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Everything posted by blowfish
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1.1 and TWR (on the launchpad)
blowfish replied to wumpus's topic in KSP1 Gameplay Questions and Tutorials
This thread is a little old, but should still be relevant. It's important to note that what you mean by "most efficient" depends on the answer. If you mean least delta-v, then yes, a higher TWR will be best up until drag losses start becoming significant. If it's least cost, then the calculation is different and you want a lower TWR. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
It's a couple of KW patches that are causing ModuleManager to think that FAR is installed. Delete KWRocketry/KWCommunityFixes/KW_FAR.cfg and the problem should go away. @linuxgurugamer I just submitted a PR to fix this. As another aside, you're not on the latest KSP. CKAN reports (and logs confirm) that you're on 1.1.0, whereas the latest is 1.1.2. As a general debugging tip, it's not usually useful to say that you're on the latest version of anything - the exact version number is much more informative.- 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
@siliconworm Wrong thread? I don't see any B9 parts in that screenshot.- 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
This does sound frustrating, but it also sounds like a very difficult issue to debug. Does it happen with RPM on the stock cockpits? Is there a way to replicate without having an active survey contract? Please read "how to get support" in my signature. No way to debug issues like this without logs.- 4,460 replies
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Ok. It's pretty easy to change only for specific engines - just go into GameData/AJE/Squad.cfg and comment out/remove all the @mass = x or %CoMOffset = a,b,c. That will put the stock engines back the way they were.
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It would be rather complicated to set up like that. At any rate, the performance itself can vary quite a lot from the stock equivalent - even if the mass and CoM didn't change, the plane still might not behave the same way.
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:HAS[#CrewCapacity[>]] you haven't specified what it should be greater than (should probably be [>0] Some other things I see about the patch: kerbCount isn't necessary, since it's always just the crew capacity. You can just use @amount *= #$../CrewCapacity$ directly You will always have 0 for the amount and maxAmount of mulch. Typo maybe?
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@GoldForest All the engines are surface attachable. I think that would cover your use case. Trying to add unique node setups to all the mounts in addition to everything they already have would probably be excessive.
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@Lewtz ModuleManager caches patches, so after the first run with a particular set of mods, later runs are supposed to be faster. If it's not loading patches from cache, then it means one of your mods is doing something it shouldn't and writing a cfg to GameData without putting it in a PluginData folder. Unfortunately telling which is quite difficult.
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Welcome to the forums! Please read "how to get support" in my signature - it should tell you what you need to provide for us to debug your issue.
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@Jenyaza Could you state in words what you're trying to accomplish? I think there's probably a simple solution I don't believe this would work the way you think. MM goes through at the beginning and generates a list of FOR matches which it considers to be installed mods. Dependency checking and actual patching is done later.
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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
@KocLobster I was thinking just dry/wet mass/cost. You can already see the resource amounts ... do you really care about the specific resource masses?- 4,460 replies
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My SSTU install is symlinked from a local copy of the repository, so I'll probably always be the first one to ask