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Everything posted by Citizen247
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
Every now and then I get messages saying that a craft can't be launched. Trying a few times usually manages to get the craft loaded to the selected base, but for some reason, the toolbar ends up with several duplicated icons as well. Is this a known issue? Edit: Also, should old statics still work with the new release? They seem to have all disappeared. Also, Ctrl+K doesn't seem to work. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
Would it be possible to add an ability to move all grouped statics at once? When trying to place statics for resized planets it would make things immeasurably easier to be able to move the entire base. Sometimes a good spot on the stock system ends up in the middle of the sea. Being able to move it a few hundred metres in one go, instead of having to do so for each individual static would make a huge difference. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Citizen247 replied to Ger_space's topic in KSP1 Mod Releases
I was just wondering if anyone had tested this and got it to work? I've been trying to get map decals to work on a Kopernicus/Sigma rescaled Kerbin and they don't seem to be applied. ETA: Tried installing to a test game. Without Kopernicus map decals work fine, with it they don't work. EETA: Ignore that, it does work, it just seems to need some tweaking and playing with. -
KSR Airports for Kerbinside Remastered
Citizen247 replied to AdmiralTigerclaw's topic in KSP1 Mod Development
Would you mind if I had a go at adjusting your bases to work for a resized Kerbin? Also, am I right in noticing that your bases have the placement location flattened? How do you do that? It's the one thing that's been driving me nuts trying to get my own bases working on rescaled Kerbin. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
The F119 has a known problem that is partially fixed in testing, but I'm having trouble fixing the effects. I'll take a look at the cfm56, I thought that was pulled from the b9 configs actually, but I might be wrong. At the moment my testing install has corrupted so I'm sort of waiting for things to stabilise for 1.4, as I don't have a huge amount of time to setup multiple versions. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
With stock you set maximum and minimum thrust levels and provide curves that determine the thrust dependent on speed and atmospheric density. In aje you provide engine parameters and Max thrust (with Max thrust being static thrust, so isn't necessarily the maximum thrust the engine can provide) and everything else is determined by the simulation. To my knowledge there's not a lot I can do about high idle thrust, it's down to AJE itself and would best be flagged as a bug there. I agree that the high bypass turbofans tend to have way too high idle thrust, but it seems to be a feature of built in AJE engines as well as mine, so I think it's a problem in AJE itself. If you can give me an idea of the which engines and air intakes are experiencing thrust falloff I can look in to what's causing that. :-) -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Turbofans do have high idle thrust. It's a feature of AJE. As AJE is a physics-based simulation, maximum thrust is dependent on the situation the engine is operating in. The only time I've come across Turdojets losing thrust at speed has been down to problems with air-intakes getting chocked due to misaligned intake transforms, or air intakes not properly aligned with the airflow. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Again, sorry for the delay. I've been ill, back to work tomorrow after a month off, got huge amounts to catch up on. Hopefully, I'll be able to shuffle this into the mix soonish. Camlost has also mentioned that they're working on rotor code, so I may be able to add rotors in soon! -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
It's pretty easy, you just need to add a config patch for each intake part that adds the tweak for the correct type of intake: Pitot tube, just a basic subsonic intake: @PART[<Intake part name>]:FOR[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = <put intake area here> #@AJE_TPR_CURVE_DEFAULTS/PitotTube/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/PitotTube/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/PitotTube/description$ } } Fixed cone intakes, early style super sonic: @PART[<Intake part name>]:FOR[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = <Intake area> #@AJE_TPR_CURVE_DEFAULTS/FixedCone/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/FixedCone/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/FixedCone/description$ } } Adjustable super sonic, like the self adjusting intakes on concorde: @PART[<Intake part name>]:FOR[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = <Intake area> #@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/description$ } } Diverterless supersonic inlet, state of the art supersonic intakes like those used on the F22 and F35 @PART[<Intake part name>]:FOR[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = <Intake area> #@AJE_TPR_CURVE_DEFAULTS/DSI/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/DSI/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/DSI/description$ } } ----------- Updates are a little behind, I'm rushed off my feet at the moment. I'm in a stage show and have a book full of lines to learn and not much time for anything else :/. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Thanks. I've been wanting to move aircraft engines to their own categories for awhile. I have a lot of engine mods installed, so scrolling through a million Jets for one rocket, or vice versa, is less than fun. Yes, for some reason the configs weren't being applied, it took a complete rewrite and a different method of applying the settings to get them to work. I also caught another engine that had the same problem. I've fixed it in my dev version, but the engine effects are messed up. As soon as I've worked out how to get them working I'll release. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
That's, strange. The multimode engine modules should be removed and the engine does have afterburner configured. I.e. it should work like all the other engines. I'll check and see whats going on. I'll try to get it done for the next release. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I wanted to try and place the new categories right under the engines category, but I don't think it's possible :-/. If anyone doesn't want the categories deleting or removing the .cfg extension from the file "gamedata/ajeextended/Categories.cfg" will get rid of them. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
It's probably good practice to use "needs" instead of "for" anyway, I'll convert them for the next release. -
Yeah the patch fixes it :-). I'll try and submit it to FAR.
