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blowfish

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Everything posted by blowfish

  1. I don't believe anything depends explicitly on FAR or NEAR, however stock aero is officially unsupported by B9 and nothing has been tested with it.
  2. Could you be more specific about this? Which parts are doing this? The problem might be extra nodes on a few of the parts, which I just noticed.
  3. Fine, fine. I know that fixing the stock multiplier is a major feature of AJE, but the difficulty curve is probably keeping a lot of people out of AJE. I see it like aero failures in FAR - not something that many people including myself have any problem with, but something that will deter some if it can't be turned off. But if you say so...
  4. The way it is right now is realistic, and usually manageable once you get used to it. Still though, I agree that it can be quite a barrier for new players interested in this mod. Perhaps a global Isp multiplier could be introduced - it would be set to 1 by default but could be increased to make fuel consumption more inline with stock. I'm going to take a look at adding a few features to AJE in a week or two. I think I know how to implement this, so if no one else gets to it I'll take a look then.
  5. They're in the structural section, not aerodynamic.
  6. As far as I can tell everything seems to be working, which makes sense because this is just a parts mod. As a measure of good maintenance the part categories should be updated but that might not even be noticeable since KSP can automatically sort the old "Propulsion" category into fuel tanks and engines.
  7. If you're interested in simulating real types of engines in KSP, you might want to check out Advanced Jet Engine, which already has many of these types of engines implemented. It requires FAR though, so if you're going to try it out then be sure to get the cfg I posted on the previous page
  8. FAR underwent some major changes a little while back and the B9 stock craft haven't been updated to compensate yet.
  9. Is your terrain detail set to high? If not this is expected.
  10. Here's an updated FAR/NEAR cfg. This should cover compatibility with FAR/NEAR. There may still be issues with part shielding on the j docking port { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[i_4m_cockpit_isp]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[j_cockpit]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[ij_adaptor]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[ij_4m_adaptor_variant]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_docking_port]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 MODULE { name = FARCargoBayModule } } @PART[j_4m_lab]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_4m_tanks]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_engineMount_4]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[mk2j_adaptor]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[j_dropBay]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[js_adaptor]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[jjf_adaptor]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[jf_cargo]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[jf_cargo_tail]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } PART[Mk1_compressor]:NEEDS[FerramAerospaceResearch|NEAR] { @dragModelType = default @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } PART[AAengine]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[opt_gears_m]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } @PART[opt_gears_s]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 } PART[OPTdropTank]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 }@PART[mk23_cockpit]:NEEDS[FerramAerospaceResearch|NEAR]
  11. You only need to worry about the depreciated folder if you have old (pre-5.0) craft files that you want to keep. Otherwise just ignore it.
  12. I outlined them here. Of course the edits I posted are out of date now, in the morning I can fix it for the latest version though. Did you get it to shield parts using that method? I was getting inconsistent results when I added FARCargoBayModule by hand...
  13. As a side note, you're going to have major stability issues when the tanks are empty because the CoM is shifting back so much.
  14. 2) Struts, and lots of them. There's nothing the mod authors can do about the weakness of radial connections in KSP.
  15. Every time you embed an imgur frame rather than using [noparse][imgur][/noparse] tags, a puppy dies
  16. It doesn't have to be that close - farther back means more stable but it will pitch down in flight. It should be manageable though.
  17. FYI, you can find unofficial recompiles around with x64 enabled. They aren't officially supported of course.
  18. I don't think it's been explicitly disabled like some other plugins, but x64 is a wildcard as always.
  19. Then just wait for someone else to do it. Compiling is a bit complicated if you've never done it before.
  20. Be careful - drag decreases with altitude but increases with speed, so if you're going very fast at a high altitude you're still going to have appreciable drag. The more useful number to look at is dynamic pressure - best not to try anything too crazy until the dynamic pressure is very low.
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