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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Please install the dependency I forgot to list: Dependencies SpacetuxLibrary
  2. While I won't be able to confirm this, I suspect that you may have a part on top which might be confusing. One think I think I need to add is a SRB cap, which would cap the top of the SRB and allow other parts to be placed on top. What may be happening is that the mod doesn't see a recognizable top (ie: nosecone) and is making the mistake of assuming that the top is open You can confirm this (or not) by putting on one of the nosecones
  3. It appears that you don't have a nose cone, or something else on top, so the exhaust of the SRB is able to escape upwards as well as downwards.. If not, please provide the craft file for me. Craft file, please well, it is only a beta :-)
  4. Yup! And if I could give you a "like", I would. Just an FYI, to save time, always provide a log file, even if you think it isn't needed.
  5. Perfect. YOu need to install the ClickThroughblocker, I'll add that to the dependencies
  6. That's just a placeholder Please provide a log file @ansaman Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Also, please tell me how you installed it
  7. Gene looked at the reports and sighed. How did it come to this... again??? Gathering everything together, he stomped into the main briefing room, looked around coldly at everyone, then slammed the pile of reports onto the table, sending papers flying all across the room. "The budget projects for the next project are out of sight.... Again!!!" "It's those darned SRBs, they're too big..." Bill replied meekly. "They're still cheaper than making complete rockets" Bob continued even more softly... Gene just glared... "I have an idea," von Kerman raised his hand, and all eyes turned on him. "Why don't we make the SRBs the same way we make rockets; in parts" Gene looked exasperated. "Because rockets use LIQUID FUEL!!!" Werhner took a deep breath and smiled slyly.... "So?" Gene rolled his eyes, "How do you intend to fuel the SRBs on the pad??? They ARE solid, you know!" von Kerman just smiled and continued unphased. "Why don't we make standard sized modules, fill them with the solid propellant, and then stack them together. Just like we stack the liquid tanks" Gene took a deep breath. Everyone shrank back, expecting an explosion. No explosion happened, other than Gene turning a bit greener. "Ummm, explain yourself", Gene grumbled, then sighed in resignation. "Please". "The thrust of an SRB is determined by how long it is." Von Kerman explained "So, we stack segments to get the desired length... and Voila'" Everyone watched amazed as Gene's eyes crisscrossed a few times, then slowly focused back on von Kerman. "You have a week to make it happen..." Reviewed by Kottabos Features SRB segments, 2, 4 and 8 meters long. One part for each diameter using PartVariants 3 different engine styles, two parts for each engine, PartVariants used to scale engine to different sizes Nosecones with built in parachutes and sepratrons, two parts, PartVariants used to scale engine to different sizes Visual alarm in editor if SRB stack is too tall, outsized SRB stack gets highlighted Abort mode, nosecones separate from stack, causing thrust be cancelled out by gases spewing from open stack Failure modes if SRBs are made too long Thrust directly relates to height, taller = more thrust Two thrust models, one which matches stock thrust, one which matches BetterSRBs (about double stock) Dev/test mode for testing, enables actions and PAW event to trigger engine failure Audible alarm when engine failure occurs SRB stack experiencing engine failure gets highlighted Parts There are two types of parts, each uses the PartVariant in a different manner. Segments (aka tanks). There is one part for each of the 4 diameters available. Each part can be either 1 segment long, 2 segments long or 4 segments long. The length of a segment depends on the diameter of the part: Diameter Segment Length 0.625m 1m 1.25m 2m 1.875m 3m 2.5m 4m End parts, including NoseCone and Motors. There is one part for each, the PartVariants for these scale the part to the different diameters available. A word of explanation. The parts are set up this way to minimize the number of parts in the mod. There are currently 12 parts in the mod. If I were to have a nosecone for each size, that would add an additional 6 parts for no real benefit. Same goes for the motors Fuel Currently there is only one type of solid fuel available. In a future release, there may be an additional one or two fuel types added Usage Segments can be stacked on each other, and the part variant selected even while stacked together. Be sure to put a motor on the bottom, and something on top, either a nosecone or something else Thrust vs Duration SRBs generate thrust by the burning of the solid fuel. The more surface area is exposed inside the SRB, the more will burn and the end result will be greater thrust. The duration of the burn, however, will depend