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dave1904

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Everything posted by dave1904

  1. Are the transform multipliers intentionally so low on the etna or is this a typo? The turbo exhaust doesn't really produce any effective roll. The engine imo can sometimes be very difficult to control and imo it would be good to increase the overall gimbel to 6 and buff the trf multipliers. transformMultipliers { trf0 = 0.998 trf1 = 0.001 This seems oddly low trf2 = 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = B_EtnaGimbal gimbalResponseSpeed = 2 gimbalRange = 2.5 }
  2. What amazes me most however is that they pretty much figured it all out by the 70s. . Edit: @CobaltWolf how did you reply before I even said it.
  3. I actually have a nice balance I think. BTW it was 0.01% of the trust. That being said you know why there are there 3 kinds of transformmultiplyers? 2 are all that would be necessary right? I'm going to mention this in the cyroengines thread because it might be an oversight or maybe intentionally to remove it. transformMultipliers { trf0 = 0.9 trf1 = 0.05 trf2 = 0.05 } } MODULE { name = ModuleGimbal gimbalTransformName = B_EtnaGimbal gimbalResponseSpeed = 2 gimbalRange = 6.0 }
  4. I rebalanced that engine to 2x5 kerbin and doing so lowered the trust all the way down to 1800kn. Had no idea about the multiplier. That would have only made it worse.
  5. its stock. I can recreate it every time. Its so stock in fact that I redownloaded the game from steam to confirm the bug was with earn your stripes.
  6. its a stock and earn your stripes bug. My 2 posts are 2 hours apart. If you read my second post it explains exactly how to recreate it.
  7. Ok its actually a bug with earn your stripes. Start a new game with "use vintage suits by default" and you can recreate it
  8. I have an issue. To be fair I have alot of mods installed but nothing that jumps to mind when it comes with conflicting with kerbal suits. Kerbal suits from the astronauts complex and not being applied. The second I enter the VAB they have the vintage suit again. When I go outside to the astronauts complex the suits are missing again. If I delete PROMOTED_KERBAL in stripesdata and refly a mission they will be promoted and get their orange suit. That means flighttracker is doing its job and triggering the promotion after flight. Problem is when I enter the VAB all data is forgotten again and they have the regular vintage suit. Any idea what this issue could be? I cannot recreate this issue with the stock game so its some mod conflicting with it. Just cannot figure out what one. Anyway I will try finding the issue.
  9. The problem with the Etha is that its turbo pump exhaust does not actually produce trust so it cannot roll the delta medium. Its only visual. I am currently using it and was looking for an alternative. Maybe the skipper using LH2 is better. Thanks for tip. Was looking into that last night. Thats why I mentioned the Delta IV now. I did increase the gimbel to 6 and rebalance mass for 2x5 kerbin so at least the Heavy very can be very stable. I use redirect tanks and the Etha.
  10. I know you guys only do historic rockets and atlasv was an exception but now that the Delta IV is coming to her end I would consider her historic :p
  11. Is there a reason the RL10C-1 is missing from the atlas v stack? I know its only visual but as always I am curious.
  12. with 1.8.1 I have and issue with ground texture flickering and sometimes my kerbals sink into the ground and explode. To be fair I am not sure if the exploding one is stock with 150 mods but the texture bug is stock confirmed.
  13. Thanks alot. Its the AJ10-190 and in the configs its:, Basically unlimited. I had the feeling because it was part of the RCS system. @MODULE[ModuleEngines*] { @minThrust = 26.7 @maxThrust = 26.7 %heatProduction = 28 %EngineType = LiquidFuel @useThrustCurve = False @useEngineResponseTime = False @engineAccelerationSpeed = 0 @engineDecelerationSpeed = 0 %ullage = False %pressureFed = True %ignitions = 500
  14. Since you guys are experts can I ask you something? Do Engines like the AJ10 with hypergolic fuels have limited "ignitions"? I was actually looking into the BDB configs and only saw you had 25 on aj10 and you guys tend to have a reason for that. Also was the AJ10 on the shuttle any different? I want the AJ10 from redirect handle as real as possible and wasn't sure about ullage and ignitions. Its hard to find info on the AJ10.
  15. What Keyboard do you have? After googling it doing a keyboard test I found out that AltGR being used as ctrl+alt is a feature. Now I need to disable that. I hate control panel.... I dont even think that is possible without going into registry. Something that I would rather not do because if I ever need the key will have forgotten about it.
  16. windows 7 and a g910 UK Layout.. I am no keyboard expert and have no idea about layouts because for everything I have ever done it has worked fine.
  17. and you use LeftCTL and Shift to throttle? In 3000 hours its allways been the case for me. I assumed that was the way it was.
  18. Parts with unlimited Igniters only have 1. Do not know if this is intentional but it is confusing to have the game tell you you have unlimited ignitions and find out you only have one. Near Future Launch Vehicles seems to have this issue as most of the parts are like this. @PART[EXAMPLE]:NEEDS[ALIFE] { MODULE { name = ModuleEngineIgnitor AutoIgnitionTemperature = 800 UseUllageSimulation = true ChanceWhenUnstable = 0.2 ECforIgnition = 35 IgnitorType = Internal } }
  19. I tryed it to be 100% sure but the alt keys work just fine for everything else. Are you telling me that when you play ksp and you press ALTGR it doesnt throttle down?
  20. Nope doesn't work. As you can see in settings Throttle down is assigned to LeftCtrl so I have no idea why right alt also does it. THROTTLE_DOWN { primary = LeftControl secondary = None group = 0 modeMask = 1 modeMaskSec = -1 }
  21. The problem is that right alt is the modifier key just like left alt. What I do not understand is why the right alt key is automatically assigned to throttle down not idea why. I can remove it but then I cannot use the right alt to physical timewarp. MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 }
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