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KSP2 Release Notes
Everything posted by blowfish
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
blowfish replied to blowfish's topic in KSP1 Mod Releases
The reason why neither I nor anyone else has attempted to create a realistic config yet is that very little data is available, and what is available is quite inconsistent. What should the engine mass be? What about efficiency? Some documents say Isp = 4000-9000s in air breathing mode, but the trajectory data spreadsheet suggests much lower. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Not really sure if RO changes it at all. My recollection is that there's no reference for the figure that Wikipedia states, and that (somewhat inconsistent) REL sources put the sea level thrust at 600-800 kN per engine. The TWR should also be closer to 0.6, according to their documents. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
blowfish replied to blowfish's topic in KSP1 Mod Releases
AJE v2.7.2 is now Available Just a recompile for KSP 1.1.3 -
SolverEngines v2.2 for KSP 1.1.3 is now Available Just a recompile
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Release Inbound - B9 Aerospace v6.1.2 is Compatible with KSP 1.1.3 This release contains some minor fixes, updated dependencies, and marks itself as compatible with KSP 1.1.3. CKAN should index in a few hours as usual.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Well, Firespitter has been updated, so the ball is in my court now. I should have a new release within a couple of days. Will fix a couple of issues too.- 4,460 replies
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@OldLost I think you're imagining the issue here - no one has actually asked for their mods to be permanently de-listed. Of course, it could happen in the future but modders are generally reasonable people in this regard - if anything, this incident proves that consensus can be reached even on long-standing and highly emotional issues. BTW, it's 100% fine to manage some mods manually and others through CKAN, particularly if the non-CKAN mods are self-contained.
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Pressurization and ullage are different. Pressure-fed engines require more tank pressure, but that doesn't fix the ullage problem. The point of ullage is that the propellant needs to be at the engine end of the tank before it will start (because you don't want gas to enter the engine). Certain types of tanks avoid this by having physical separation between the propellant (liquid) and the pressurant (gas), but this really doesn't scale well to large tanks. So RO abstracts this by saying that all RCS does not require ullage but engines do. It's a reasonable approximation of how things work in real life.
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I think the wildcard might be slightly more efficient, reason being that MM has to iterate through the entire game database for each patch. @PART[A|B|C] would probably be similarly more efficient, but given the number of parts that might be cumbersome here.
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Frequent crashes to desktop in 1.1.3
blowfish replied to tsaven's topic in KSP1 Technical Support (PC, unmodded installs)
Well I guess my trick has failed in your situation then - if you've gone through a lot of configurations and experienced the crash in all of them. Maybe someone else can find a solution that works for you, if not I'm optimistic that KSP 1.2 will resolve the issue. -
Frequent crashes to desktop in 1.1.3
blowfish replied to tsaven's topic in KSP1 Technical Support (PC, unmodded installs)
It's not memory usage per se - increasing memory usage is as likely to fix the problem as decreasing memory usage. I don't fully understand the problem (other than the fact that it has to do with memory corruption in Unity), but this solution has worked multiple times for me, and for others as well. At first glance, it looked like your install was stock, but if you're going to be using mods, installing some mods might also fix the issue. The point is to change KSP's memory footprint, as to how that is done there are a number of options. -
Frequent crashes to desktop in 1.1.3
blowfish replied to tsaven's topic in KSP1 Technical Support (PC, unmodded installs)
This is the same crash that was common in 1.1.2. Squad did a lot to mitigate it in the 1.1.3 update, but the underlying cause will not be fixed until 1.2's Unity upgrade. It's fairly easy to get rid of though, you just have to change KSP's memory footprint a bit. The easiest way to do that is to switch the graphics mode to Direct 3D 11, by running KSP with the -force-d3d11 option. That will probably get rid of this crash. -
On afterburner, sure, but they don't necessarily need afterburner to take off. Fighters tend to have a relatively high TWR (1) for combat maneuvers and (2) for supersonic flight
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
blowfish replied to linuxgurugamer's topic in KSP1 Mod Releases
Nope. Try re-installing - remove the KW Rocketry folder and follow the download link in the first post of this thread to re-install it. Make sure you have the latest ModuleManager (2.6.25). If that doesn't fix it, read "How to get Support" in my signature, which will tell you how to find and upload KSP's log (which will help us figure out what the problem is). -
@SilverlightPony CKAN is going through some turmoil right now, and that's probably the source of the issue. All indications suggest that it will be resolved soonish, but in the mean time you should probably not rely on CKAN to install mods.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
blowfish replied to linuxgurugamer's topic in KSP1 Mod Releases
It looks like yes. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Download the HX pack. It's available at the same location as everything else.- 4,460 replies
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
blowfish replied to linuxgurugamer's topic in KSP1 Mod Releases
If you look at the screenshot iDInkeD06 provided, you can see that the X200-32 has the InterstellarFuelSwitch module. Not sure exactly what mod adds it, but my guess would be Color Coded Canisters. -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
blowfish replied to linuxgurugamer's topic in KSP1 Mod Releases
Here's what's going on. The X200-32 has fuel switching options, so it only displays the dry mass. The KW one does not, so it displays the whole mass. -
That seems to be specific to the RO configs. I haven't had time to investigate, but my best guess is that something changes it to use one of the RO solid thrust profiles, and the code deciding when to detach isn't aware that thrust could vary over the course of the burn. Probably, the ejection delay just needs to be increased. There's a similar issue with the launch abort systems where they will detach immediately but not gain enough thrust to actually separate for a couple of seconds. Not sure what the solution to that one is, other than just removing the thrust curve.
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That would be fine by me. The one complication is that some mod authors are ok with being listed on CKAN, but want nothing to do with maintaining the metadata. So perhaps if someone other than the author submitted a PR they would have to show written permission by the author to list on CKAN. Probably easier than trying to verify licenses anyway.