HoneyFox
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Now-defunct-thread-that-should-not-appear-in-google-search.
HoneyFox replied to Cilph's topic in KSP1 Mod Releases
Kerbalnauts in Hitchhiker storage should also count according to my observation on my space lab, which has 8 kerbals but only 2 of them staying in command pods while the rest are in space laboratory doing experiments (yes i mean "Station Science" plugin). -
Now-defunct-thread-that-should-not-appear-in-google-search.
HoneyFox replied to Cilph's topic in KSP1 Mod Releases
Kind of strange... I think my ModuleManager is working correctly because the stock antenna (Comm-16) does have RT Omni antenna functionality added, but that antenna cannot extend itself when i activate it... And i don't know how RT handles animation, by parameter "deployFXAnimation = ..." or what? I want to know something about that. Right now i can only remove/comment out the "allowManualControl = false" lines in these cfg so i can manually extend when I activate something, just for aesthetic reason of course. :rolleye: -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
HoneyFox replied to sirkut's topic in KSP1 Mod Releases
Could we have pre-stretched pistons & pre-shifted rails/gantry-rails? I mean the initial position of the translating part is at one side instead of at the center position, thus allowing more flexible usages. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
HoneyFox replied to HoneyFox's topic in KSP1 Mod Releases
I was considering if i need to implement a special PartModule for this or just use a little "engine" to emulate that. Perhaps the latter solution is good enough, with the help of action group settings. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
HoneyFox replied to HoneyFox's topic in KSP1 Mod Releases
hmm, perhaps I will increase the rate of diffusion a bit in the next minor version so that it will take less time to destablize the fuel flow. As for ullage system, now we already have: 1. pressurized tank if the stage is small (though this is decided by engine ignitor module right now, NathanKell may need to integrate this with MFS, I remember that there's indication of pressurized tanks in TANK definitions... should be useful here). <-- should only be used by probes' own propellant system or small upper stages i guess. 2. use a dedicated engine as venting device (with performance similar to that stock Ant Engine but with even lower Isp, and uses the same types of fuel of the main engine). <-- a simple solution, but wastes lots of fuel. 3. use a set of dedicated motors which use hypergolic fuel stored in its own built-in pressurized tanks. <-- best solution IMO, but have limited ignition times depends on how much fuel it brings. 4. use RCS thrusters to ullage. <-- found that quite handy in some emergency situations but TWR is low and need to press RCS FWD for several seconds. 5. solid ullage motors, apparently one time use. <-- i seldom use this unless i'm quite sure the upper stage only needs two burns (normally one for circularization and another for KTO/TMO... -
Now-defunct-thread-that-should-not-appear-in-google-search.
HoneyFox replied to Cilph's topic in KSP1 Mod Releases
I'm feeling weird about one thing: the animations of these antenna are no longer available. I understand that RT2 may have disabled the manual control of antenna's animation, but why doesn't RT2 control the animation to play when we are activating/deactivating the antenna? I've checked the config files provided with the package, and see some lines like "allowManualControl = false" for their ModuleAnimationGeneric. That may be the reason why i cannot extend/retract them myself, but still i don't understand why RT2 is not taking over the animation control. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
HoneyFox replied to HoneyFox's topic in KSP1 Mod Releases
Oh my... only 1~2 seconds? I thought the diffusion would be slow (like 10~20 seconds or so) due to liquid's surface tension(surface tension actually may cause the liquid to leave the boundary and allow gas to get into that place i guess) adsorption to the boundary of fuel tank even if it's under zero-G. And you mentioned activating next stage while the previous one still running, I thought that kind of staging is mainly used only on Russia's rockets, right? -
So the centrifugal force is even larger than the gravity down there? Wow that means we need: 1. some engine pushing down the lander while maintaining zero horizontal velocity in surface mode. 2. eject some KAS grapples down towards the surface and pull the lander down... seems like it's quite hard... but an interesting challenge. EDIT: Ah, actually the first step can be skipped. we just orbit around the body, the orbit velocity will be quite smaller than the surface velocity, so once we eject grapples down to the surface, we will be pulled by the surface and after some maneuvers to avoid being over-pulled by the surface, we can stay straight above the place where the grapple hit the ground, then we just gradually retract the cable and get down there. To lift-off from that planet will be more interesting, we don't need any engine, just release the grapple and we are good to go.
