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FlarpingFlipperFlapper

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Posts posted by FlarpingFlipperFlapper

  1. 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?

  2. 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?

  3. 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
    		    }
    	       }
    }

     

  4. 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.

  5. 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?

  6. 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 :/

  7. 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.

  8. 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....

     

    Spoiler
    Gilly
    {
    }
    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?

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

     

     

  9. 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.

  10. 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.

  11. what do these 4 values mean?

            wallThickness = 1.0
            wallConduction = 205
            insulationThickness = 1.0
            insulationConduction = 0.014

    and do they all contribute to the boil off rate?

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