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blowfish

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Everything posted by blowfish

  1. FAR uses the part title to determine shielding, not the part name, which is what MM references. You are free to change the part title without breaking anything.
  2. Variable Bypass Test Build It's done. You can get it here, with source available in the download and on Github. License is the same as the rest of AJE, available in OP and in download Changes: Bypass can be controlled either via a default curve (as a function of mach number), or manually. Switching between modes, as well as increasing and decreasing bypass in manual mode can be done via tweakables and action groups. The increment for manual control is 20% (of maximum bypass). This may become adjustable at some point. [*]Adds variable bypass to two engines: The YF120 (new) and the J58. The J58 opens bypass doors between mach 2 and mach 3 by default in order to create a turboramjet effect. The YF120 (requires B9) closes its bypass doors between mach 0.9 and 1.0 to enable supercruise. Little data is available on the YF120 so its parameters are based primarily on the F119. It may be adjusted if more information becomes available. Please test and report any bugs to me, either on the forum or on Github .
  3. Use the version from the 5.2.8 download - it's updated for 0.90. It should be in GameData/Firespitter/Plugins. If you have another version somewhere else then delete it. Your wheel problems strongly suggest that whatever version you have now isn't working.
  4. KSP x64 is known to be highly unstable, so I would recommend not using it. Many mods (including this one AFAIK) have dropped support for it as a result of being spammed with help requests that were related to KSP x64's problems rather than the mod's problems. If you're crashing on the 32 bit version, you're probably out of memory. Consider getting the Active Texture Management mod .
  5. Hey ferram, can I ask why KJR is disabled on procedural wings? Is it just problematic to try and calculate connection strengths for a variable-mass object?
  6. What exactly would break if MM was used to batch replace LF/O with UDMH/NTO as above?
  7. Changing @Name doesn't alias, it replaces it with an entirely different resource.
  8. Why do LiquidFuel and Oxidizer need to be retained as the defaults? Isn't that what ModuleManager is for? @PART[*]:HAS[@MODULE[ModuleEngines*]] { @MODULE[ModuleEngines*]:HAS[#PROPELLANT[LiquidFuel],#PROPELLANT[Oxidizer]] { @PROPELLANT[LiquidFuel] { @Name = UDMH @Ratio = whatever } @PROPELLANT[Oxidizer] { @Name = NTO @Ratio = whatever } } } That might not be 100% correct but I know for a fact that it's doable.
  9. Run with the -force-opengl flag to reduce memory usage further. As Olympic1 said KSP is limited to 4GB.
  10. The white models are of course a result of the textures not being found. All I can say is to reinstall B9 and see if that fixes it. And I think you can find an unofficial patch for RPM in the official thread which makes it work with 0.90.
  11. Increase "suspension spring" (though you may need to adjust the damper if it ends up being underdamped or overdamped).
  12. Crash!!! ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' Weird ... I've never seen that one before. Does it happen consistently?
  13. You're out of memory. Get Active Texture Management.
  14. Please upload output_log.txt, found in KSP_Data so we can examine it.
  15. There are two possible solutions depending on where the problem is. If the joint between the gear and the fuselage is sagging, then either get Kerbal Joint Reenforcement (a very good mod to have in general) or put a lot of struts between the gear and the hull. If the gear itself is sagging you can increase the spring constant in the tweakables.
  16. I haven't used MechJeb's spaceplane guidance, but that might be the problem. To get the most efficient ascent (and assuming you're not using AJE), you probably want to climb to a pretty high altitude then start gaining speed in order to minimize drag losses.
  17. Hmm, well the usual culprit for wheel problems is a non-functional firespitter.dll so just to be sure - are all the mesh and fuel switch options working properly? When you right click the landing gear in the VAB do the usual landing gear options show up (steering, motor, etc)?
  18. Yes. If you give elevators a positive AoA response or canards a negative AoA response it should increase stability by creating a natural pitch down force at high AoA.
  19. Yes. Depending on the setting it can be used to increase pitch stability or maneuverability.
  20. So is your problem now only with the wheels?
  21. Then add more fuel (and engines as necessary). For stock Kerbin, and especially with FAR (which reduces drag losses), you don't need anything terribly complicated to get to orbit. Even with a vertical ascent (rocket) SSTO - stack fuel tanks on an LV-T45 until the TWR is about 1.3-1.5 and it probably has enough fuel to get to orbit. Of course it's a lot harder with RSS, 64x, etc.
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