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blowfish

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Everything posted by blowfish

  1. 6-7g is quite a lot. Is it only wings that are snapping or other things as well? And how much dynamic pressure are you dealing with?
  2. Remember, aerodynamic forces are proportional to dynamic pressure, not static pressure, but if what you say is true then that couldn't be the cause. What I'm curious about is if this is a FAR aerodynamic failure (in which case FAR would give you a message about it) or something else.
  3. Fair enough. Does FAR give you the aerodynamic failure alert after they blow off? I don't believe so, no. Hard to say. Are they less transparent than this? That's from the release album.
  4. Firespitter's FSMeshSwitch module would allow covers to be added to each engine and toggleable. They can even be placed in a separate .mu file and activated with MM so that you only get the affect if you already have firespitter installed (thus not making it a hard dependency).
  5. Here's an updated version. It won't fix the docking bay (where apparently the docking port doesn't work anyway), but it should fix the drop bay. { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[i_4m_cockpit_isp]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[j_cockpit]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[ij_adaptor]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[ij_4m_adaptor_variant]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_docking_port]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @title = J-Inline Docking & Cargo Bay @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !node_stack_top01 = delete !node_stack_top02 = delete } @PART[j_4m_lab]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_4m_tanks]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_engineMount_4]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk2j_adaptor]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_dropBay]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @title = J - Experimental Cargo Bay @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} !node_stack_top01 = delete !node_stack_bottom,2 = delete } @PART[js_adaptor]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[jjf_adaptor]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[jf_cargo]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[jf_cargo_tail]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } PART[Mk1_compressor]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } PART[AAengine]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[opt_gears_m]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[opt_gears_s]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } PART[OPTdropTank]:NEEDS[FerramAerospaceResearch|NEAR]:Final { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 }@PART[mk23_cockpit]:NEEDS[FerramAerospaceResearch|NEAR]:Final
  6. Known bug with stock tweakables - fixing this one has to be done on Squad's end.
  7. Well, something is preventing Monopropellant and ElectricCharge from being recognized as resources, and it isn't B9. Based on this error, I'm guessing that the game would crash on load even without B9. 1) What does the dynamic pressure (Q) readout say in FAR's flight data? 2) What is the mass/strength of the wing set to?
  8. I and many other are experiencing this bug too. You can get around it by actually recovering from the space center - click the space center button at the top of the screen (the one in the pause menu tends to cause inconsistent results in my experience), then go to the tracking center and recover the vessel and no progress will be lost. For good measure I also quicksave before each recovery too but this strategy hasn't failed me yet.
  9. I'd just like to point out that there was a mod that attempted to do something like this though it has ceased development. I very much like the idea of this, but you're very correct that there are a lot of questions that need to be answered. I agree that option 2 is probably the most reasonable - make hydrazine the default but allow it to be swapped for UDMH+NTO. How would engines that might be able to handle more than one mixture be handled? I know that RF already has a system in place to allow an unlimited number of mixtures, but a lot of work would still have to be redone. Of course lower stages would probably allow Kerolox or Hydrolox and upper stages would allow Hydrolox or UDMH+NTO, but where does methane fit in? What about nuclear rockets - hydrogen is an obvious default propellant, but denser, higher thrust options like methane and hydrolox might also work - are those two different enough in terms of performance to allow both? One thing I recommend keeping from the More Fuel Types mod is the ability to mitagate boil-off with active cooling (i.e. consuming electricity). Perhaps it would require additional equipment which would only be unlocked later in the tech tree...
  10. There's no actual incompatibility but I'd imagine Nertea wants to update the part categories before releasing an update.
  11. More are in actually in Squad/SPP/Wings (or something like that)
  12. 0.24.2 was a while ago. I don't remember exactly when, but the wing code underwent some major changes at some point which did break certain crafts. The most likely culprit would be that the CoM is no longer in front of the CoL.
  13. Not 100% effective since the models and textures will still be loaded into memory, but at the very least would prevent the parts from being replaced in-game. I think a more consistent solution would be to just divide up the cfg into individual parts which would be placed in the respective folders along with models and textures, and those could just be deleted.
  14. Ehh, there are other reasons someone might want to try and recompile a plugin and it really isn't documented very well.
  15. Download the plugin directly. Go here and click "Download Plugin."
  16. Here's what you need to do: 1) Make sure RPM is working. Check that the MFDs (screens) and other props work in the B9 cockpits. If not, RPM is not working. RPM hasn't been officially patched for 0.90 yet, but an unofficial update for the DLL was posted in the thread and you probably need to get that. 2) Make sure GameData/JSI/RPMPodPatches/PatchesStock is populated with CFGs. If not, re-install that folder from the download.
  17. Minor possible issue: The maximum fuel fractions for the RAPIER and SABRE should be limited stoichiometrically to 5.0% and 2.58% respectively (whereas they can get much higher in AJE). Reducing the afterburner temperatures 2027K and 2560K respectively ensures that this doesn't happen, or code could be added to ensure that this doesn't happen (I can do this if you want). On the other hand, this would significantly nerf the thrust (particularly at low speeds near sea level), and a turbojet isn't necessarily an accurate model for those engines anyway, so maybe it shouldn't be changed. Just thought I'd mention it though.
  18. There's a thread with unofficial builds somewhere. I don't remember what it was called though.
  19. It can also change based on flight conditions - I had the PID tuner mod installed before 0.90, so I know approximately what works. But yeah, with some tweaking it can allow stable flight with SAS.
  20. You haven't edited GameData\Squad\Resources\ResourcesGeneric.cfg have you? Does that file still exist? It appears to be not finding stock resources (charge, monopropellant).
  21. Can't tell without a log (KSP_Data\output_log.txt)
  22. Thanks for the info. Might not be possible for some designs but useful to know anyway. Thanks! I've been meaning to install that for a while actually...
  23. RPM has an unofficial patch which makes it work with 0.90 IIRC.
  24. FPS on crafts with many parts is limited by CPU (physics) rather than graphics, so you won't see any performance improvement in that respect.
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