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Everything posted by greystork
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I couldn't agree more! Ordinary users will probably never notice, but I actually spotted a couple of things I want to correct on some of the parts in the video. It's always nice with a new perspective - so feel free to post pictures and videos of what you're doing with Behemoth Aerospace Engineering Large Parts in this topic. It might just help me spot more embarrassing errors of mine.
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After much consideration and testing, I've decided to update the engine ISP curves to make engines less powerful at sea level and a lot less fuel efficient in general. I have based the figures for the new ISP curves on test flights with what I'd consider reasonable payloads. I have not touched the thrust figures at all, but because ISP has a great impact on resultant thrust in the atmosphere, the effective payload you will be able to lift from the ground has decreased and so has the amount of delta-V at your overall disposal. The changes will probably not make the die-hard realism fans happy. It may even make some of those who were enjoying the extra power a bit less enthusiastic about this mod. In my effort to balance the parts to be truly stock-alike, I hope I at least made everyone equally unhappy.
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Consider that you spent almost 2500 tonnes of fuel in doing so. Also, if you are going for strict realism, Real Solar System will give you more of a challenge, with its higher atmosphere. Noted. Try SpaceY's R5 engine on a tweakscaled, multiplying thrust plate. Well, I'd try the T10LFO05 tank for that. Or, if you want really flat, perhaps a low-profile 10m to 7.5m fuel-filled adapter? A 10m command module? Don't forget the zero-g mopeds for kerbonauts to get around, in there!
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It is beginning to sound like I will have to look into that for the next update... Wow. I have no idea why that works, but I'm glad you managed to figure out a solution! - - - Updated - - - Yeah, since FSFuelSwitch doesn't do this, it sounds like it's a bug specific to InterstellarFuelSwitch. Since I don't reference that anywhere, it would seem to be a general problem with it. I wonder if the SpaceY aerodynamic decouplers suffer from the same problem (built-in sepratrons disabled) with IFS. In any case, I can't fix it.
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I will have to do a bit of research into that mod to see if there is anything I can do to remedy the problem. In the mean time, perhaps using actual sepratrons could be a quick fix? Or, if you're the crafty type, go into GameData/BAE/TRD5LFO4/BAEdecoupledradialtank5mLFO4.cfg and find where it says 'ejectionForce = 50', then change that to 100 and see what happens. Edit: If you copied the FireSpitter folder from the ZIP file to your GameData folder, it is likely that FSFuelSwitch is conflicting with InterstellarFuelSwitch. If removing the FireSpitter folder helps, let me know and I'll include a reference to the InterstellarFuelSwitch module in my config files, so the multi-fuel tanks will still work.
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Temeter, I just checked the 5m (yellow) 'Penguin' tanks, and they seem to work as intended. However, what you describe could occur if you try to decouple the tanks before they are empty; they are not designed for that. Although they have built-in decouplers and sepratrons, those are only strong enough to facilitate a clean separation when the tanks have been emptied. Edit: If you can narrow things down to a problem with BAELP, let me know and I will try to resolve it.
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I just started a new career mode game and cannot replicate what you're seeing. Could you do me a favor and see if there are any errors occurring when you try to enter the VAB with Behemoth installed? (Hit Alt+F12 and select the Debug tab before clicking the VAB, so you can see the log messages as they occur.) Thanks in advance!
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Thanks! Can't say that it was your request - it is just something I've wanted for a while for science sandbox games. Maybe it isn't that useful for people running career games, but if someone has a dire need for an extra large part, it's there. Anyway, regardless of the reasons why, you can now play with 10m parts! Thanks, that is something I will look into.