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Removing the "disc_placeholder" mesh from the model and swapping it for "disc" in the config fixes the voxilization problem, but also breaks the propeller animation. Knowing the problem I was able to write this patch for FAR: @PART[fokkerprop]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule] { %forceUseColliders = True } } It prevents FAR from using any geometry to voxilization. Testing it the plane no longer tops out at 60mph and doesn't have huge levels of drag. It also doesn't generate the huge disc of voxels.
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I might be in danger of not being your favorite person @blackheart612, but the 9J "Baron" Rotary Engine is still generating too much drag . FAR is still screwing up the voxel generation somewhere. I was at a loss, everything looked right until I flew a craft and then brought it back into the hangar and voxilized again: Voxilize before flight or remove the engine and readd, everything looks correct. Voxilize after and it looks like the above. I've tested it with a whole bunch of the other engines and they all look fine both before and after flight, so it's only an issue with this one. I'm at a loss to explain why, but it looks like for some reason FAR voxilizes the prop effect disc in flight, but only for this engine! So it looks like the hollow collider wasn't the problem, sorry... EDIT: When I get a chance I'mm going to try and look at the model and configs and compare them to the other engines to try and work out what might be causing this.
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"The only wheels that reached that hit that sort of speed in the real world are those used on the ThrustSSC for its land speed record attempts. That took place in a perfectly flat area with precision engineered wheels that had to hold up to enormous forces: http://www.thrustssc.com/thrustssc/Club/Secure/mn7_Wheels.html A normal wheel would explode just from the force of rotation at those speeds, let alone hitting a bump. 100m/s is 223mph, that's fast for landing an aircraft, it's well over the top speed of most production sports cars, and far in excess of anything that goes "off-road". So 100m/s is a bit OP for industrial wheels, let alone 300m/s. Playing with FAR and AJE most of my planes don't hit 300m/s in flight. Landing speed is usually no higher than 80m/s if I can help it.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
Citizen247 replied to JoePatrick1's topic in KSP1 Mod Development
@CCKExtraFilterConfig:NEEDS[CCK,KerBalloons] { Item { name = KerBalloons tag = KerBalloons selectedIcon = KerBalloons/Textures/KBIconSelected normalIcon = KerBalloons/Textures/KBIconNormal } } @PART[*]:HAS[@MODULE[ModuleKerBalloon]]:NEEDS[KerBalloons]:FINAL { @category = none @tags = #$tags$ KerBalloons &tags = KerBalloons } The above creates a KerBalloons category and populates it with KerBalloon parts if Community Category Kit is installed. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I haven't completely forgotten this mod, I'm just a little stuck with motivation/ability for modular cockpits, which is the next step on the road map for this mod. Anyway I am still working on it and there are some updates ready, although only a few patches and bug fixes this time. I've also moved to github because of problems with spacedock, at least for the time being. I'll try and get these changes replicated to ckan ASAP. DOWNLOAD Moved to github. Fixed AJE compatibility.Added Tweakscale compatibility.Added window reflections if TextureReplacer Replaced is present.Removed test models. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I'm having a fair few problems with spacedock at the moment (certificates out of date and can't upload changes) so I've deleted the mod there and added it to github instead. I'll try and add it to ckan manually. It looks like the latest version of AJE changed the definition of basic air intakes from "pilottube" to "pitottube". Now fixed and can be downloaded from github: DOWNLOAD -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
At the moment the configs for Airplane Plus are the same. In future, though updates will go here, so those configs can be considered depreciated. At the moment I'm back using FAR. I did have some stock configs which I used for flying, but they didn't work for spacecraft. Returning capsules would plough into the ground. I think it's because drag cubes don't multiply drag enough for flat capsules, so settings that were good for pointy aircraft didn't work for ballistic re-entry. Plus the reasons I'd moved away from FAR were resolved. One of the big ones was the runway: planes are much less likely to hit a three-foot wall and explode between runway segments now, so I don't need custom configs that allow me to lift planes in a short run.