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Everything posted by blowfish
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I did manage to reproduce, but the solution is still stumping me. I so far have determined that it has something to do with re-rendering drag cubes, so I suppose you can disable that while I continue to investigate this. E: Figured out what's going on. Reported to Squad so that hopefully the underlying issue will be fixed in KSP 1.3.1. Will look into whether an interim hack is possible to fix it before then, no promises though.
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FYI, planned performance numbers for the RL-60 can be found here: http://www.rocket-propulsion.info/resources/articles/RL_60.pdf (see table on page 4). Key points: 266.9 kN thrust vacuum 465s Isp vac 499 kg engine mass Nozzle is the exact same size as the RL-10B-2 (thrust growth is achieved only through chamber pressure increase) Scaling all this to SSTU, I think you would get 109.3 kN thrust and 1 ton mass (0.642 thrust multiplier, 5x worse TWR)
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That's what I would expect - TCA would be able to control each cluster (i.e. single part/engine module) individually but not be able to actuate differently within a particular engine cluster.
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Hmm. I'm not aware of anything that could possibly cause this. Is there any way I can try this out for myself?
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A Lunar landing would probably be useful as a validation of many of the ITS's critical systems without the waiting involved in a Mars mission. Probably possible with refueling in low lunar orbit and a somewhat reduced cargo load.
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Yes, outdated plugins tend to cause crashes in 1.3. Stick to 1.2.2 for now, but I'll look at updating this soonish.
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I think the expectation with TCA is that different engines will be able to throttle to provide torque, which isn't th case within an engine cluster. I don't really understand how TCA's code works but my guess is that this would require some (non trivial) changes in both SSTU and TCA. Best bet for now is probably not to use engine clusters.
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Welcome to the forums! To figure out what's going wrong, I will need to see KSP's log. Instructions on where to find it and how to upload it are in the "how to get support" link in my signature.- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
All of the dependencies are listed in the OP with links.- 641 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
Also @RadarEclipse is there a particular reason you wanted to change the node names? If it breaks craft files it might be worth keeping the old ones -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
Oh interesting. Maybe if you try to load a craft file that references a non-existent node it causes some exceptions. If you don't try to load a ship with those engines on it is everything fine? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
This particular change is not going to crash anything, but it might break some existing craft because nodes have been renamed. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
Nope, to get that right you'll need an actual fairing used as an interstage (you can sometimes get away with clipping the decoupled into the engine but that can occasionally cause explosions on decouple). -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
Just a (positive) note on this. In the last version of B9PartSwitch (v1.8.0) the engine fairings will now work properly with B9PartSwitch thanks to some changes in KSP 1.3 that I was able to take advantage of. -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
Well then that would be a problem too. RF needs engine configs in order to make its features work on engines.- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
blowfish replied to NecroBones's topic in KSP1 Mod Releases
Are you using RO or RF Stockalike? The distinction matters, because the engine configs are completely separate. If it's RF Stockalike, it's probably because RF stockalike doesn't have configs for the engines.- 966 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
I could look into adding them back in as separate parts. Just because they're integrated into the engines doesn't mean they can't also be available separately.- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
If they're always used with the engines, why have to go find another part? But I have heard from a few people that they use the pylons for things other than the engines. Is that the case for you?- 641 replies
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Still thinking about how to do this. It turns out that the way the UI currently works makes this somewhat difficult. You can now add RESOURCE nodes directly to a SUBTYPE. Note though that it's the same RESOURCE node that you would put in a TANK_TYPE, so there is no amount or maxAmount field (you want to use unitsPerVolume etc). I wouldn't recommend creating a lot of these (this is exactly the problem tank types are designed for) but for one offs it probably makes sense Nope, sorry. It does not interact with engine modules at all (or really any other module except other part switch modules)
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Oh, that was silly. I added the field but it's not actually used anywhere. So for now you can't limit the number of segments, sorry. I'll look at getting this fixed some time soon.
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Welcome to the forums! There's nothing in B9 itself that needs to change, it's really the dependencies. All of the dependencies have 1.3 releases, but RasterPropMonitor is still in beta so I haven't packaged up a real release yet. But all the dependencies are listed in the OP of this thread, as well as links to get to them, so you can follow those and download the updated versions of each mod.- 641 replies
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Yep, it would have to be pretty wide when inflated. But I'm skeptical that there's another solution for keeping the second stage stable during re-entry. Grid fins might be fine for the first stage's suborbital re-entry, but the second stage is going to get much, much hotter, so having something like that exposed to the airstream could be rather problematic. I guess maybe you could cover the fins with some sort of ablative coating...
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The field is maxSegments (on the module). It's not in there because I leave it at the default of 10