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Everything posted by Jso
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Jso replied to Raptor831's topic in KSP1 Mod Releases
FWIW the next version will have the requisite NEEDS[!RealFuels] checks to keep that B9 stuff out of your way. You should default those Atlas tanks to the Balloon type if that still exists. -
While I'm thinking of it, we still need a 4.25m-2.5m SLA for 6.4x. @TheRedTom delete the folder. I'm not sure what's going on in there with KScale64. The yet to be released stuff on git is working pretty well for rescales, you might to try that. Except for you apparently, I assume your using the github files. How much MonoProp is in your Gemini SM? There's a "better" titan in the extras folder that's a bit spunkier.
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Try 'em now. I updated them with the values cxg2827 is currently using. They're not released yet - soon hopefully. You can download the latest parts from the Github repository (the green Clone or Download button), but be warned it's beta, and will break saves. You should really put what version you need to build those craft files @minepagan.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Jso replied to JPLRepo's topic in KSP1 Mod Releases
It's probably running, just very slowly (read back about 2 pages). Try setting UseSpecialistBonus to False in the converters. -
(I know, necro-quote). ETS Wiki, Propellant Mass: S-IVB 104,326 kg S-IVC 229,517 kg How are we squeezing over twice the propellant into a roughly 50% increase in length? We could probably handwave away 75% mumbling something about the engine mount and IU. Instant S-IVC: An M43. With a 2.2 meter PP tank extension on the S-IE/F. Or a Kerbodyne S3-3600 would also work, it's just a little short. The UA1207's look big because of the smaller Saturn scale.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Jso replied to JPLRepo's topic in KSP1 Mod Releases
I had an opportunity to test this - (what a pain). It appears to work as intended. You get the advertised efficiency with no engineer, +50% with one, and +50% for each star. Is requiring an engineer for these converters to work desired? Changing SpecialistBonusBase to 0 will make them non-functional without one, 50% efficient with a rookie no star engineer, and 100% with a one star, up to 300% with a five star. -
There should be code floating around for texture and mesh switching. Fins are usually symmetry attached, so changing something on one would change them all. Perhaps a little part module could determine each fins orientation on attach and load the appropriate texture. Beware that one of the fins will have it's texture mirrored, some sort of weird KSP bug. Looks good. Good luck!
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Unless I'm blind, no. There's the Saturn rescale, an alternate Titan config, realnames and some textures. I didn't actually change anything on his parts. I just slipped the non stock sizes we use into the tweakscale setup for his stack parts (free scale is turned off on those). So a part than can rescale between 0.625, 1.25, 2.5 becomes 0.625, 0.9375, 1.25, 1.5, 1.875, 2.5. I kept it within the minimum/maximum size range he used on each part.
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I don't know what you had in mind for this but it's working out really well for service modules, aka LFO+MP tanks. I can get rid of all the extra tank types and I'm not tied down to predefined proportions. I found one minor glitch though. If percentFilled is defined on the SUBTYPE, it overrides percentFilled on the RESOURCE added to the SUBTYPE. Snippet:
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Jso replied to JPLRepo's topic in KSP1 Mod Releases
Welcome to the forums. I see the same thing. You need an engineer, or just comment out the specialist stuff at the bottom of the file if you don't want to mess with that. @JPLRepo this was nerfed about a month ago. Don't the new numbers equate to 1% efficiency with no specialist, and with a specialist an additional 5% for each star? SpecialistEfficiencyFactor = 0.05 SpecialistBonusBase = 0.01