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Phineas Freak

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Everything posted by Phineas Freak

  1. Deadly Reentry is suggested from RO but not strictly required. RP-0 on the other hand requires it so if you are playing on the career mode you have no other option than to install it.
  2. The AngX, AngY and AngZ parameters can take any value between -1.0 and 1.0, meaning that -1.0 would be -90 degrees ("down") and 1.0 would be +90 degrees ("up"). It is possible that you are modifying the angle of a wrong axis. For some reason the .cfg values do not follow the normal cartesian "rules" (X, Y, Z) but a "proprietary" one (X, Z, Y).
  3. @NecroBonesas usual, excellent work! Noticed two small issues though: the Delta II core propellant tank fairing attachment nodes are a bit off (corrected it by moving them along the X axis at the +/- 1.18 position) and the Delta II procedural fairing base probably references a wrong model (fairing diameter is 2.4 meters as expected but the base is conical - Centaur style - and has an outside diameter of 2.95 meters).
  4. @Rory YammomotoThe Flight Computer also respects the signal delay, it is not a "fire and forget" thing. Also, you say that you would like the stock "flight computer" not to have that input delay. So what's the point of keeping enabled the signal delay then? I agree on the flight computer path-finding problems, it never really worked well (and it is essentially broken if you try it with only RCS thrusters and no reaction wheels). You can disable the signal delay limitation for now and have a much better time flying probes. Tagging @tomek.piotrowskiso to take a look at the flight computer issue. Edit: ninja'ed by Kebart.
  5. The Stability Assist System cannot be considered steering, it is just a PID controller (a probe functionality). The fact that the SAS can control the attitude control system (be it a RW or an RCS block) does not make it capable of being an ACS by itself. And what do you mean by "nobody"? You, the player takes all the decisions regarding the game inputs, not an AI.
  6. The thing is...the SAS may be on the probe core but someone has to flip it on (and off if needed), right? It is not the signal from the "computer" to the "SAS" that has to travel, it is the radio signal from "KSC" to the "computer".
  7. On the topic of probe cores and avionics, it would be really nice if we could make the avionics have a multiplier that can be changed procedurally and combine it with a "Procedural Probe Core" part. The procedural probe core is easy but coding the avionics to be proceduraly generated might be difficult.
  8. @komodoi think that it is not possible to patch stations, only operational parameters. For example, the 64K mod created a duplicate KSC station in order to "fix" the scaling issue.
  9. On paper, Kerolox has a much better performance than Hypergolics but ultimately, the engine is the weak link. Propellants can be as good as the engines that burn them are.
  10. @PTNLemayyou have not unlocked (at least) the AJ-5 variant yet and because of that it is impossible to fill the tanks with AZ50 + NTO.
  11. @PTNLemaywhat variant of the LR-87 are you using? The Titan II used the AJ-5 with approximately 1734 kN of ASL thrust.
  12. @ColKlonkyou can get one from the RVE GitHub repository.
  13. @chrislDefine the parameter "MaxQ = <FLOAT>" in the main ModuleRTAntenna module (not inside the TRANSMITTER{} block) and give it a value. RT uses 6000 Pa for example.
  14. @MainSailordid you also replace the planet references inside the "planetsList.cfg" file? Just asking because you did not mention anything about it.
  15. @komodoit is already accessible, that's how RSS makes all the required changes to the tracking stations: https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RemoteTech_Settings.cfg Just create a "RemoteTech_Config.cfg" file and populate it at least with the following block: RemoteTechSettings { <user settings> } And replace the <user settings> with your personal parameters (RT wiki).
  16. It was included with the 1.0.5 update. KSP 1.0.5 changelog (under "Part Class and Modules"): * Decouplers can have their staging and their crossfeed toggleable.
  17. Yep! MODULE { name = ModuleToggleCrossfeed crossfeedStatus = <BOOLEAN> toggleEditor = <BOOLEAN> toggleFlight = <BOOLEAN> } Legend: crossfeedStatus (true/false): Sets the cross feed status of the part (default active or inactive, toggleable via the editor right - click menu). toggleEditor (true/false): Allow the user to change the cross feed status via the editor right - click menu. toggleFlight (true/false): Allow the user to change the cross feed status in - flight.
  18. A much simpler solution would be to get SMURF. It will do exactly what you are looking for.
  19. Any reference to the previously assigned FX of an engine transform is deleted and replaced it with a new one (supplied by RealPlume itself but up to the user to configure).
  20. That's why i proposed these launch vehicles: for the Athena, the only things that needs modelling are the Castor-30 (a smaller variant of the Castor-120) and the OAM (Orbit Adjust Module). If you want to be perfectionist, then you could also include the payload fairing. The Minotaur would be a bit more tricky (and not recommended over other LVs), requiring a new Castor-120 conical interstage, the Orion 50 SRM, the Star 37/FM, along with all the other adapters/interstages/decouplers.
  21. @Oksbadit seems like the issue is RO itself (and the necessary thermal values are already there). If you still have problems after using the above patch then check the stock physics.cfg file: RO modifies many parameters so there are many chances that something will go wrong if it doesn't get patched correctly.
  22. @Oksbadcan you find the heat shield part config inside the ModuleManager cache file and paste it here? The patch that @Starwaster posted is included with RO but it seems like it doesn't get applied.
  23. If you mean the time for one complete rotation, it's 86164.098903691 s (23h, 56m, 4.1s).
  24. @MainSailorwhat values do you use for the "shininess" and the "specular" parameters? For example, the Atlas texture from PP uses "0.05" and "0.6, 0.6, 0.6" and it looks really shiny in-game.
  25. Exactly 6371000 m (6371 km), as defined by the Kopernicus patch for Earth.
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