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blowfish

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Everything posted by blowfish

  1. nuFAR compatibility doesn't require many changes (if any). Wings are still using the same modules, and everything else is done based on part shape. As for general 1.0.2 compatibility there are some more serious issues like heating and the new thrust curves for airbreathers.
  2. All the textures are in DDS format now, so the contribution to overall memory usage should be pretty small. If you have part mods that don't yet have DDS textures, look at them first.
  3. In stock, thrust now varies with speed, which is an improvement, but Isp is now constant over all flight conditions (whereas it should vary a lot with speed and a little with altitude). The old but of intakeAir being counted toward Isp has been fixed, but the Isp of stock engines is still a lot higher than what you'd get in real life, particularly since the max thrust is more like what you'd get on afterburners for real engines. For most engines, AJE moves the CoM of the part closer to what it'd be for the real engine (outside of the model). Of course, there's still nothing preventing you from filling that space with fuel rather than leaving it for the actual engine, but that's a harder problem to solve. Turbofans work just fine and there are many already included in AJE. There's currently no solver in place for turboprops, but perhaps that will change in the future.
  4. Done, though I'm not sure it'll work with individual folders (which would be the most useful for mod authors).
  5. PartTools doesn't work with DDS textures. You have to go in after the fact and replace the PNGs or whatever with DDSs. No need to change anything in the config or unity though - KSP will find the textures regardless of their extension.
  6. Some major under-the-hood changes are going on right now based on the stuff NathanKell mentioned 2 pages ago. If you're desperate for an update, the dev version on Github is mostly stable (based on my tests), but only stock parts are working right now - all the other configs need major changes that haven't happened yet.
  7. ferram4, Wanderfound: neither of you are using AJE, are you? AJE definitely both changes the masses of engines and moves their CoM around.
  8. The yellow line represents the curvature (second derivative) of the green line (which is cross section). Look at the green line - notice that there are "kinks" in it where the slope of the cross section (green line) changes very quickly. Those will lead to very large deviations in the curvature (yellow line).
  9. If you're interested in reviving the old fixed multipart fairings, it might be possible to modify the payload fairing module from old FAR for this purpose. All the machinery for detecting occlusion is there, and ferram4 seems to be generally permissive with people asking to use his code.
  10. There might be something to that last point. AJE assumes that all of the available thermal energy of the exhaust is converted into kinetic energy, which isn't really the case for fixed geometry nozzles. Fixing it would require completely reworking the way that nozzles are handled though.
  11. Putting fuselage bumps in the right places seems to be able to reduce wave drag area significantly, though our planes might start to look like Mon Calamari Cruisers
  12. There will be many other things that will not work.
  13. Follow the source link in the OP to github, click "Download Repository." Extract the downloaded file and copy over the contents of GameData to your GameData folder.
  14. What's your dynamic pressure? If it's anything above 30 kPa, you're not at realistic cruise conditions. Also check your static TWR - airliners typically don't exceed 0.4 and are often considerably less.
  15. It's not updated yet. AFAIK attach nodes aren't placed correctly. Thermals will likely be off. Jet engines are not balanced against the new stock adjustments.
  16. I don't think there's much of a point in updating this until B9 updates.
  17. It causes problems, like blank icons. They're typically so small that it won't make a difference anyway, and not in power-of-two sizes so there's wasted space on conversion.
  18. Because it's unstable for nearly everyone else. Consider yourself lucky you don't get crashes but that is NOT the case in general so stop acting like it is. ferram4's and other mod authors' decision to stop supporting Win64 builds of KSP was well informed based on the issues many, many people have with the Win64 builds. This discussion has been thoroughly hashed out in the past, and you're not going change anyone's minds by belaboring the point.
  19. 2.0.4 doesn't support having two different AJEModules on the same engine - they will both select the same ModuleEngines(FX). The way this works is being reworked so that the module (now ModuleEnginesAJEJet) inherits from ModuleEnginesFX and this will be possible.
  20. Unfortunately things like cloud textures need to be accessed directly by the plugin and so can't be converted.
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