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KSP2 Release Notes
Everything posted by Zorg
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Could I see a screenshot? The volume scales with the thrust which is defined by the actual max thrust of the part. if you set a thrust limit for volume scaling in ksp its the same as throttling so it becomes quieter. it shouldnt go away completely though. I would need to see your modulemanager.configcache file in the main game data folder to see whats going on with those sounding rockets. -
Oh if you want to do BDB realfuels that would be fantastic. We get asked about it every now and then but no one ever wants to do the update themselves . If you want to carry the configs yourself in RF best to wait. if you want to submit it as a PR to BDB then no reason you couldn't start at your leisure, most of the engines for this update are in game already (anticipating just a couple more engines wise for the currrent dev) and stuff from the last 2 are not covered and theres a lot to get through.
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@ValiZockt Congrats on the release! Would also like to point out that the BDB configs mentioned in the OP are like 18 months out of date and horribly broken (since no one on the BDB team has been using realfuels recently). We would not recommend anyone use them until someone updates submits a PR to update them.
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Thanks! I'll take a second look at the spacecraft mass. Right now its closer to AOA-2 (which is what the BDB one is mostly based on) . I did manage to get it into orbit with SLV3B in my flight test but my staging on the booster was close to ideal that time. I'll consider tuning it after a couple of more launches. Not 100% sure i set the engine configs back since I was in sandbox so perhaps it overperformed. The ring at the top of the spacecraft adapter is 1.25m. The corner to corner diameter is therefore slightly larger. You can do it through a MM patch. I *think* the below will work but I haven't tested it EDIT: updated @PART[bluedog*]:HAS[@MODULE[ModuleEngines*]:HAS[@thrustCurve]]:FINAL { @MODULE[ModuleEngines*]:HAS[@thrustCurve] { %useThrustCurve = false !thrustCurve {} } }
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Something I've been working on for the last several weeks. The Orbiting Astronomical Observatory. These parts will allow you to build OAO-1 and 2 (instrumentation is slightly amalgamated between them). OAO-1 was of course the payload for the unique Atlas SLV-3B and the rest were centaur payloads (OAO was originally planned for Vega as an aside...) The OAO project was key in developing the technologies that led to Hubble and was the first large orbital *observatory*. It was the brainchild of the late Nancy Grace Roman, NASA's chief astronomer in the 60s and 70s though better known as the mother of Hubble and who just had the WFIRST telescope named after her a few days ago. The star trackers (the little protrusions you see on the ends) were considerably more advanced than prior attempts and getting them right was the cause of some delays too. In game they provide full SAS modes to any craft using them.
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yoooo, looking forward to this one!
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In general adjusting the mass to give the engine 2/3 of the real world thrust to weight ratio works. Which then depends on how you scale the thrust but by standard it being scaled to 1/4 of IRL for booster engines and 1/2 for vacuum. But BDB uses 1/4 for all engines regardless of role with very few exceptions mostly due to scaling issues.
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What would be the benefit of that? You cant see the static when you're building in the VAB making positioning of the rocket relative to the tower tricky, you cant customise aspects of it to match different craft, and animating the crew access and shuttle RSS would be problematic to say the least. If you want more accuracy just get Tundra Space Center (with KSC Extended which builds a full space center using KSC Extended) which provides Pad 39A and B (without towers) and then launch with the appropriate MLP towers. Its worth noting that the MLP shuttle tower fits the KSC extended Pad 39 perfectly. Even the RSS rolls away precisely over the track for it if you positioned it correctly.
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[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Having had a look at the configs very quickly it appears to me that Jet Sounds was brute forcing the problem when installed with RealPlume previously by deleting the entireeffects node and then adding in its own smokescreen fx + sounds. However the smokescreen fx being applied are exactly the same as the realplume config making that step redundant. The more elegant solution would be as Jade suggested to merely patch the relevant sound nodes after RealPlume has done its thing at the correct AFTER pass. My suggestion is :AFTER[zzRealPlume]. -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Well given that its bugged and that in general it doest add a great deal of gameplay value I might just remove EC by default from all configs in my next PR if @linuxgurugamer is ok with it? So going forward the only factor will be the abstracted ignitions resource. -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
I dont know the details of the code changes to be honest. But that PR to plugin seems to have fixed the rcs ullage problem. Im not sure about the implications for spinning, I've not tried. Just FYI I have noticed seemingly random failures when EC is a requirement, when I did the last config PR I included an optional patch which you can find in the files to blanket remove EC requirement from all engines (Our own BDB configs as such only use the ignitor resource and no EC by default). If I had any coding skill at all I would look at that and try to help but MM is as far as my skills extend -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Seems to work fine for me? Are you staging the engines and launch clamps at the same time? Because that doesnt work, you need to stage the engines to ignite them and then stage the launch clamps. FYI the IgnitorType line doesnt actually do anything, its just a descriptor for information in the VAB, you could write anything there. ---- As an aside I will be submitting a PR shortly for the new NFLV engines (and the new 1.9 mainsail and skipper). -
The BDB team generally don't have the time to write most 3rd party compatibility patches. Usually the ones we manage to update are for those mods we personally use and I dont think any of us use remote tech. Most of the compatibility patches are submitted by users so its up to the community to submit an update. I vaguely recall a couple of offers to write updates but nothing ever came of it.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
RealPlume doesnt calculate anything in the background. Like I already said, RealPlume is a set of module manager configs FOR Smokescreen. Smokescreen is a plugin that adds a more versatile type of particle effect and RealPlume provides plume fx models and configs that use them via smokescreen. If you can find a specific problem or errors related to realplume configs causing issues I am happy to look at it but I am not chasing ghosts based on a vague report about dropped frames. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
RealPlume is just a set of config cfgs and plume models. It runs everything through the smokescreen plugin. -
Congrats! This looks so good! +100 for actual bumblebee texture.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Thanks, the main config should be ok but I expect the verniers would be broken. Will fix in the next release. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
UPDATE RealPlume-Stock v4.0.1 ## Fixes - Fix restock Mainsail config - Make Vens Stock Revamp core install (only new parts added by Ven's) and Restock work together. RealPlume-Stock v4.0.1 Download [Github] RealPlume v 13.3.1 ## Fixes - Make new methalox air breathing prefab work with mods that change ModuleEngines* name such as AJE. (courtesy of Scialytic). RealPlume v13.3.1 Download [Github] -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Oh great, thanks. I hadnt had the chance to check. Will merge shortly. Thats actually part of the stock config intruding on the restock one. I fixed it a couple of days ago in the github development branch. Will put out a bug fix release very shortly. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Looking at this again there may be more to it but Im not entirely sure whats going on. Will take a look with fresh eyes tomorrow and try to figure it out. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Im not entirely familiar with AJE. However the last update included a fantastic new custom made RealPlume for the RAPIER engine submitted by Scialytic. If there are jet engine mods that have compatibility patches with realplume ( because they are adding sounds or something such as the Jet Sounds Continued issue mentioned a little earlier), those patches would need to update to reference the new rapier plumes for whatever patches they are running on it.