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talchas

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  1. Hmm, I just noticed a more subtle issue - some parts don't have their drag cubes properly scaled, eg the 1.25m decouplers (both stock and restock(+)) have Y+/- of 1.95 instead of 3.11. Just making a simple fairing|tank(locked)|decoupler|tank|engine vs removing the decoupler (and if you want to be exact, adding a bit of weight to the locked tank or such) shows an obvious difference in drag/max-altitude, so it's not just an info bug. I believe that the issue is that the DRAG_CUBE area entries (1/4/7/10/13/16) should be multiplied by 1.6^2=2.56, not just 1.6, since they're area rather than length. Making this change gives a much more appropriate 3.12 in game and no noticeable increase in drag losses from adding a decoupler.
  2. Yeah, and on top of that kerbalism doesn't make it easy to increase the ceiling - the 25 kPa limit for non_breathable is hardcoded (I have no idea how easy it is to add custom modifiers or do this a different way). Increasing the time it takes to die one way or another is easy but more confusing. For the repeatable level supersonic contracts, I'm not sure if you can do it with the starter engines (though I haven't tried just sticking like 5 on a plane), but you can with the second engine that is in the second flight tech. (And with the base RP-1 contract tree it looks like you're still allowed to use a rocket plane for "Break the Sound Barrier")
  3. Hmm, another gotcha I've run into: it's easy enough to unlock the supersonic x-planes contracts with the unpressurized cockpit, but kerbalism will kill kerbals after 3min above ~10500 (unlike the 16000 of the extra unpressurized module), and all supersonic x-planes contracts require 11000+ for 3min. Of course, losing the small amount of x-plane money is hardly a disaster, but it's definitely a surprise that you need all three supersonic flight nodes to do the repeatable.
  4. Two minor issues I've run into so far: I was looking for the ScienceValue multipliers, and realized that while LRTR/LRTRKerbalism have BodyScienceParams.cfg with values set, "LRTR" comes before "RealSolarSystem", so they never get used. Now, it's probably been like that for a while, so maybe it makes sense to leave it, but up to you. The lrtr-sciencecanister-625-1B with RestockPlus still has a vanillaish goo experiment show up (and at least mostly not work with kerbalism active and not linked with it, as I'd sorta expect), because RestockPlus uses DMModuleScienceAnimateGeneric when possible, the LRTR configs only delete the vanilla ModuleScienceExperiment.
  5. Yeah, at least with the latest version of 1.12 it doesn't even compile (date/time formatters have to have an overload that takes the number of decimal places it looks like), though the zero-effort fix of "just ignore the new parameter" is easy: <https://github.com/talchas/RSSTimeFormatter/blob/master/GameData/RSSDateTime/Plugins/RSSTimeFormatter.dll>
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