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White Owl

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Everything posted by White Owl

  1. Okay, I see, we're talking about the ProceduralSRB module's thrustScaleFactor value. Default is 256, which scales to the stock SRBs. The optional Realism Overhaul fix scales it up to 320. And you're suggesting a more realistic value would be 640. Thanks very much. Edit: Does bellChokeDiameter control the bell scaling with thrust? Is it a visual change only, or does it affect the booster's thrust/Isp/mass?
  2. Both of those features are part of Editor Extensions. That mod should be stock.
  3. I suggest to edit the TAC config. Carbon dioxide shouldn't be on the generic supply part; it should be on the waste management part.
  4. I voted for the sensible relation between size, decoupler force, and mass. Remember that even at this late date, many of the stock parts stats are using numbers that were just made up because they seemed sorta right at the time. They're essentially placeholders. Personally, I think using this fantastic mod to emulate stock parts would be a mistake. A beautiful thing about unlocking such fine control over parts dimensions is that the player is free to apply real-world engineering and problem solving to KSP creative problems. If you try to follow the flawed stock parts stats, then you're throwing away the opportunity to see KSP creations that actually make sense; vehicles that behave the way they look like they should behave.
  5. I've been working on exactly this same issue. No readily available delta-V maps that I'm aware of! My solution so far has been to use Mechjeb to find the timing and delta-V for the initial Hohmann transfer, then just keep playing with maneuver nodes to figure out the delta-V for orbit, landing, or whatever else you want to do. I recommend PreciseNode for getting fine control of the whole maneuver node system. Doing it this way has the added benefit of all the calculation happening ingame. (Maybe not as important if you aren't recording videos all the time...)
  6. If it bugs you make two separate tanks, connected together so they look like one tank. That's how my shuttles work. No need to change anything in RF.
  7. GameData -> Realfuels -> all the cfg files. Most mod engines out there also have Real Fuels cfg files. Many are already included in the mod; some you'll have to search around for.
  8. Changing the nosecone's aspectMin to 0.25 works well! Gives the option to have a nosecone much longer than would ever be practical. There's still one problem though... It's heavier than a structural piece of exactly the same shape and size, even though the mass in the cfg is smaller.
  9. Okay, I'll play around with config files and make some alternate named duplicate parts. Done that often enough with other parts, just wasn't sure how this one might respond.
  10. Not a complaint, so much as just wondering about a couple design decisions... Why is the nose cone limited to such short and stubby dimensions? Why not have the option for a long and pointy cone, like with the structural part? There doesn't seem to be any reason to use the nose cone, since you can be more aerodynamic and less draggy with the structural part. Why is the stack decoupler limited to only one thickness and rounded edges? Often a much thinner decoupler would be useful, and having squared off edges would blend more smoothly with the sides of your rocket, for all those who care about how it looks. Frankly, I think the decoupler should have all the same shape options as the structural part, just to open up more design options. I hate to sound like I'm complaining. I love this mod; it has quickly become indispensable to my builds! Just a few features could use some tweaking, IMO.
  11. It remains the lowest contrast / least visible of the various navball markers, but still workable IMO. I can see it without straining my eyes. Frankly, I'd welcome a mod to change just the maneuver node marker's color. Dark blue is a problem all around.
  12. Okay, here's my contribution. I realized that when using the other navballs posted previously, the black half was easiest to read. So I reasoned, why not make a navball with both halves black?
  13. I think I missed a step, or didn't understand a step, or something like that. If I hit alt-n and then select the default settings, the clouds work okay for me. No idea why it doesn't remember the default settings, but I have to select them every time I start the game. After applying the default, I can modify the cloud height and speed to taste. At low altitude they can clip into Kerbin's mountain ranges and look ugly. And the volumetric clouds on a rescaled planet move at supersonic speeds; that's why I slow them down.
  14. I was having that problem. Don't know exactly what caused it, but found a simple workaround. I start the game, then in the space center view hit alt-n. Select the default settings and apply. Just like magic the clouds work. (Note this is before I saved any changes. No idea why it isn't automatically loading default settings.) In my RSS game I've seen good results by raising the cloud layer's altitude, and slowing the speed way down.
  15. Ingame, hit alt-n to open up the editor. Raise the cloud level to at least 10 kilometers, and slow down the cloud movement speed.
  16. And thank you for putting the 6.4 scale config together. That's what I'm using in my current video series, and I love it. Very much looking forward to what's possible with the terrain.
  17. So far, just the stock settings. Although I deliberately haven't updated to 7.1 yet. The most recent version adds the volumetric clouds, which are cool enough, but the ground turned ugly at the same time; too ugly to use for now. So I'm waiting on a fix for that. Edit: Figured out the fix! 7.2 works well for me. Although I decided to turn off the city lights. My kerbals don't have cities, and the lights kept floating up in the sky where they just didn't look right.
  18. I always install and uninstall all mods in any game with JSGME. It places everything in the GameData folder, and completely removes old versions. I doublechecked to make sure it was set up correctly this time. No, I have no need for addons to the base mod. Not using any TAC parts. I do have a crapton of other mods active. So I'll start checking them one at a time to find out which one is the problem. Edit: Solved it! Module Manager updated to 1.5.7, and only some mods updated with it. So installing a bunch of mods like usual results in two ModuleManager dlls in the GameData folder. Delete 1.5.6 and Procedural Parts works again.
  19. A screenshot of the plane might help. Also, I've been reading that lots of people have issues with excessive drag when using B9 landing gear and FAR. A fix is being worked on. Think that could be the problem?
  20. I have to report that the IVA navball did not change for me. Small issue. (Edit: Okay, the IVA navball changed in one cockpit I tested, but not another. Do the individual mod parts need changed somehow?) I really like the simple and user-friendly approach this mod takes to replacing the texture. There's real potential here, if you're ever interested in expanding past working on just the navball and open other textures for people to tinker with. This is easier and more usable than Universe Replacer or Texture Replacer.
  21. I just loaded up .9 to try it out... the mod is completely broken for me. The procedural parts show up in the editor, but when I right-click them I see no option to change shape or texture. Clicking on changing diameter, the number in the tweakable GUI changes, but the part remains the same size. It doesn't seem to change at all. Also, a ship built with 0.7.4 isn't saved properly... all procedural parts have reverted to their original 1.25m cylinders. They did retain their textures, though. Strange that nobody else has reported any issues. That makes it likely it's something I did wrong, but I can't imagine what. Installed exactly the same as the previous version.
  22. Hey, great looking planes! But whoah, hang on and let's back up a second... you can swap textures on procedural wings in the editor!? HOW!? Why haven't I heard of this before?
  23. How did I not see this thread before!? Perfect mod. Increases readability without adding any screen clutter. Just perfect. You should officially release it so more people will see this.
  24. Heh heh... I know what you mean. But after all this time flying planes in KSP, I'm so used to m/s that any other measurement would seem weird.
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