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void_error

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Everything posted by void_error

  1. Time to wait patiently for a few weeks until all mods I use get updated and maybe get bugfixes. Ven's Part Revamp is one of my favorites, congrats to Ven for the awesome modeling work! It's gets more awesome with every release.
  2. I might have found a bug but also the fix for it.(it's not in the new build) Noticed the textures for the 3.75m tanks looked weird only at launch and still were the original ones in the VAB/SPH which was because the FuelTanks.cfg file located in VenStockRevamp/Squad/Parts was missing this line for the 3.75m tanks: !MODEL {} Adding that bit before the MODEL{...} line for all three tanks fixed the problem.
  3. There appears to be a small visual bug with the fairings. If your viewing angle is perpendicular to the rocket/fairing there's a small space between the fairing base and the fairing.
  4. Hmm... never used the petal adapter but I'm guessing that if you remove KWPatch-interstage.cfg or edit/comment out the parts that handle the shrouds it might work.
  5. [quote name='toadicus'] Thanks for contributing, [B]void_error[/B]! Consider adding your patch over here: [URL]https://github.com/toadicus/AntennaRange/wiki/Compatibility-Patches[/URL] [/QUOTE] It'll need some more testing/tweaks, hopefully I'll get something done this weekend. I was too lazy to add all the disclaimer/whatever stuff... I did the patch in about 30 minutes most of which was loading KSP. [quote name='toadicus'] I do my scratch work in the "Symmetric Link Worksheet" tab of this spreadsheet: [URL]https://goo.gl/PDT1d0[/URL] I'm still looking into a good way to get things conveyed in game.[/QUOTE] Nice, I now have something that can help to balance everything out, rather than reverse engineering/carefully measuring everything by eye. Thanks for the link :)
  6. Don't use KW Patch 2 and the shrouds work. One more thing: Is there an aerodynamics bug with KW rocketry fairings? I was wondering why some of my rockets tip over so I turned Aerodynamics Overlay ON (F12 I think...) and the vectors were far ahead of the rocket's tip. Haven't checked with the stock fairings though.
  7. Made a patch for AntennaRange to be used with the stock config for RemoteTech2. You can find it here. Part balancing is not guaranteed.
  8. Just a quick question: I'm using the RemoteTech antennas without the RemoteTech plugin with the MM patch posted here. How do I add AntennaRange to them? I'm assuming there would have be another MM patch for that or just edit AntennaRange.cfg. The problem is I suck at balancing parts.
  9. Thanks but I was asking about "The line to change posted several pages back now". Also, the link on Kerbal Stuff for the page links back to this thread instead of the one you linked, that's why I assumed there probably isn't a forum thread already.
  10. ... and it's really hard to link ain't it? Not knowing if KW Rocketry will be updated to 1.0.5 I suggest making a thread with all the community-made patches if there isn't one already. It would make everyone's lives a lot easier.
  11. It's not GPU-intensive at all, well, at least not on my AMD R9 270. GPU usage never goes to 100% with no framerate drops. However KSP uses only 2 cores so you'll need a fairly high performance per core CPU so the physics don't lag.
  12. Yay! Perfect. I'll have some free time on Monday if I finish my current project by then. Keep up the good work! - - - Updated - - - Ideally, thermal behavior should also take this into account http://en.wikipedia.org/wiki/Volumetric_heat_capacity#Thermal_inertia, surface area for heat radiation ability and thermal resistance (or conductivity, same thing but backwards) for heat transfer between parts. Do the math on the launch pad and whenever you change the vessel's configuration in flight (staging, etc), store it in RAM and only update it when needed. Heavier parts like full fuel tanks will heat up slower than almost empty tanks.
  13. I'm a KW Rocketry user as well so I prefer fairings that don't split into a dozen splinters.
  14. Found it about a week ago looking for mods on KerbalStuff, very useful, downloaded instantly.
  15. Well I guess I like designing and building spacecraft more than I like flying them... waiting patiently until it works with MechJeb.
  16. Agreed. My view is to keep the reactor heat management as simple as possible without compromising functionality. These two NF packs are going to be even more awesome then the 0.90 ones. Keep up the good work!
  17. If I remember correctly, last time I 'fixed' it I didn't use the crosfeed enabler, I just edited the CFG file. MM Patch time again... if I can remember what I changed. - - - Updated - - - EDIT: It was back in 0.25-ish, the cfg files were slightly different.
  18. If it hasn't changed since 0.90 then the radially mounted tanks won't feed into whatever they're attached to
  19. Also, it would be nice to have less decimals in the Fuel Transfer message... right now it's a bit overkill. Another nice feature would be to transfer fuel/waste the "stock" way.
  20. I just started goofing around with this stuff and it seems to be conflicting with Tweakable Everything for obvious reasons I guess. Removed it and it works just fine. Why is the the waste transfer instant? My reaction was like "well, that was fast...". So far I've tested the MX-1 reactor. Running at 100% with the radiators retracted vs deployed seems to make very little difference on the launchpad at over 100x timewarp. Temperature's stuck at around ambient.
  21. I guess I could clone and resize a standard decoupler...
  22. I was actually referring to the one meant for the Soyuz... it'd look better with a non-frame style one. Oh, and the Soyuz solar panels are a slightly different shade of blue, something like dark cyan, the current color is a bit off...
  23. Nice! Fits really well with the stock game. Can (I really mean "will") you make an opaque 1.875m decoupler instead of the frame-like one? The RCS thrusters look a bit buried into whatever they attach to. They might require some tweaking.
  24. Just a small question here: How can I remove planets from the pack, I find the system a bit too crowded for my taste? I suppose I could alter the orbits by messing with each planet's cfg file...?
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