diameter ... Kerbal scaled it might fit on a 1.875m launcher.
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I've been working with B9's airbrakes, moving them to the new airbrake system. For some reason, half of them simply refuse to deploy (and don't create any drag). As far as I can tell they're set up identically to the stock airbrakes. All of the airbrakes in that image were created from the part library (not duplicating existing ones) and had no additional modifications applied to them. The defective ones still show as deployed in the part action menu, so it's not an action groups issue (and deploying them manually does nothing either). Any thoughts as to what's going on here? I'm seriously stumped on this one.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
I'm seriously mystified as to what's going on with the airbrakes. I've gotten them to work ... about half the time. About half of them just refuse to deploy, and don't create any drag. If anyone has insights into what's going on, I sure would be grateful to hear them.- 4,460 replies