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Zorg

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Everything posted by Zorg

  1. @Beale you were asking about balance suggestions and I just had the thought that its not really possible to hot stage the N1 properly currently. Would it be possible to increase the temp limit to allow like 2-3 seconds of hot staging lead time without it exploding? I like the staging plates you made for Soyuz but I dont think such a solution would look right on N1.
  2. Actually the problem was simpler than I thought. Benjee AJ10 engine doesnt like offset curves being used. Fixed for the next release and also now in the dev branch https://github.com/KSP-RO/RealPlume-StockConfigs/tree/development
  3. I was sure I fixed this issue in the last update. Will investigate tomorrow.
  4. All too happy to do this @Beale, 1.5m Soyuz R7 just looks too good Couple of notes for anyone looking to try this out. This is not a proper mesh switch, this is swapping full models. As such the models overlap with the original 1.25m model when switched to 1.5m. This is not noticeable except at the endcaps of the fuel tanks The 1.25m upper stage tanks are now switchable to 1.5m. and each of the conical 1.875m to 1.25m adapter tank is now switchable so that the narrow end terminates at 1.5m. Switching is cosmetic only for now. Fuel quantity and mass does not change currently. Thus the performance will be the same as the 1.25m Soyuz. I think I've got an idea how to do it without having to create a full fledged set of B9 tank definitions and such but it may or may not interfere with fuel switcher mods like CryoTanks. Will test and update the patch if it goes well. 1.5m upper stage engine, decoupler and staging plate are added as new parts since overlapping models make switching problematic. I didnt want to change the models directly like the old e-scale patch since people might still have a use for 1.25m parts. Plus this way crafts wont break.
  5. Hmm doesnt look like too many parts. I might be able to squeeze it in myself if no one else submits a config. Bit busy right now though since I am currently redoing all the Tantares plumes
  6. I've always been a big fan of the interesting shapes of the Tantares panels but they were looking a bit out of place next to the restock panel style. You have no idea how glad I am to see this update!
  7. I personally dont think standard fairing bases need to be all that stand out. The boat tail type fairings benefit from a bit of flair but standard flat fairings just need to look ok. I think every fairing base you added from the previous update onwards has been very nice and a notable improvement over the old bases.
  8. RealPlume stock has actually supported ReDirect since before I took it over The configs are all on that side. The OMS issue should have been fixed since v1.5.0. Current version is v1.6.0
  9. Those screenshots are pretty dark so I cant tell which engines you're using. If the plumes are expanding and changing that means its working. I have added several new plumes to RealPlume some of which use effects from ReStock or nertea's other mods except they will dynamically expand as you ascend.
  10. The new clouds for Kerbin look amazing! Havent seen the other new stuff yet
  11. Will be included in Knes as an optional extra (disabled by default) once its done. Will need CryoTanks and its dependencies. I will be sending it to Well quite soon.
  12. I also just configured a Saturn V real quick. The SII should have a TWR of 0.93 with the LES jettisoned and a fully loaded apollo mission. Again using original J2 rather than an upgrade. Dont need to loft/pitch up as high as the SIV-B on Saturn I, treat it almost like an Atlas ascent and it should make orbit without issues.
  13. I just tried a lofted trajectory for the Saturn I with the H1s in the original config (not 1973). I was at around 45 degrees pitch at 40km altitude and was around 20 degrees pitch when I reached space. Set an apoapsis of 140km and entered into 140km x 90km with 300 m/s spare. (In JNSQ)
  14. Ariane 1 launch of 1.3 tons payload to GTO in JNSQ 2.7x scale (using WIP Lh2 patch for the upper stage)
  15. The new realplumes for NFP are more or less exact recreations of the "stock" plumes used by NFP as they are built from the same effects provided kindly by Nertea. Custom engine lighting configs would have to be provided by the community, someone did a pull request for a set of configs fairly recently for Kerbal atomics for instance to match the colours of the plumes. The current compatibility patch in fact looks like its designed to remove engine lighting patches after its run? !MODULE[tjs_EngineLight] is in fact deleting the module. https://github.com/ChrisAdderley/NearFuturePropulsion/blob/dev/GameData/NearFuturePropulsion/Patches/NFPropulsionEngineLight.cfg If you would like custom engine lights then thats an opportunity for you or someone else to do a pull request to add custom colours . I suspect the reason the current patch deletes them is that without a custom config, the default engine light catch all for all engines would be overpowering for these electric engines. If NFP is to have custom configs someone will have to take the time to match the colours and tune the intensity to appropriate level. Edit: The reason you're getting a bright glow is that the module name has changed as you said. Its now called MODULE[EngineLightEffect] so NFP isnt removing it correctly.
