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blowfish

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Everything posted by blowfish

  1. The community fix addresses heating issues. If you're experiencing crashes, you should post your output_log.txt so that someone can determine the source of your errors (this is like rule 0 of getting support).
  2. Sure, but I doubt that has anything to do with 1.0.2 vs 1.0.4.
  3. The simplest way to fix part overheating is to reduce the conduction multiplier in the debug window->physics->thermals.
  4. I don't think RT has an API for opening tracking stations mid-game. Could be wrong though. Maybe you should ask the RT people. KerbalKonstructs should work fine with RSS, but there are to my knowledge no base layouts that have been made for it.
  5. They have higher Isp. This means that for the same overall mass you will get more delta-v. But I'm guessing you did your tests with the same tank volume - note that hydrogen is less dense so you need more tanks to get to the same mass
  6. You mean the nozzle flaps? You need firespitter for that.
  7. That method will only throw an exception once speed is already NaN. I was able to replicate the black screen, but it seems to be fixed after adjusting AJE's wildcards.
  8. The issue occurs if a part has a ModuleResourceIntake but no IntakeAir resource (FAR had it hard coded that intakes need IntakeAir even though they can actually produce any resource). AJE messes with resources on the propellers and that's what was causing this (I don't remember the precise cause at this particular moment but I think you get the idea).
  9. I suspect that Firespitter's NRE is because it's looking for ModuleEngines or ModuleEnginesFX and isn't finding it. Probably best to replace the spinner module with something that actually matches the RPM of the engine, but that'll have to wait for now. The "Look rotation viewing vector is null" (and associated black screen) is an issue with FAR. Get the latest dev version of FAR and it's fixed.
  10. Minor request/tweak regarding the turbojet: Would it be possible to offset the inner and outer flaps? The animation is great, but the visible gaps in the nozzle are a bit annoying. If possible, adjust the angle so that the gap between the inner and outer flaps is smaller too?
  11. I've never used monodevelop, sorry. I usually have both projects open at the same time, but I use Visual Studio, so it's just two separate windows. So your fix works, good job (or at least the central idea - I had to shuffle some things around a bit), but it raises a couple of questions and increases the visibility of a couple of existing issues: 1) Is it actually correct for engines to auto-restart after a flameout? 2) A "Magnetos off" flameout occurs on the non-electric props every time they are throttled down to zero, and restart is impossible. They were previously un-restartable after a fuel loss too though, and some weren't able to start to begin with, so I think this is an unrelated issue. 3) When propellant is only available at a very small rate, engines can quickly alternate between flameout and non-flameout. e.g. an electric prop fed by only one solar panel at high throttle settings. This is definitely the case without AJE too though, so maybe it's unavoidable. EDIT: You can see the final version of what went in here.
  12. For reference, the real life engine I based the VA1's stats on is the RD-41. Right now I have the Isp a lot higher than the real thing though, so I suppose it would be reasonable to bring the Isp down to realistic levels (2600-2800s whereas I have it at 4800s currently) in exchange for a comparable boost in thrust. Afterburning doesn't make sense for two reasons: (1) High temperature exhaust is precisely what you don't want for VTOLs and (2) The way KSP currently works, every time you switch modes the engine needs to spool up from zero again. A little bird told me this might change in future versions but for now it won't work.
  13. camlost has been absent lately so the thread hasn't been updated. Look on Github, however, and you will see releases beyond 2.0.4 ... presumably CKAN has been updating automatically as well. As for mod compatibility - I know B9 is working. No idea about Interstellar, but to my knowledge AJE doesn't modify anything in Interstellar anyway.
  14. Okay, so first of all, updating the propellant fraction should be done in CalculateEngineParams() regardless, because UpdateFlightCondition() has to be able to run before there's even a vessel (it's used to determine thrust in GetInfo() when the part prefabs are being assembled). That being said, I'll see if updating the propellant fraction regardless of whether the engine is running produces the desired result.
  15. The RPM stuff should be mostly just config changes. I'll point you to this and this commit to RPM's configs. I think those are the two that include the breaking changes. - - - Updated - - - They'll still load, but there are a huge slough of balance changes which might cause them to not fly as they did before, if at all. - - - Updated - - - My experience in testing was that the current thrust is workable, though it requires a very light craft to work. Based on the actual size of the engine, I wouldn't feel comfortable increasing the thrust as it is, but I might consider upscaling the engine a bit and increasing the thrust if it's really necessary. The Isp is already quite low.
  16. The only thing that definitely requires custom FAR configs at this point is wings.
  17. I think it would be best to handle the the tank butts using firespitter mesh switch rather than the current hack using fairings. That would definitely solve the issue above ^
  18. I think that has to do with conduction, so I'm guessing no.
  19. I think there's an issue with the latest version of the RF Stockalike configs that's causing that. Not this mod
  20. The answer to your two main questions is really the same - AJE does model propellers, but there are problems with the propeller code right now. Our list of things that aren't working would be the issues page on Github
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