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Svm420

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Everything posted by Svm420

  1. Just to be pedantic that would be 3rd person still. Also do you mean camera behind the kerbal?
  2. If you would add the new props from sxt and maybe the new normal jets from MK2 expansion. Has a nice jet with a thrust reverser. Seems novel as no other jet mods have that though I am not sure how well that translates to reality.. In your own time of course, but with these other parts the update may be more worth the time? Thanks!
  3. IDK why you thought you needed to remove RealPlumes-RFStockalike i never mentioned that. Put that back and remove RealPlume-StockConfigs. You should have RealFuels +RealPlume-RFStockalike + RealPlume + RFStockalike + SmokeScreen
  4. Arggg I have unlocked mk4 parts. I need your nuclear props. Please Eskandare! Even if you haven't finish the other part
  5. Are you going to add configs for those with Realchute to remedy the one issue mentioned with FAR? Awesome work! 8D
  6. Unless you removed a large chunk of the config I am not sure what is wrong, but it should have a large EFFECTS node like all other engines should that smokescreen uses to make the plume.
  7. Why no ASET? other than that things look great!
  8. I see I had a typo on the 909 engine. So here is a link to an updated version of the realplume files. Delete what you had before and install this new folder. Everything looks fine with the LV-1 in the configs. If you would post your MM.cache file or just the config for the engine from within it. for the lv-1. @Raptor I will try to get a pull request sent to you for the updated configs., but if you beat me to it and DL the files here that I link be my guest.
  9. Is it a known issue that the mk3 tail ramp breaks something in FAR? It results in NaN for some values when using the aerodynamic analysis in the SPH. I really am looking forward to that part as I don't think anyone else had made one. Let me know if you need more info.
  10. I say use real chute as a dependency if you are making one for stock at should be enough. I am surprised ferram wouldn't cooperate.
  11. Had a thought about the mod would this method result in better textures at the poles as your altitude rises? That seems to be an area that always seems to lose quality the quickly because of how maps are made 2d and stretched on the sphere. I know you can make maps. better suited for a sphere, but I wondered if this method has any effect? Thanks!
  12. Would you consider in the long term updatIng your cockpit to use ASET avionics? They have functional gauges for eveythIng a real cockpit would have and make flying in FAR that much better. Maybe after 1.1 drops. These are some great cockpit is why I ask and ASET props make a cockpit perfect IMO best RPM props available.
  13. Would you be able to work out some AJE stats for the normal air breathing engines you've added?
  14. 1.7.0 sounds like everything I have wanted from RT for a long time. Can't wait.
  15. Did you ever look at this pdf I found? Just search it for j75 and it will take you to the table. I believe it lists SFC at 0.80lb/hr/lb.
  16. My thought exactly even without rss I find being able to cleanly cluster engines is a highly underrated feature.
  17. Shouldn't your engine module and corresponding label in moduleengineconfigs be ModuleEnginesRF? You have ModuleEnginesFX.
  18. Hard coding would be less desirable than a nice easy to sub config file. Preferably able to be changed via MM. That way no further compatibility issues with those suing KSCSwitcher.
  19. Nathan got TL throttling working perfectly in the latest RF release so if you want to try that with throttle depth limited by TL and engine type then use this patch. Enjoy! @PART [*]:HAS[@MODULE[ModuleEngineConfigs]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { %throttle = 1 } } }
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