  16. Lol ok theres a fair bit happening. Ultimately it needs to be fixed within jetsounds. Important highlights 1. The reason why realplume 11.2 broke jetsounds - the way individual effects are named changed. So the way jetsounds own modified realplume is inserted isnt correct anymore. 2. The reason why you cant straight up delete minijet.cfg - although jetsounds inserts a new realplume, it still needs parameters from the PLUME node created in that file. thats what the MM errors are. 3. Suggested course of action for now. Dont delete anything. Keep minijet.cfg and any similar configs where they are. And run the patch I suggested in my previous post, I think that should work.
  17. Actually I just looked at the JetSounds patches, and I was a bit suprised to see that when it detects realplume it actually inserts an entire realplume of its own (meant to overwrite the one made by RealPlume-stock) at the targeted part! Something about the changes made since 11.2 I guess means it doesnt work the way its supposed to anymore. But I can take a closer look a bit later. edit: Untested but I reckon a patch like this would solve your problem @PART[JetEngine]:NEEDS[RealPlume,JetSounds]:BEFORE[zzJetSounds] { !EFFECTS {} } Basically whats happening is that Jetsounds is inserting a realplume but because its doing it "manually" and not using a PLUME node, the catch all patch misses it and doesnt delete the stock sounds (since you deleted minijet.cfg). Why it doesnt work directly with minijet.cfg anymore is what needs a little investigating.
  18. Hmm I took over RealPlume with the 12.0.0 release. But there was a major update to the module manager patching in v11.2. I'll take a look when I have a moment. Would you mind send me your moduleManaher.configcache? Its in the gamedata folder. if the minijet.cfg is removed realplume shouldnt get in the way ideally.
  19. My slow paced science game continues to trundle along. After the exploration program was greatly disrupted by a station building phase, interplanetary exploration resumes. Titan III-E with a 3.125m fairing Why is such a thing needed? Why for a nuclear centaur of course. The Kerbal Atomics Eel with the extended Centaur T tanks burns for 16 minutes. For this helios mission, with a bit of judgement managed to get a decent ejection from a single burn from launch. The second stage got the Centaur to escape velocity and the long 16 minute burn took the Helios into a low solar periapsis. A regular centaur D1T and star 37 is capable of this mission but I wanted to introduce the nuke at this stage. The real helios jettisoned the Star after burnout but it looks kinda cool attached.
  20. Ok so the stock Juno is in fact using the exact same sound effects It just has the pitch turned up to 1.5 as opposed to the default value of 1.0 used by RealPlume. I might include a patch just for the stock engines to tune the pitch similar to the stock part configs for the next update. The reason you're probably running into issue is that you're going into "RealPlume" and deleting the generic plumes. If you dont want realplume to configure specific engines (but still keep realplume for other things) what you need to do is find the config that patches the engine specifically. Go into "RealPlume-Stock/Squad" and find the relevant jet engines and delete the configs.
  21. 1) BDB LDC engine mount in 2x mode. tweakscaled to 2.5x 2) 2x ReStock skipper engine. Restock Skipper model is based on the LE7 model so its accurate. A custom patch to run LH2 using cryotanks. (there is a optional official CryoEngines restock patch too that will make skipper, rhino and vector LH2 but I wanted different stats) 3) ReStock 2.5m rockomax tanks for the core stage. A 1m tall procedural tank with a green texture from Basic Procedural Textures for the intertank. 4) Decoupler shroud for the interstage. 5) Restock 2.5m trank + NFLV fuel containing truss (tweakscaled) + BDB Vega centre tank and engine mount + BDB RL10 engine. 6) 4x BDB Castor 120 for SRB-A. Some Nebula decals with custom textures for the flag and text to finish the look The upper stage needs to go into a fairly high lofted trajectory as a single RL10 is quite weak to push this big spacecraft. So it needs some margin to circularise. The real LE-5 would be about 40% more powerful.
  22. Congrats on this release! It looks fantastic and very unique! Love the crazy LES
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