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KSP2 Release Notes
Everything posted by blowfish
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Don't thank me, thank ferram4 - he's the one who dug through the code and worked out all of the bugs. The sounds are handled by firespitter, which does not connect with AJE. I might look into forking firespitter's modules at some point in the future, but for the moment that's just how it is. What actions can't be assigned? I'll look into this.
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Err, what doesn't work? If you've installed the dependencies correctly, almost everything should be functional at this point.
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I leave a stock craft on the Launchpad so I can easily enter the Flight scene. When I enter the Flight view there's no button, I enter MapView and there is a button. I go back to the Space Center, then back to the craft at the Launchpad and sometimes the button is still there. If it is, when I go to MapView and quick toggle the button on and off and return to the Space Center, the button is no longer there in the Flight view. One other question that I'm not sure where to ask, is there a specific place in the forums where we can ask if there's already a mod dedicated to adding some functionality? onGUIApplicationLauncherReady does not appear to work as it used to. Running the creation code in OnStart (be sure to check whether the button exists already) and the destruction code in OnDestroy appears to produce the required result. See this for an example.
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output_log.txt is created in KSP_Data regardless of whether the game crashes or not. And as NathanKell mentioned, you do need to update SolverEngines. That is likely the source of your error.
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There should be something in the output log saying what's wrong. Would you mind posting it? Also, did you update SolverEngines?
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AJE 2.4.0 is released This fixes all of the propeller issues, as well as other minor fixes and tweaks. Note that jets and (non-electric) propellers will only auto-restart after a fuel-deprivation flameout if their internal temperature is above a certain threshold. Otherwise you just have to shut them down and restart. Propellers now produce correct amount of thrust, thanks ferram4 Fix Meredith effect, exhaust thrust, not applying cooler efficiency or cooler min, calcing boost pressures for MAP, magneto perma-off-prop bug (ferram4) Adjust Stock Revamp MM syntax Fix F404 Wet Thrust Add DB-605A Convert J57, J79, Atar, Avon to clones of stock TRJ instead of B9 turbojet - will be moved to clones of Panther in KSP 1.1 Update SolverEngines to 1.10 Fixes propellers being unable to start after flameout Adds temperature-based auto-restart on flameout: jets and non-electric props will only auto-restart if the internal temperature is above a certain threshold
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
They will integrate with the new communication networks in 1.1, perhaps RT will integrate with that somehow. I don't believe there's a way to dynamically add/remove tracking stations in RT during a game.- 2,488 replies
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- launchsites
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[WIP] Kerbojet Systems - A B9 Expansion - USABLE PRERELEASE 0.1
blowfish replied to blowfish's topic in KSP1 Mod Development
It's known. I haven't bothered updating this mod much since B9 still isn't fully updated. I have, however, updated the configs for the tail and cockpit in this Github repository. The rest of the parts still probably don't work though. -
setting wetThrust to 78.7 is correct as far as the config is concerned. AJE engines do produce more thrust than they should at supersonic speed, but that's a problem with the engine model we're using rather than anything else. I have a fix planned, but it'll take some time to implement. For those interested, the change is that currently AJE assumes that non-dimensional flow through the engine is constant, which results in an overestimate of low at higher speeds. The new model will assume that the turbine is choked.
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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
That should really be something that changes in the CryoEngines mod though - those patches should be :FOR[zCryoEngines] or :FINAL - there are plenty of other mods that create new parts on their particular MM passes. -
Good catch, I'll fix that tonight.
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GIT HYPE In light of the changes that are coming in 1.1, the corresponding release of AJE will be craft breaking. The basic jet, in accordance with the new model, will now be a small airliner turbofan, probably the CF34. The new 1.25m "Panther" engine will be split into the F100 (sans vectoring) and another engine with vectoring (haven't decided on a good candidate yet). The new 2.5m high bypass turbofan will likely become a CF6, and the 0.625m "Juno" jet will become the new J85. E: Also should mention that propellers are now producing the correct amount of thrust in the development version (thanks ferram4 for the fix). The "Magnetos Off" bug still exists ... I'll look into fixing that when I get back home on Tuesday or so.
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It's a frame for some reason. You want imgur tags: [noparse] [/noparse]
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I recall briefly looking at the Mk2 expansion configs a little while ago and determining that they are not compatible with current versions of AJE. Specifically they add AJEModule and AJEInlet modules rather than changing the name of ModuleEnginesFX and ModuleResourceIntake which is now the correct way to do it.
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AJE supplies its own intake/engine area which FAR uses for area ruling. Stock intake area is probably greater - FAR calculates it as stock intake area * 100, so the intake area is around 1 m^2 in stock vs 0.6-0.75 m^2 in AJE for the 1.25m intakes. Aircraft definitely need to be balanced specifically for AJE vs stock. Note that this is something that FAR detects automatically rather than something AJE provides to FAR, so it's rather fixed as far as AJE is concerned.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Nothing surprising here - rockets are naturally unstable. You shouldn't really need to be more than 5 degrees from prograde at any time - start your turn early (maybe 1-2km) and keep it gradual. For added stability, put some fins on the end of the rocket - this will allow you to deviate a bit more from prograde without flipping out. Finally, note that the CoL indicator is meaningless in FAR. If you want to know pitch stability, open the static analysis, run it for a particular mach number, and look at the slope of the Cm line - if it's negative, you're stable, if it's positive, you're unstable.- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
I'm guessing that the exposed area is a meaningful number in aerodynamic calculations.- 14,073 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
blowfish replied to Raptor831's topic in KSP1 Mod Releases
There's something odd about the CryoEngines config - all of the engines have engineType = L, even the upper stages (which should probably be U+ except for maybe the Yucatan). I would make this change myself, but I'm entirely unsure if any other parameters need to be adjusted.