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NOTICE: Although all the parts of this mod, except for the 8m landing legs, seem to function in KSP 1.1, Behemoth Aerospace Engineering Large Parts is no longer maintained by the author. Behemoth Aerospace Engineering Large Parts Pack Download from SpaceDock Download from CurseForge This parts pack contains engines, tanks, and other part categories in three sizes that do not exist in stock KSP, namely 5m, 7.5m, and 10m. Parts are color-coded according to the universal electronic color code, simply because the author is an old RDAF radar technician. Hence, size4 (5m) is yellow, size5 (7.5m) is green, and size6 (10m) is blue. Engines are kept at reasonable thrust figures and are thus not overpowered compared to the thrust/size curve of stock parts. The same goes for reaction wheels. Big spaceships are going to be sluggish, as one would expect. This parts pack contains config snippets from the Community Tech Tree by Chris Adderley. NOTE: As of version v1.3.5, BAE no longer includes the Firespitter plugin, but supports both it and Interstellar Fuel Switch. Either must be installed to enable multi-fuel tanks. In addition, Cross Feed Enabler is required to enable cross feed to radially attached 'Predator' tanks. Recommended mods: Interstellar Fuel Switch or Firespitter - enables multi-fuel tanks. Cross Feed Enabler - enables cross feed to radially attached 'Predator' tanks Community Tech Tree - extends the stock technology tree with lots of new nodes for your favorite parts packs to fill. Kerbal Joint Reinforcement - ensures that your big spaceships suffer less from unplanned rapid disassembly. KSP-AVC - ensures that your installed mods are up to date. Enjoy! Change Log v1.3.5 ± Fixed engine heat animations ± Updated test subjects to new format. ± 'Predator' tanks now support ModuleCrossFeed. ± Multi fuel tanks now default to LiquidFuel/Oxidizer if neither InterstellarFuelSwitch nor Firespitter is installed. v1.3.4 ± KSP 1.0.5 compatibility upgrade v1.3.3 + Added scaled flag in /Agencies to fix problems with Texture Replacer mod. v1.3.2 ± Converted flag decal to PNG to fix problems with Texture Replacer mod. v1.3.1 ± Fixed visual bug with solar panel arrays. v1.3.0 ± Replaced Firespitter plugin with newer version. + Added parachutes. + Added bi-, tri-, and quad-couplers. + Added docking ports. + Added solar panels. ± Adjusted drag for all things red and/or checkered. v1.2.3 ± Adjusted procedural fairing parameters to better reflect KSP 1.0.4 fairing values. ± Adjusted thermals and drag for SRB nose cones to better reflect KSP 1.0.4 nose cone values. ± Adjusted drag for radial tanks and nose tanks. v1.2.2 ± Fixed KSP version number in version file. v1.2.1 - Deleted Firespitter version file. ± Adjusted engine heatProduction to better reflect KSP 1.0.3 engine values. ± Adjusted SRB thrust and Isp to better reflect KSP 1.0.3 SRB values. ± Adjusted heat shield maxTemp, etc., to better reflect KSP 1.0.3 heat shield values. ± Fixed landing leg piston retraction v1.2.0 + Added 8m landing legs. + Added modular solid rocket boosters. + Added resource ModularSolidFuel, allowing for modular SRBs. + Added large radial decoupler. + Added ablative heat shields. ± Fixed A1 & A2 engine strut normals. ± Fixed A2 engine texture. ± Fixed agency logo loading error. ± Moved nose tanks to correct tech tree locations. v1.1.0 + Added procedural fairings. + Added nose cone tanks. ± Fixed Ajax engine cost. v1.0.3 ± Fixed engine overheat problem. v1.0.2 ± Tweaked engine ISP curves to better reflect realistic payload capabilities. v1.0.1 ± Converted all textures to DDE, so they will load faster. ± Corrected location of version file, so it will actually work. v1.0.0 Release! Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA
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Apologies in advance if this has been posted before. I am fiddling with a parts pack and am getting this error when my part model is loaded, and am wondering if anyone has seen it before and knows the remedy: File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Model load error in 'C:\Program Files (x86)\Kerbal Space Program\GameData\BAE\Parts\Engines\BAEengine5mB1\BAEengine5mB1.mu' Thanks in advance! EDIT: Nevermind, I figured it out: just don't try to use DDS textures when you're exporting things from Unity.
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Here is a new zip with the flat adapters fixed: https://drive.google.com/file/d/0By3dGfWPuRSQZW9VMmF1SGhwRE0/view For those who have not followed this thread for the last couple of pages, this update contains only the part config files. You will need to have the latest version of KW Rocketry already installed in your GameData folder before applying it. Simply copy the KWRocketry folder, contained in the ZIP file, into your GameData folder and allow it to overwrite all the existing part config files. Once this update has been applied, it will be necessary to move the KWRocketry folder out of GameData (to a safe place), start, then exit KSP (do NOT enter your saved game, or bad things will happen), and move the KWRocketry folder back into the GameData folder. Otherwise, parts won't get deleted from their previous locations in the tech tree. I am guessing that a version file will remedy those kinds of problems in the future, but since KW Rocketry doesn't come with one in its current state, we're stuck with having to do this.
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Actually, warranty45 fixed the nodes. I just moved parts around the tech tree to make them fit into the new 1.0 layout a little better. EDIT: The issue of balancing the thrust and ISP values for engines, among other things, still remains to be addressed. I think we'll let Winston and KickassKyle, the original makers of KW Rocketry, come out with an official update for those things, however. What warranty45 and I did is really only a temporary field fix.