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RedParadize
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Everything posted by RedParadize
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I have a new bug to report: I created a Shuttle in SPH using the FSX. The bay contain the new docking port plus a MUS-ST. Saved it. It load perfectly in SPH, however when I load it in VAB, RCS are active and it spam NullReferenceExeption and another message about the number of part sheilded= 1. I did another test, saved a FSX with just a default MUS-ST in bay in SPH and loaded it in VAB. Same result but with just one message: NullReferenceExeption, Object reference is not set to instance object. Note that I get the same result when I go from VAB to SPH. And it does not do this with a stock fuel tank. Hope it helped.
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That is... Amazing! If you manage to make this work without bugs (KSP being what it is) that will be just as revolutionary as your tanks and engines. Does it have the same limitation as Welding tool mod ? I didn't play with it in a long time but if I recall correctly there was some part that could/should not be welded.
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I have noted something, its more a balance issues than a bug, the MUS-CB is 1/3 the weight of regular tanks for equal volume. Is there a field somewhere to ajust this ? Edit: My bad, didn't had the same fuel loaded...
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Ok then! I will see what I can break tonight! Oh, The engine spacing bar still jump form -0.2 to -0.6 in your last version.
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Hello! Great stuff on the last patch. Here is some error I noticed: #1 H-1 bottom node is upside down. #2 Need to add this to every engines listed in LH2-Engines-New configs in order to ajust mass to LH2: @MODULE[SSTUModularEngineCluster] { engineMass = xxxx //insert new mass here } #3 SC-E-FSX doesn't have its heatConductivity ajusted. Outside of that, its great. Thanks allot.
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Thanks you allot! If you want me to test the rescaling, I am up for it. I am using the 64x, But I will have to double check if I didn't tweak it. Reading what I previously posted, I fear that the "Thanks for all that great stuff! " right after the bug list could be misinterpreted as sarcastic. It was not. Just to clarify... And I should stop editing my post. I erased the engine mass issue from the last one.
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About the bug I listed before, it seem that the last version works just fine. So thanks for that, (unless the problem was on my end, sorry if it was) About scale 6.4x and heat: I can go with reducing heat ingame. At this point its not realy a issue since I don't use that much stuff that is not SSTU for re-entry. Edit: oh and the "engine spacing" bar jump from -0.2 to -0.6. No -0.55 -0.50 etc. Edit2: model = SSTU/Assets/SC-GEN-LG-B missing from FSX. Thanks for all that great stuff!
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Looks cool. Quick question, how to tweak heatsheild value to work in 64k? Is there a easy way to multiply values? Edit: hehehe SSTU-E-WL have a rescaleFactor = 18 ! Edit 2: Geting NullReferenceExeption spam with a Shuttle FSX. First time when I was building it. Restarted and it did it again after reverting to hangar. After Null spam, RCS are active in VAB.
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First, thanks allot, I didn't trough I would fly a space shuttle, I don't like the concept, but I do like your version, I have to say that its a design that have its merit in the kerbal world. Secondly, your last patch solved the memory leak I had. Might be related to the obsolete ModuleManager I had. About this: I have overheating problem with part that are near the docking port too, but engine mounted on the rear of the FSX and part in the rear of the cargo bay will eventualy overheat overheat as well. I don't think its just a shielding problem. I did some test and it seem to be linked to heat conductivity, basicly FS/FSX dump its heat in everything it touch. Most part are around 2000 max temp, engine included. So they explode before the FS/FSX that is at 2400/2700 max temp. The temporary solution that I have so far is to change this in FS/FSX config: // --- thermal parameters maxTemp = 2400 // to test heat transfer, I raised this to 2700. skinMaxTemp = 2700 // to test heat transfer, I raised this to 3700. emissiveConstant = 0.98 // needed for 6.4x, not so sure for stock. thermalMassModifier = 12.0 heatConductivity = 0.01 I play with 6.4x scale, for stock, you might want to lower these value a bit. Again, its just a suggestion, but it does work.
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Kerbodyne Plus Development Thread
RedParadize replied to Bonus Eventus's topic in KSP1 Mod Development
What about a single part rigid centrifuge? A bit like Porkjet and Roverdude centrifuge but instand of inflating, two half octagon on arms are deployed away from the center. Similar to 2010s Leonov but retractable. No docking port, hatch or window on the rotating part. Would it be doable ? -
[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
RedParadize replied to Nertea's topic in KSP1 Mod Development
If radiation turn kerbals to yellow, then I am for the banana mesurement ! -
[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
RedParadize replied to Nertea's topic in KSP1 Mod Development
It looks really cool. I am not quite sure if the average player will know how to interpret Sv effect on kerbals, same with any other measurement units. You might want to dumb that part down a bit. Or maybe have a 'translator' that say how severe the effect will be on a given amount of time. It could look a bit like your science penalty measurement. -
I not quite sure why, but it seem that I have a rocket (in this case the Soyuz) on the lunch pad, It will slowly eat up all the memory and crash. I have no crash logs and no error spaming in debug. But it doesn't do that with the stock part I still have in my build. It was not doing this before with the last release, the other difference is that I was not using LH2 before. (yes CommunityResourcePack is up to date.) Anyone else have this issue ?
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Maya rule!
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It looks great! And I think I might even fly it. I always through that carrying a plane in space was a bad idea. Unless its SI-FI, then its totaly legit. Thinking about it, In the world of Kerbal Space shuttle is a valid design, there is no maintenance cost or reliability issue.
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To squad defence, they started with nothing, and thats realy hard to start with nothing. I am convince they will do KSP2 or alike sooner or later and I will gladly pay another 35$ for it. I deleted most of KSP original parts, thanks to you. Unlike stock, SSTU realy feel like the rocket have been engineered, its more versatile and balanced.
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[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
RedParadize replied to Nertea's topic in KSP1 Mod Development
OMG thats soo cool! -
Hello Blowfish I was wondering if I could have that custom 6/7 engines mount that you made, It would be awesome. Thanks in advance!
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I like the RD-170, 180, and 191 allot. The intresting part is that technically it could be done using the cluster pluggin, but with having the turbopump part of the mount. See what I mean?
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Its not the first time I incounter this stabilty issue with single axis gimbal. The workaround is quite simple, I hadded another gimbal to the central engine. Basicly, the veriner are mostly for the show. It work well. For the flip over issue, fins do trick.
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I dont know why, but it seem that soyuz is particulary hard to control. It tend to flip over allot too.
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Was wondering, could you fix the no cost SRB on the next patch? Not asking to balance anything, just the FuelTypes costPerDryTon would do. Only if you have the time of course. Thanks in advance!
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
RedParadize replied to benjee10's topic in KSP1 Mod Releases
Oh, thats sad. Endurence was my favorite SI-FI mod.