Nnimrod
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Everything posted by Nnimrod
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ok that's fine, I just mentioned it because people mentioned Delta IV, and if you guys were to do something new, why not do something that no one has done before. Delta IV heavy has been done to death, but no one has ever done a Scout to my knowledge, despite it's long and successful service record. I know it's a lot of work lol. I've been working on a project of my own for more than a year now and have no real likelihood of ever finishing it.
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Thanks for bringing so many people's old mods back, and for making great stuff like EER, you're quite an asset to the community.
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The Ui Flicker Bug - In stock
Nnimrod replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
Ok, guess I'm not the only one dealing with this. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Nnimrod replied to ferram4's topic in KSP1 Mod Releases
Well, at least you've got enough propellant.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nnimrod replied to nightingale's topic in KSP1 Mod Releases
Has anyone made a science overhaul that removes science gain from experiments and attaches it to contracts instead? It seems likely, but I've only ever played with the vanilla science system, so I don't know what's out there. I plan on doing exactly this, but so far contract configurator is on the complicated side for an amateur like myself.- 5,206 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Nnimrod replied to Galileo's topic in KSP1 Mod Releases
Is there any way that I can use this with Kscale64? When I install Kscale64, I lose sunflare and in some situations, clouds. -
same
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Thanks! Adding ":FINAL" to master do not load patch made it work as intended Master do not load patch !PART[*]:HAS[~allowme[true]]:FINAL {} And then I just add that key+value to anything that I do want to show up. Much much easier than making a do not load patch for every part I didn't want to see, which is what I was doing before.
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If I wanted to remove all parts that I haven't specifically allowed, I could write a patch like this !PART[*]:HAS[~description[*Configured]]{} And just add "Configured" to the end of the description of all parts that I want to use. Right? How might I do it if I don't want to put the word "Configured" at the end of every description? Because it kind of breaks immersion.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Nnimrod replied to Galileo's topic in KSP1 Mod Releases
This isn't going to work with rescales, is it... Any suggestions on what I could do for graphics with Kscale64? I'm pleased with SVE, but I assume it won't work. -
I don't think hydrogen produces a blue flame under any circumstances. normally varies between almost colorless and pinkish red, when burned with oxygen.
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So if I want to make a patch that lets a part be tweakscaled to .3125m and and .35m how would I do it? How far off is this? @PART[mypart]:NEEDS[TweakScale] { %MODULE[TweakScale] { %type = scale %defaultScale = 0.3125 } %MODULE[SCALETYPE] { %name = scale %freeScale = false %scaleFactors = .3125, .35 } } What does incrementSlide do and do I need to include it?
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Thanks @NathanKell and @Raptor831
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So by an EFFECTS node, is that PLUME? I tried adding exhaust with real plume (which I've also never used before) and this patch appears to work perfectly. @PART[SR_Rocket_625_01]:FOR[RealPlume]:NEEDS[SmokeScreen] { @TechRequired = start @title = Fast Finch Booster Rocket @mass = 0.288 @cost = 117 %entryCost = 585 @maxTemp = 1800 @description = The Fast Finch was the result of a project who's goal was to develop a solid rocket stage that could provide very high thrust for a couple seconds, for the purpose launching a smaller surface to air missile two kilometers into the sky and at speeds over mach two. The propellant is a double base nitrocellulose and nitroglycerin compound, and the propellant grain has 36 individual circular ports, so the thrust increases over the short burn. @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 283 @heatProduction = 269 @atmosphereCurve { @key,0 = 0 246 @key,1 = 1 223 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } PLUME { name = Solid-Lower transformName = ThrustTransform localRotation = 0,0,0 flarePosition = 0,0,-0.2 plumePosition = 0,0,.05 fixedScale = 0.35 energy = 1 speed = 1 emission { density = 1.0 8.0 } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 0 origTechLevel = 0 engineType = S origMass = 0.288 configuration = SolidFuelIncreasing modded = false CONFIG { name = SolidFuelIncreasing maxThrust = 283 heatProduction = 269 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.105 IspV = 1.1 throttle = -1 ignitions = 1 ullage = false pressureFed = false %powerEffectName = Solid-Lower curveResource = SolidFuel thrustCurve { key = 0.00000 0.01000 0 0 key = 0.00077 0.01000 0 0 key = 0.01234 0.15000 key = 0.05089 0.50000 key = 0.11642 0.85000 key = 0.19352 1.00000 0 0 key = 0.27062 1.00000 0 0 key = 0.34618 0.98000 key = 0.41557 0.90000 key = 0.47957 0.83000 key = 0.53816 0.76000 key = 0.59368 0.72000 key = 0.64611 0.68000 key = 0.69545 0.64000 key = 0.74171 0.60000 key = 0.78543 0.56700 key = 0.82652 0.53300 key = 0.86507 0.50000 key = 0.90170 0.47500 key = 0.93639 0.45000 key = 0.96916 0.42500 key = 1.00000 0.40000 } } } ignitions = 1 ullage = false pressureFed = false !RESOURCE[SolidFuel]{} MODULE { name = ModuleFuelTanks basemass = -1 volume = 250 type = Solid TANK { name = SolidFuel amount = full maxAmount = 100% } } } Is there a better place to ask questions about using real fuels? I can't learn everything from trial and error and looking at other people's patches, and I may have made a working patch, but I don't understand most of it. Like what function does specifying the Isp via atmosphereCurve serve when it's calculated from engineType and IspSL and IspV?
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I managed to get everything working, so that the part info in the tech tree/VAB is all correct. But when I test it, there's no exhaust FX (It makes thrust and depletes fuel, just no flame). I'm guessing this is because this? @MODULE[ModuleEngine*] { @name = ModuleEnginesRF And the game ties exhaust FX to whether their ModuleEngines is running? If that's the case how do I get it to make exhaust again? I looked in several real fuels patches others have made but either it's not there or I'm not seeing it.
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@PART[SR_Rocket_625_01] { @TechRequired = start @cost = 150 @title = Fast Finch Booster Rocket @manufacturer = North Kerbian Aviation @description = The Fast Finch was the result of a project who's goal was to develop a solid rocket stage that could provide very high thrust for a couple seconds, for the purpose launching a smaller surface to air missile two kilometers into the sky and at speeds over mach two. The propellant is a double base nitrocellulose and nitroglycerin compound, and the propellant grain has 36 individual circular ports, so the thrust increases over the short burn. @mass = .288 @MODULE[ModuleEngines] { @name = ModuleEnginesRF @maxThrust = 246 @atmosphereCurve { key,0 = 0 250 key,1 = 1 227 key,2 = 2 0.001 } !PROPELLANT[SolidFuel]{} PROPELLANT { name = PSPC ratio = 100 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF configuration = PSPC CONFIG { name = PSPC maxThrust = 246 PROPELLANT { name = PSPC ratio = 100 DrawGauge = True } IspSL = 1 IspV = 1 throttle = 0 ignitions = 1 ullage = false pressureFed = false } } ignitions = 1 ullage = false pressureFed = false !RESOURCE[SolidFuel]{} MODULE { name = ModuleFuelTanks basemass = -1 volume = 800 type = Solid TANK { name = PSPC amount = full maxAmount = 100% } } } Perhaps someone could help me with this? I'm not what I'd call competent. Do I need to add the ModuleEngineConfigs node if I don't need the part to have multiple configs? The IspSL and IspV keys - I'm guessing those are for multiplying the Isp for higher tech level configs? Do I need them If I don't want multiple configurations? What should I put in for the type key in ModuleFuelTank? Should it be Solid because it's a solid rocket or should it be the same as the propellant type? ~~ With the patch I posted, the thrust numbers are way off, something like 49MN, I have no idea why. I also can't get it to be able to hold PSPC, just solid fuel. I tried making the tank type PSPC, but that resulted in not being able to hold anything at all. It also said the burn rate was NaN PSPC/s, obviously a problem. ~~ Re. the description - I figure PSPC will be a substitute for my desired propellant for now. I'll figure out how to add propellants and define their densities later. The part I'm making is loosely based on the Nike booster/bumblebee family, and I wanted to use a high energy (for the time) double base propellant. I assume PSPC stands for polysulfide/perchlorate?