pr4ger
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Everything posted by pr4ger
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Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)
pr4ger replied to Kochi's topic in KSP1 Mod Releases
@Svm420 oh man, thanks, it worked! I tried to use "trustTransform" everywhere as it was in the example config, could you please explain the difference between this and "trust_transform"? @Kochi First - feel free to add below configs to your mod, the only issue is that Periapsis Motors by default is relying on RealPlume and refuses to install via CKAN when Waterfall is present. Though I can write in their thread if you want to include these configs, maybe they will add choice between RealPlume or Waterfall. Second - RANDOMNESSCONTROLLER in your configs throws errors in console, because it can't find random controller. I think the issue is that you used controller "name = Random" instead of "name = random", this fixed issue for me. RANDOMNESSCONTROLLER { range = 0,0 noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 name = random seed = 40 } SepIB part SEP II part Sep 8-1 part -
Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)
pr4ger replied to Kochi's topic in KSP1 Mod Releases
Hi, @Kochi thanks for great mod! I am trying to add Avalanche Plumes support to Periapsis Motors: Sepratrons Expanded . I made a config following current configs but sepratron from this mode does not have now any plume at all. Please have a look at my config for Avalanche Plumes, part config from Periapsis Mototrs and my KSP log. Avalanche Plumes config I made: Initial part config: KSP log: -
@Kerbas_ad_astra Hi! Thanks for great mod first of all! I would like to confirm solar panels issue and add some details: 1) Parts affected in my game: OX series panels (OX-2L 1x3, OX-4L 1x6, OX-4M 2x3, OX-4W 3x2) and their cased analogues SP (SP-L 1x6; SP-W 3x2) 2) VAB behaviour -these panels are shown in parts catalogue in deployed state and are attached to the craft in deployed state. However, righ-click menu shows "extend solar panel" button. If clicked panel instantly switches to closed state and starts extending animation 3) In-game behaviour - panels started extended on the launch pad despite any previous manipulations in VAB. The dont generate electricity, however their colliders are active. If you place probe with panels inside fairing and then deploy fairing, it will brake panel. If you deploy panel it behaves as in VAB - instaswitch to closed state and starts deploy animation. Then tou can retract it back and proceed as usual.
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Confirm that I successfully used Science Alert (before realerted) with Dmagic and Universal storage in 1.5-1.6 time. Now with Universal storage 2 and Science alert realerted - something is not working. @linuxgurugamer, understood your position, just making comment that it worked somehow before, so some people (including me) could treat new behaviour as a bug, wich it isn't based on your response. Any chance Dmagic integration could be added as a new feature? When you pass small biome and try to gather oll the science by pixelhunting your science equipment - you can have a bad day ))
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
pr4ger replied to JadeOfMaar's topic in KSP1 Mod Releases
I have encountered similar error when I have installed Airline Kuisine before any of life support mods. After I have indtalled USI Life Support on top - everything launched smoothly.- 146 replies
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- life support
- mk2
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
pr4ger replied to JadeOfMaar's topic in KSP1 Mod Releases
Good point! So after finally beating EVE and Jool on stock components I will have easy days gliding on my sci-fi planes to the Laythe resorts and back with dozens of kerbals aboard... ))) -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
pr4ger replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi, @JadeOfMaar! Just quick question - J-60D has insane (for LFO) engines ISP - 900/1200. What is the logic behind this - is it an "engine from the future" ? Or high EC consumption contributes smth to this? I am trying to decide whether I can use it in my career, which I try to play based on more or less stock point of view, and for now this engine looks OP. (thats OK, just wondering) -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
pr4ger replied to Starwaster's topic in KSP1 Mod Releases
So for engines and their mounts probably could be, for wings and structural parts - no, if I understood you correctly. One more thing to wonder - mk2 parts from B9 mod are also very low on skin temp threshold. You don't treat them as spaceplanes parts?- 5,919 replies
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- reentry
- omgitsonfire
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
pr4ger replied to Starwaster's topic in KSP1 Mod Releases
