FlarpingFlipperFlapper
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Posts posted by FlarpingFlipperFlapper
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Ive had KSC switcher this whole time. Really didn’t know it could allow you to place KSC anywhere other than being a requirement for RSS. Well thanks , enjoy some rep!
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my launch sites are all gone, but in the statics.cfg files of the instances they are all still listed there. Im running 1.0.4 btw. This seriously should not be happening. help !
UPDATE ! Found something in the ksp.log that said KK could not find Kerbin,,, the game was renaming all the "CelestialBody = Kerbin" fields to "CelestialBody = Earth" . Can I write a MM patch to fix all those?
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If your first thought was for me to use Kerbal Konstructs let me be the first to slap you hard across the face. As of 1.0.5 that mod is confirmed by the dev to be broken by the new release. So I was wondering if there was a way I can trick the game into launching me to get in a good polar orbit in the poles somewhere?
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I get this bug too, does any one know what causes it?
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running linux 1.0.4 x64
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not all the nozzles will fire . Roll control is null and void. Forward and backward linear thrusts fail. Only the rotation nozzle will fire. Its so damn wierd lol
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1 hour ago, Fury1SOG said:
I understand that the RCS was fixed in v1.0.5. Don't know if this helps, but I've successfully adapted monoprop RCS to use LFO using the following MM config in v.1.0.5:
@PART[blah]:NEEDS[blah] { @MODULE[ModuleRCS] { @thrusterPower = 3 @resourceName = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 } PROPELLANT { name = Oxidizer ratio = 1.1 } @atmosphereCurve { @key,0 = 0 260 @key,1 = 1 140 } } }
seems fairly simple....so no matter what fuels im using (ex. Kerosene) I must still use "resourceName = LiquidFuel?
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Im trying to make a bi-propellant RCS. Im having no luck as the thrusters do not fire or I should say they only fire on certian nozzles. Translation controls are blocked but I get all rotation except for roll. Im thinking this has to do with my bi-propellant config. Now Ive heard of RCSfx , but this is not an option as it will block fuel flow indefinatley. My ships need fuel flow and cannot node stack every little thing (which causes eye sore ships) Here is what I left off with.....
@PART[FASALM_RCS] { @MODULE[ModuleRCS] { @thrusterPower = 1.5 @resourceName = AEROZINE50_Refined+N2O4_Refined %resourceFlowMode = STAGE_PRIORITY_FLOW @atmosphereCurve { @key,0 = 0 440 @key,1 = 1 250 } !PROPELLANT[MonoPropellant] {} PROPELLANT { name = Aerozine50_Refined // refined fuels mean turbo pumps not needed, so this can be a non-strict flow mode! ratio = 56 %ResourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = N2O4_Refined ratio = 44 %ResourceFlowMode = STAGE_PRIORITY_FLOW } } }
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9 hours ago, Dermeister said:
Speaking of boiloff ect I've recently reinstalled 64k Kerbin.... I need a more realistic ISP ect in order for the engines to be more " normally efficient" But I remember I liked Realfuels for the fact you can select what types offuels ect and get more or less efficiency. I'm avoiding this mod because of boil offs and all those " shenanigans" some of you would argue that's realistic and that's that it's how it should be ect.... But the thing I'm trying to ask is.. You remember how FAR had NEAR? for the people who wanted a better atmosphere but with out all the shenanigans.... I'm wondering if Real fuels has it's simplified version with out boil offs? I don't like having to go edit files ect I'm scared to break stuff........ So it would be nice to have an easy to install version of this mod without boiloffs. Does it exist already? I searched around a little but coulen't find any. Except Engin configs for this mod.
the fix for getting rid of boiloffs is really easy actually. Just go inside the resource config and delete the lines that say hsp and vsp.
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sorry for the confusion guys, I looked on reddit and they said something had to be ticked on in the menu settings before you load the game. It was called "orient camera to kerbal in eva". Sal V. I could not find what you said was "eva rotate on move" So im afraid no cookie , but thanks for trying your best to help out. I now am enjoying some George Clooney style jetpacking
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I have an issue with a fuel. Its called Nitrogen. When I fill up a tank with it wants to exceed the tank size (1000L) to 2000000L or some wacky high number like that. The problem begins when I fill up the tank to 500L with Nitrogen and when im in flight the resource panel says I have 0 liters. I checked the community resource config and saw a change in that fuel with the line called utilization = 200 ....yet all the fuels in that config have a utilization of 1 except for Xe and EC. This has got to be it. But why does that high utilization number make my tank still empty of Nitrogen?
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If im out on an EVA I will press the "R" key to activate the jets. The problem is ALL the directional jets start firing forever and ever and they wont stop. This makes the kerbal unable to control or go any direction. This is very frustrating.
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8 hours ago, blowfish said:
Going to need some context on that.