on how thick the amount of fuel is. So, to get a longer burning SRB, you need to make it fatter. Additionally, fatter SRBs will end up with a larger exposed surface on the inside, so a fatter SRB will actually have more thrust than a skinny one of the same length. Important Information about mass and dV Solid fuel by definition does not flow. In order to make this work properly, I've had to create two resources. They are both hidden, but knowing what they are is necessary to understand some odd behaviour. In order to allow vessels to be designed correctly, the fuel has to be in the tank segment . In order to calcualate the dV correctly, the fuel has to be in the motor. So what happens is that in the editor, all fuel is normally put into the motor. When the CoM marker is shown, the fuel is moved into the tank segments, In the flight scene, the fuel is in the tank for proper balance. Because of this, at this time, the ISP, Thrust, TWR and Burn time are not correct in either the KSP info, MechJeb or KER. When the SRB is running, the ISP, Thrust and TWR will be correct Models have been made by @SuicidalInsanity Consultative services provided by @OhioBob Availability: License: ARR until the release Download: https://github.com/linuxgurugamer/ModularSegmentedSRBs/releases/tag/0.0.0.7 Source: https://github.com/linuxgurugamer/ModularSegmentedSRBs Dependencies SpacetuxLibrary
  8. New release, 3.2.6.2 Fixed typo in the v-35 LFT tank, which left it without a full tank of oxidizer
  9. New release, 1.3.0.9 Update OrbitalTugPod.cfg small fixes Put full license text into License.md
  10. New release, 0.1.13.3 Added back B9PartSwitch switching for both textures and tanks contents Updated all configs to match current stock setting Thanks to @zer0Kerbal for this: Updated scansat integration with Kerbalism
  11. Just an FYI. I'll be working on this next week (this meaning bug fix and PR merge)
  12. As its worded, they can be used. I asked the question to give @burn boi a.chance to tighten up the rules to avoid anybody taking advantage of a perceived loophole Another question: Does the vessel have to be manned?
  13. What about batteries? Electric motors? Solar panels?
  14. That is KSP. If you do the same thing without this mod, you will see the same thing.
  15. New release, 0.7.18.4 Thanks to github user @gnbo for this: Fixes error when in non-english language errors are thrown when repair attempts are made
  16. New release, 1.2.12 Thanks to @zer0kerbal for this: final updates to B9textureswap configuarations chose not to add ORE to containers because there isn't an icon/texture for Ore to be used on the tanks removed CCK because Workshop has it hardcoded Thanks to Github user @jd284: fix recycler item paging avoid manipulating KAC alarms by index don't use overwrite kacAlarm in alarm search loops @tomf this should fix your problem
  17. This is incorrect, it was adopted and revived several months ago
  18. I'm getting a strange nullref, and haven't yet figured it out. Background: I have a new module which inherits from ModuleEngines. During the OnAwake() call, it checks some parts, and if something is missing, it then does a Destroy(this). Code: Nullref error: This error occurs when the part in question is added to the vessel. This affects two things. First and most important, the right-click PAW on all parts is broken. Second, the Engineer's Report is also broken. This has me stumped, any help would be appreciated.
  19. Which was fixed more than 2 weeks ago. Always helps to check to see if there is an update available. Glad you found the update
  20. How many tanks can be used? Are the DLC parts allowed? Please define “how far” a bit better
  21. It means that he isn't updating it, for any number of reasons. It has been long enough that if someone else wanted to take it over and fork it, they can without concern. The license is GPLv2, so no worries there. I would suggest to anyone who wants to do that to send a nicely worded, polite message to himletting him know of your intentions, and ask if he has any objection
  22. Interesting. The reason I was thinking of survivability was the parachutes become available in survivability, and it's really the survivability of the craft. Thoughts?
  23. I'm working on a new mod, Modular Segmented SRBs. There are multiple sizes of fuel segments, multiple sizes of motors and nosecones. Currently the SRBs in the game occupy the following nodes: Flea Start Hammer Basic Rocketry Thumper General Rocketry Kickback Heavy Rocketry Sepratron I Precision Propulsion My mod separates the fuel from the motors. I'm just not sure if solid fuel segments belong in one of the Rocketry nodes, General Construction nodes. I'm also wondering if the largest ones may belong in one of the Propulsion, Advanced Propulsion, or just to leave everything grouped in the rocketry nodes. The nosecones will also be dependent on Survivability and Flight Control since they include Sepratrons, parachutes and SAS. Comments & suggestions are welcome
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