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blowfish

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Everything posted by blowfish

  1. B9PartSwitch v2.15.2 for KSP 1.9.1 Fix ModuleJettison shrouds disappearing in flight (again)
  2. B9PartSwitch v2.15.1 for KSP 1.9.1 Preserve drag cube weights when recalculating drag cubes Don't call drag cube update methods that will be called by the flight integrator anyway Ensure drag cubes aren't recalculated in flight regardless of configuration (it breaks things)
  3. Simple Adjustable Fairings Plugin v1.9.1 for KSP 1.9.1 that's not confusing at all Pre-render both drag cubes rather than re-rendering at deployment Fix exceptions and potential physics weirdness at deployment
  4. Simple Adjustable Fairings Plugin v1.9.0 for KSP 1.9.1 someone pleeeeeease find a bug so I can bump the patch version Recompile against KSP 1.9.1
  5. B9PartSwitch v2.15.0 for KSP 1.9.1 Recompile against KSP 1.9.1
  6. I see that you have RealFuels installed but nothing that configures it (RF Stockalike or Realism Overhaul). Try fixing that first. Not sure if that's the issue but you do have a lot of mods installed.
  7. Simple Adjustable Fairings Plugin v1.8.0 for KSP 1.8.1 please find a bug so I can bump the patch version Add enabled attribute to model data (default true) Used for part switching to disable a particular piece of the fairing (since eliminating the node wouldn't do anything) Send OnPartModelChanged event so other modules can respond to changes in the model Listen for ModuleDataChanged to rebuild fairing Use requestNotifyFARToRevoxelize and requestRecalculateDragCubes attributes of event details if present rather than recalculating aero properties ourself, that ensures it's only done once per cycle Use better method of recalculating drag cubes Send/listen for DragCubesWereRecalculated and FarWasNotifiedToRevoxelize to make sure actions are only done once per cycle
  8. B9PartSwitch v2.14.0 for KSP 1.8.1 Fix non-unique aspects complaining when present on more than one module Generic material modifiers MATERIAL nodes on subtypes transform defines GameObjects on which to use renderers baseTransform defines GameObjects and children on which to use renderers FLOAT - modifies a float property shaderProperty - name of the shader property to modify value - float to set the value to COLOR - modifies a color property shaderProperty - name of the shader property to modify (default _Color) color - color to set the property to, can be specified in any of the regular formats (name, hex, RGB(A) list) TEXTURE modifies a texture property (same functionality as TEXTURE nodes directly on the subtype) currentTexture - name of current texture to match when building (not full path) (optional) texture - path to new texture to switch to isNormalMap - whether to access the texture as a normal map or not (default false) shaderProperty - shader property to modify the color on Default _MainTex if isNormalMap = false Default _BumpMap is isNormalMap = true Listen for OnPartModelChanged event to reinitialize model Send ModuleDataChanged to modules that have had their data changed Include two attributes in the event details, requestNotifyFARToRevoxelize and requestRecalculateDragCubes, which can be used to request FAR/drag cubes updates at the end of the cycle Transform move/rotation/scale now affect drag cubes/FAR Send/listen for DragCubesWereRecalculated and FarWasNotifiedToRevoxelize to make sure actions are only done once per cycle Fix drag cube updates possibly not actually being used
  9. Yeah, so having done some past research on SABRE it is going to be a lot more performance sensitive than other rocket applications. Getting to mach 5 in airbreathing mode requires pulling a lot of heat out of the incoming air, and that means liquid hydrogen. So that's why I think the chance of REL changing fuels is next to nothing. But as far as RealPlume for the RAPIER is concerned, sure, it basically doesn't matter. Absent other mods it's still going to run on LF or LF/O anyway. So as far as I'm concerned the plume is as much art as anything else, and subject to artistic interpretation.
  10. You could have made that point without referencing the video. It would have made your argument stronger.
  11. Hydrolox emits mostly in the UV spectrum. The actual plume color depends more on impurities from the fuel/engine itself than the actual propellant. And take animations with a grain of salt. The last thing they're thinking about is getting the plume color accurate. Almost none of the ones I've seen, from anyone, are particularly close to accurate. Methane would be a major technological shift for them and I wouldn't believe it without them specifically saying so.
  12. What do you see here that clearly points to methane/LNG? Their past research has focused pretty heavily on hydrogen, and they were pushing that tech pretty hard just to get to Mach 5. Methane would have lower performance.
  13. Does the issue happen with the stock AJE configs, or just for engines configured with AJE Extended? I wouldn't expect it to. It's just used to cache some calculations.
  14. The position it opens to in the editor is set by editorOpenOffset (accepts a Vector3). The deploy direction in flight is calculated based on the center of mass, so make sure that's set correctly.
  15. If the original parachute config doesn't contain the key spreadAngle then you will need %spreadAngle = 10 ( or just spreadAngle = 10). @ will only edit it if it's there. ModuleManager has no knowledge of the default values (those come into play later when KSP parses things out of the configs, but MM only operates on the configs themselves)
  16. So it is working then? The default deployment height is also calculated to be 75% of the atmosphere height. But that might need some tuning, it was determined base on stock (where you're not going very fast in the upper atmosphere) and RSS (where the atmosphere's pressure curve is extended up pretty far).
  17. Seems reasonable. Create a github issue. The maximum should be auto-adjusting to the atmosphere height. Is that not working?
  18. Simple Adjustable Fairings Plugin v1.7.2 for KSP 1.8.1 Fix invisible prefabs counting for cargo bay occlusion tests
  19. Simple Adjustable Fairings Plugin v1.7.1 for KSP 1.8.1 Fix root part fairings when loading an existing vessel
  20. Simple Adjustable Fairings plugin v1.7.0 for KSP 1.8.1 Wall now optional (but it won't be adjustable if not present) Add wall base that there will only ever be one of and will stay at the bottom of the fairing WALL_BASE in the config Add cap which will only be attached to the first segment (and move with the nose) CAP in the config Simple Adjustable Fairings - KW Rocketry Fairing Pack v1.2.1 for KSP 1.8.x Fix deploySpeed field name All fairings get different deploy speeds depending on their size (the practical effect of this is that most fairings will have much less energetic deployments) These will both probably work with 1.9, BDB is starting to experiment with them though so I wanted to get something functional out for development.
  21. Let me clarify. CryoTanks configures all the tank costs etc. B9PartSwitch just provides the interface through which it does that.
  22. B9PartSwitch doesn't configure anything by default, so the particulars of cost etc are coming from a different mod. CryoTanks is the most common but not the only one.
  23. Have they all (other than the ones that I manage) officially been updated?
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