Its in some of RaiderNIcks parts. Its a MODULE with brackets and a name = TankPriorityModule. Its believed to cause a bug where a fuel tank that has a built engine will fire on the launch pad for no reason even though it is way up in the staging order.
38 minutes ago, NathanKell said:IIRC that's from asmi's ECLSS ?
I have no clue what that is :/
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On Tue 10 Feb 2015 08:26:55 AM, MeCripp said:
By any chance can you add decoupler sounds ?
i second this question !
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what does this mean?
name = TankPriorityModule
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ok good info pingopete. I really love your work. Just saw SWdennis show off your new water shaders Ok im running Linux x64...does this change anything what I said earlier?
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21 hours ago, sal_vager said:
Hi FlarpingFlipperFlapper, I imagine you're activating the jetpack when you are facing straight up or down relative to the current camera mode, the fist thing the Kerbal will do is reorient themselves, this is why you see a lot of thrust.
If you don't move the camera you'll be looking at Kerbal boots or the helmet, and your attempts to move forward will result in the Kerbal spinning as "forward" is 90 degrees from the direction you're facing.
By pressing "V" you can change the camera mode, which changes the plane the camera, and the Kerbal, uses to determine where "up" is.
As the others here have mentioned, there have been no changes to stock EVA or Kerbal CoM.
I will check this out, seems plausible.
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Hello and greetings! I am trying out this for my RSS and I understand this is beta? Well my only issues are the ALT-E does now function. It just sits there and freezes. And the Venus clouds are not there. Your latest config from github....
SpoilerGilly { } Eve { Kerbin-AtmosphereHigh { altitude = 250000 speed = 0 atmosphere { atmosphereMaterial { _Color = 1,0.8,0.5,1 _Visibility = 0.000015 _DensityRatioY = .9999 _DensityRatioX = .9999 _SunsetColor = 1,0,0,0.45 } } } Kerbin-AtmosphereLow { altitude = 40000 speed = 0 atmosphere { atmosphereMaterial { _Color = 0.6,0.4,0.2,0 _Visibility = 0 _DensityRatioY = 0.5 _DensityRatioX = 0.5 _SunsetColor = 1,0,0,0.45 } } } Venus-Clouds { altitude = 10000 speed = 600 layer2D { detailSpeed = 0 offset = 0,0,0 shadow = True shadowOffset = 0,0,0 macroCloudMaterial { _Color = 1,1,1,1 _MainTex = RVE/EVE/Atmosphere/Textures/VenusCloud _DetailTex = _FalloffPow = 0.1 _FalloffScale = 15 _DetailScale = 100 _DetailDist = 2E-06 _MinLight = 0.5 _FadeDist = 8 _FadeScale = 0.00375 _RimDist = 0.9 _RimDistSub = 0.3 _InvFade = 0.008 } } } } If im not mistaken should that not say Venus instead of the planet Eve? Well I swapped out the name in the config to change planet name to Venus, but that did not work. What gives?
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Trying out EVA finally and its a nightmare. The kerbal has a bad COM (center of mass) causing him to spin out of control once the jet packs are turned. And as soon as I make my first thrust ALL 8 jets fire like it has SAS. Kerbals dont have SAS but sure enuff the EVA has it and he spins toward a false direction due to the bad center of mass. Is this going to get fixed in 1.1 ? I tried an old .90 install and it was really fluid and responsive. I could get the kerbal to go forward with only the forward jets firing. But in the version 1.0.2 - 1.0.5 the mechanics were change so that all the jets fire no matter what direction your going? Please tell me this is a cruel joke Squad is sneaking in.
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On Sun 06 Dec 2015 03:58:14 AM, Starwaster said:
@Gaarst my bad I missed where you said you were using 1.0.4
Those control the rate at which heat leaks into the tank. Thickness is in meters. Conduction is in SI units: W/(m·K)
(watts per square meter of tank per degree Kelvin)
1 meter thick walls is grotesquely overkill - Where do you see that because no tank thickness in RF are that thick.
oh that was a lousy attempt at trying to shut off the boiling. Found out I need to delete the hsp and vsp lines. Some day ill manage getting boiloffs , but for now im still learning the fuels.
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what do these 4 values mean?
wallThickness = 1.0
wallConduction = 205
insulationThickness = 1.0
insulationConduction = 0.014and do they all contribute to the boil off rate?
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2 hours ago, Sequinox said:
It should support anything with an IVA, but might be a bit buggy.
cookies and waffle for you than !
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What parts does this mod support? Just stock? Id like my Apollo capsule from FASA and other mods to make use of this IVA mod.
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also double check "running_closed" against what the original parts moduleEngineFX is calling for
Bipropellant RCS?
in KSP1 Mod Development
Posted
Good to hear, sadly wont be able to get pushed up to 105 yet due to Konstructs not compatible. So to confirm, 1.0.5 adds bi-propellent capability to the RCS?