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Manul

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Everything posted by Manul

  1. IIRC some of miniSub parts have excessive brackets that close PART { } before it actually ends and turn RESOURCE module of this part into RESOURCE definition. The same with something in SonarGear folder.
  2. I know, there are reasons why this mod will not be updated, but it's mostly a huge set of parts and parts-only mods are not easy to brake. There are some DLLs that support custom behavior of parts like hoverskirts and APUs and they still work. Of course, there are some issues like DXT3 textures and broken Paintshop but it does not cause any trouble. Missing or excessive brackets in part configs do cause trouble (it took me hours to find the reason why I have 5 resource definitions of Electric Charge instead of 1), but i don't think that any version of KSP supports syntax errors so it's not incompatibility Unfortunately there is no way to fix this with MM patch I could share, it requires manually adding and removing brackets in parts cfgs.
  3. Why it shouldn't? Even better than before, huge parts colliders had been broken since 1.4 update due to Unity bug, after 1.8 update they started working, you can land on a carrier without crashing into invisible wall.
  4. Yes, carrying parts of huge ships is not what airplanes are supposed to do. This base is made of SM Marine parts and the main part is from Large Ships pack (it's designed to keep aircraft inside not to fit inside an aircraft).
  5. I think we need an option to attach Kerbal to this missile. And launch Jeb to Eeloo. Plan B is to reduce burn time but it will possibly need hours of testing and finetuning to make sure that it still can hit targets. And I'm not sure it will result in more realistic performance because it's kerbal physics and it requires moar boosters. Are you ready to ride a missile, Jeb?
  6. AMRAAM looks somewhat overpowered. 37g acceleration looks real, but 2 minutes burn with 20 000 m/s dV doesn't http://www.zaretto.com/sites/zaretto.com/files/missile-aerodynamic-data/AIM120C5-Performance-Assessment-rev2.pdf
  7. I barely made it. F9, F9, F9 and F9. Fairing? Yes, I tried to use it but it explodes on deployment.
  8. There are some nice size 3 parts for An-225 in Lack's Stock Extension (SXT continued)
  9. Hmmm... nothing. I remember some weird glitches with trailer wobbling and clipping in earlier versions (the same as with docking ports attached to Infernal Robotics parts) but I couldn't reproduce them in 1.9. Also I couldn't reproduce this problem: Yes, stock wheel physics has been changed (again) in 1.9 and tires grip has been reduced so high speed driving with a trailer became more challenging because it doesn't roll like on rails anymore. Not more challenging than it is with KF wheels and trailer attached with BG joint, but more challenging than it used to be. Spring and damping settings of a joint should be adjusted to prevent resonant oscillations of a trailer. And it's extremely easy to loose control at high speed (like in real life)
  10. Looks like a docking port attached after a hitch. Attaching docking ports or grabbing units to the trailer has always caused troubles.
  11. New versions of Mk1, Mk1-3 pods and Mk2 lander can have no RPM IVA. Mk1 and Mk2 Inline cockpits also have no RPM IVA. RPM is a powerful tool for prop makers and IVA makers but it does not add many props or IVAs itself. Use ASET props, ASET avionics and DE IVA Extension to get more props and IVAs
  12. year 200.M3. KSP v1.99999 all bugs are fixed. Every possible feature was included in stock game. Modders bring their favorite bugs back to life just for fun.
  13. It's compatible with 1.8 and 1.9 There used to be a bug with colliders since 1.4 but it was a Unity bug and it has gone after Unity update.
  14. I placed this line after MODEL{} and it works. But I did it by making a new part config, not with a MM patch
  15. I think it's needed to do this. But something has gone wrong.
  16. Rearmed and refueled successfully... staging..... never cared about it but yes, it broke. Got some error messages while reloading
  17. Exactly the same: [ERR 17:07:13.970] Module FuelCap threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at ProtoPartModuleSnapshot..ctor (PartModule module) [0x00031] in <3e135473f56a45478d738eb041ebd6cb>:0 at ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel, System.Boolean preCreate) [0x0033f] in <3e135473f56a45478d738eb041ebd6cb>:0 at ProtoPartSnapshot..ctor (Part PartRef, ProtoVessel protoVessel) [0x00000] in <3e135473f56a45478d738eb041ebd6cb>:0 at ReloadableRail.PartSnapshot (Part part) [0x00029] in <32563f7703da41898ac1abdc58f04b6c>:0 at ReloadableRail.Resupply () [0x000c5] in <32563f7703da41898ac1abdc58f04b6c>:0 at FuelCap.OnFixedUpdate () [0x0033d] in <32563f7703da41898ac1abdc58f04b6c>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <3e135473f56a45478d738eb041ebd6cb>:0
  18. You can use PhysicsRangeExtender, it fixes bounce when enabled. P.S. My ground constructions placed on Laythe shore 30m from the water in 1.7.3 got spawned in the water in 1.9 and exploded.
  19. For rocket engines it's constant, for jet engines it's multiplied by thrust multiplier.
  20. For rocket engines thrust is calculated based on their isp (see atmosphereCurve). Jet engines have only one value in atmosphereCurve but they have atmCurve, thrust is simply multiplied by Y value of this curve.
  21. For atmosphere curve X: atmosphere pressure (atm) Y: engine isp (s) velCurve X: Mach number Y: Thrust multiplier atmCurve X: pressure (atm) Y:Thrust multiplier velCurveIsp //This curve specified Isp% to mach relationship. X: Mach number Y: Isp multiplier Each curve is defined by keys: key = X Y Tangent In Tangent Out KSP approximates a current Y value for current velocity and ambient pressure. Thrust is multiplied by this value.
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