Lmoy
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Posts posted by Lmoy
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Okay, I deleted ModuleManager.Physics, ran KSP again, and then checked ModuleManager.ConfigCache, which still has the two different sets of PhysicsGlobals in it (shows up eight times).
Here is the physics.cfg file.I do use CKAN. Or rather, I used it for the mods it had available, but there's a lot of mods that aren't on it that I use, so I've also manually installed a lot of mods. This is the first time I've used it for an install; in the past I've done everything manually, but CKAN was recommended to me for its ease of use.
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1 hour ago, Starwaster said:
I need to see your ModuleManager.ConfigCache file. It's in the GameData folder, just put it up for download somewhere such as Dropbox.
And output_log.txt file
Here is a Dropbox folder containing both files.
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I'm playing a Realism Overhaul/10x Kerbol game. Reentry has been a bit of a problem for me for the whole game. LEO reentries have thus far required a lunar-rated heat shield, as the LEO heat shields can't take the stress. I made a number of modifications to the 10x Kerbol config, one of which was to move the Mun out to where the real moon is relative to the Earth, and thus Munar reentry speeds are ~11 km/s like in real life. In testing my lunar Gemini craft, my lunar-rated heat shield is getting utterly annihilated by the heat. I tried an Apollo-style lifting reentry (60km periapsis), but the ablator was devoured extremely rapidly and the heat shield ran out and exploded at approximately 60 km with 8km/s velocity remaining. When I try a slightly steeper ballistic reentry to prevent the ablator from running out, the heat shield's temps hit well over 3000k at about 80km, upon which it explodes
At 2000k, a "lunar rated" heat shield loses all of its ablator in 90 seconds. I know that Apollo 4's heat shield experienced over 3000k during reentry, and this was a successful flight; lunar rated heat shields in DR should be able to survive that as well, so I'm lead to believe that my Deadly Reentry install is using configs for stock Kerbin, rather than 10x scale. Is DR not detecting the 10x Kerbol mod because I changed the configs? If so, what can I do to fix this?
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2 hours ago, chrisl said:
As far as I know, the procedural SSTU SRBs are not part of Realism Overhaul. SSTU-SC-ENG-SRB-A, SSTU-SC-ENG-SRB-B, SSTU-SC-ENG-SRB-C, & SSTU-SC-ENG-SRB-D are stripped out of RO. The only SSTU SRBs that exist are fixed size ones.
Ah, looks like you're right. Any idea why that is?
And what can I do to put them back in?
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This feels like a dumb question because I know must have just done something wrong somewhere, but I installed Realism Overhaul (and all the dependencies, except RP-0 since I'm playing on a custom solar system and not RSS) recently and added SSTU since it's my favourite parts mod. Everything seems to work fine except the modular SRBs aren't anywhere to be found. I checked the install for SSTU, and they're in there, they just don't show up in game at all. I tried reinstalling everything, but they're still absent. What am I missing here?
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7 hours ago, V8jester said:
That seems pretty realistic to me.... Not sure why this is a problem really, unless I'm missing something. But imagine the atmosphere like a fiber optic. It can bend light around a planet slightly, even when the planet is totally blocking out the sun.
To an extent, yes. However, at the angle in my screenshot, you shouldn't be able to see Eve illuminated all the way around the dark side of the disc. That would be light bending through the atmosphere over 90 degrees (the sun is off outside the left border of the screenshot, Eve isn't blocking it here), which doesn't happen IRL.
I'm only mentioning it because it doesn't seem to show up in other people's games.
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Regardless of which angle I view a planet from, the atmosphere is always illuminated on the horizon. Even if viewed from directly behind, the planet will appear as a ring of illuminated atmosphere. Any settings I can change to fix this? Here's an image of Eve for an example.
http://imgur.com/a/F8xxX -
12 hours ago, COL.R.Neville said:
PART
{
name = winglet3ORIG
module = Part
author = NovaSilisko
mesh = model.mu
scale = 1
rescaleFactor = 1
TechRequired = flightControl
entryCost = 4600
cost = 600
category = Aero
subcategory = 0
title = Original Delta-Deluxe Winglet
manufacturer = Kerlington Model Rockets and Paper Products Inc
description = The Delta-Deluxe Winglet is a large aerodynamic surface with a small built-in aileron. It is very lightweight and offers more lift than the AV-R8 but the small control surface area means it is not as quick to turn.
attachRules = 0,1,0,0,1
node_attach = 0.4780781, 0.1322544, 0.0, 1.0, 0.0, 0.0
CoMOffset = -0.08, -0.3, 0
CoLOffset = -0.08, -0.3, 0
CoPOffset = -0.08, -0.3, 0
mass = 0.078
thermalMassModifier = 8.0
// heatConductivity = 0.06 // half default
emissiveConstant = 0.95
dragModelType = none
maximum_drag = 0.02
minimum_drag = 0.02
angularDrag = 5
crashTolerance = 12
maxTemp = 2400
explosionPotential = 0.1
bulkheadProfiles = srf
tags = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail
MODULE
{
name = ModuleControlSurface
useInternalDragModel = True
dragCoeff = 0.6
deflectionLiftCoeff = 0.65
ctrlSurfaceRange = 25
ctrlSurfaceArea = 0.2
actuatorSpeed = 25
}
}
this creates a winglet3ORIG so just save it in your \GameData\Squad\Parts\Aero\wingletDeltaDeluxe folder as DDorig.cfg
or what i do is create a folder in gamedata zzzMyModParts and put all the new cfg's i create in there so i dont lose or forget what changes ive made. naming it with the zzz makes sure it gets processed last.
That worked! Thanks so much.
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How do I go about adding a stock part back in with this mod? I quite like the original Delta Deluxe winglet and would like to use it again. But I also like Ven's version, so I'd like to keep that around as well.
I apologise if something like this has been asked already, I looked through a good deal of the thread and didn't see anything relating to it.
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
in KSP1 Mod Releases
Posted
Deleting the MM cache files didn't fix the issue so I took your advice and restarted with a fresh 1.2.2 install and reinstalled RO and all the other mods I'm using manually. This fixed the problem, and also a totally different problem I was having with some FASA parts, so that's nice.
Initially I tried using the mods in the ZIP files that CKAN keeps in its "downloads" folder, but this replicated the issue, so it does look like the issue is with CKAN itself, or at least something it's doing. Dunno what though. Anyway, thanks a lot for your help! You're awesome.