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O.O Oh, we can have more planets right? Can we have a small celestial body which looks like the sun and it will be orbiting around the current Sun, also setup all other planets (Moho, Eve, Kerbin, Duna, etc) to orbit around it? that way we actually are starting a rough simulation of the galaxy... or at least a bit like that...
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I remember that old versions of FAR have some particle effects when rockets are passing Mach 1. Unfortunately ferram removed this effect after the stock game introduced the aerodynamic FX which hardly appears at Mach 1. I really hope that ferram can add that effect back, thus creating deep immersion when used with this sound plugin together.
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One question: it seems like the mach cone is not after the rocket sometimes... when the rocket is flying forward with a speed above Mach 1 (probably also above Mach 2, i rememer that the speed is around 1000m/s at that moment.), the position that i can hear the sound will be somewhere in front of the rocket sometimes, or sometimes somewhere under the back of the rocket for around 15 degrees, instead of just right behind it. and my rocket is flying with almost zero AOA at around 30000m ASL so that can rule out some possibilities i guess.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
HoneyFox replied to HoneyFox's topic in KSP1 Mod Releases
OK, I've just published V3.0.1. Add an attach logic for external ignitors. Adjusted some incorrect configs in IgnitorKOSMOS.cfg, add IgnitorRLA.cfg in the pack. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
HoneyFox replied to ferram4's topic in KSP1 Mod Releases
One thing i encountered is: some joint seems to become lower after i installed this plugin. To be more specific, I'm using NP's escape tower for 3-man pod on a medium docking port, with a parachute pack which has built-in RCS ports (this part also belongs to NP but i don't remember the name of it) installed under the docking port. When the escape tower is to be decoupled as i'm reaching orbit, the docking port is pushed by the ejection force and break the connection with the parachute pack below it. I had similar designs before and had never encountered such situation... I wonder if this plugin actually reduce the joint strength between the parachute pack and the docking port.- 2,647 replies
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Uh... I constantly got this response when i try to launch a rocket: Can't start flight - Vessel has prohibited parts. Sorry! while the rocket is just the stock Kerbal X... plus, i haven't installed any mods on this install of KSP except the KMP itself. I don't know what's happening...
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HoneyFox replied to rbray89's topic in KSP1 Mod Releases
At least side-wind landing will be more challenging... turbulence will be even better, though it will need a complex atmosphere model i guess... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HoneyFox replied to rbray89's topic in KSP1 Mod Releases
Hmm... that would be interesting... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HoneyFox replied to rbray89's topic in KSP1 Mod Releases
With cloud... will we have wind simulation which will give some "interesting" challange when launching rockets/flying aircrafts? -
OMG This finally comes! *losing consciousness*
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
HoneyFox replied to HoneyFox's topic in KSP1 Mod Releases
Ah, i guess the reason may be another one: the igniteRange for launchClamp is 3.0 meters IIRC, for KW Griffon XX or some other engines that have big size, this may cause issue. I will change the logic of external igntior range-checking later. Like checking if: any external ignitor is in range OR any external ignitor is attached to the engine (either surf-attach or node-attach). That way, as long as you have surf-attached the clamp to the engine, you won't need to worry about that igniteRange any more. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
HoneyFox replied to HoneyFox's topic in KSP1 Mod Releases
1. KW Griffon XX? I will take a look. maybe there's something wrong in the config files. Do you have similar issues when using other engines that require launch-clamp ignition assistance? 2. That's what I was asking for information about before. So normally how long is "a short period"? half a minute or even just several seconds? or does it depend on anything else? -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
HoneyFox replied to ialdabaoth's topic in KSP1 Mod Releases
It's not easy to judge whether white space is part of a string, or a line break. e.g. FloatCurve have their key/value pairs with white space in between, that's quite obvious.