Thanks for insights in the mechanics of the mod and temperatures. Basically, I have left 850K for all cocpits, even advanced, so it is in line with your logic. For advanced cocpits only skin temp is higher - 2950K vs 2700K of basic ones (let's say they have more advanced thermal protection). I have picked up advanced cocpits based on OPT original temperatures. I have set 1500K threshold for internal temp for some parts - engines and solid stuff like engine mounts, wings, bi- and tricouplers (being structurally strong and probably without "soft" interior). Could you please give your opinion for internal temp for such a parts? Also, i have attached new config with legacy parts included, as I have found out that there are a lot of them, like 50% of all OPT parts. SIde note to linuxgurugamer question - I also had a hard time bringing Mk1 capsule from Mun orbit to Kerbin - 100 ablator is not a guarantee. Aiming at 35km resulted into ablator burn out and explosion, aiming at 20k was successful with enourmous Gees and 2-3 points of ablator left.- 5,919 replies
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- reentry
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
pr4ger replied to Starwaster's topic in KSP1 Mod Releases
@Starwaster, I have gone through your OPT config and added sections for OPT parts - cocpits, wings, fuselages, engines, etc., so now it is easier to manage properties of different parts' groups and tech levels. I also have populated these sections with all the actual OPT parts, except some legacy ones. I also have set a little bit different temperature thresholds based on my understanding and original OPT values. Feel free to tweak this config and include it in any future updates. I don't know how attach files here, so I am posting the config under spoiler tag.- 5,919 replies
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- reentry
- omgitsonfire
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
pr4ger replied to Starwaster's topic in KSP1 Mod Releases
Hi, Starwaster! Thanks for update. DRE decreases a lot of max skin temp numbers for OPT parts in my install, so half of the cockpits are useless now - with only 1350-1500 C treshold. Was it done on purpose or I have issues with my install?- 5,919 replies
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- reentry
- omgitsonfire
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
pr4ger replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi, JadeOfMaar! Thanks for keeping this mod updated, I wouldnt consider playing KSP without it. I have one question about max temp numbers - some cockpits have 2706 C, some have far less - like 1350 C, even inside one category (2.5m cockpits for example). Do I do something wrong (I have heavily modded install) or it is done for purpose? Quickly checked parts' configs - looks like they are all have skin temperatures higher than 2700 C. Please confirm, so I will look for mods' conflicts. UPD - checked the fresh install - temps are way higher, as they are listed in part configs. I will investigate conflicting mods tomorrow and will let you know. UPD 2 - Deadly reentry does change skin temp values for OPT parts. Will go and ask in DRE tread. UPD 3 - I have updated DRE config, so now OPT parts are useful again. It could be found in DRE tread. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
pr4ger replied to K.Yeon's topic in KSP1 Mod Releases
Best news of the week and probably lost weekend - my 1.4 career have paused at point where I invented OPT parts, so now I can continue )) many thanks! -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
pr4ger replied to SuicidalInsanity's topic in KSP1 Mod Releases
First of all - thank you for great mod, that really helps with my SSTO carreer. I have a heavy modded install of 1.3, without any aero mods (like FAR), and I have encountered an issue with mk2 decoupler. Any part that goes after decoupler has immense drag, as if it was facing upcoming air withiut any protection from previous parts. So at mach1 for example, my inline mk2 tank has about 15ish drag before decoupler, and about 60ish drag after. Does anybody encountered such a behaviour? p.s. replaced decouplers with mk2 docking ports, worse that just stacking two tanks to each other, but way better that separate them with mk2 decouplers.- 1,509 replies
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- parts
- spaceplanes
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
pr4ger replied to FreeThinker's topic in KSP1 Mod Releases
The same issue. I have also B9 bart switch installed, which causes strange behaviour - I dont see any IFS controls until I change tank type by B9 controls. Then I can see IFS controls, but they perform the same way - cycle only through LFO/LF/O types.- 1,187 replies
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- fuel switching
- mesh switching
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