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Everything posted by Phoenix84
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phoenix84 replied to Ven's topic in KSP1 Mod Development
So, I'd like to make one request: Can you add a ring or something to the Service engine (formally Poodle)? I forgot it was a 2.5m part and added it to my 1.25m ship, which caused a 2.5m engine fairing to appear. Looked weird. Anyway, the engine itself fits perfectly on 1.25m parts, and the icon doesn't make it clear either. Thanks. PS. There's still a tiny gap on the fuel tanks. It's noticeable enough due to the aliasing that's not present when parts match up evenly. :-) -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phoenix84 replied to Ven's topic in KSP1 Mod Development
Reinstall from fresh and add Ven's mod first. Then start adding mods back in. Well, I feel quite silly. I didn't check the github first. You released that update before my comment regarding the fuel tanks. Oh, and the filename is pretty generic at "1.7.zip" So it really is female kerbals. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Phoenix84 replied to Starwaster's topic in KSP1 Mod Releases
That's sounds like the launchpad bug. Do you still have parts (like clamps) on the launch pad?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Phoenix84 replied to Starwaster's topic in KSP1 Mod Releases
Ah ok. I noticed it turned on automatically when I clicked the 'Hard' button in-game, so I kept it.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Phoenix84 replied to Starwaster's topic in KSP1 Mod Releases
I am using FAR, if that makes a difference (I read it can). What I would like is (what I believe to be realistic, but I could be wrong) to be able to come in and, depending on how fast my velocity is at that point, burn off my heat shield. Assuming I don't exceed the temp limit of the shield itself, then then hotter temp would obviously burn away shielding faster. If I'm still too hot when the shield fails, then my pod disintegrates. Does that sound about right? I think that's how the mod is supposed to work. With the Mk1 pod and its integrated heat shield, would the shield's temp be different from the pod, and if so is there a way to see the shield's temp? If not, then could I be exceeding the pods temp (of 1250), and that's what's causing disintegration?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Phoenix84 replied to Starwaster's topic in KSP1 Mod Releases
I'll try the beta. Thanks. Here's my Custom.cfg: @REENTRY_EFFECTS[Easy]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 20 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.9 @temperatureExponent = 1 @densityExponent = 0.9 @gToleranceMult = 6 @parachuteTempMult = 0.5 @crewGKillChance = 0.01 @crewGClamp = 10 @crewGPower = 4 @crewGMin = 10 @crewGWarn = 450000 @crewGLimit = 900000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False } @REENTRY_EFFECTS[Default]:Final { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 20 @startThermal = 750 @fullThermal = 1150 @afxDensityExponent = 0.8 @temperatureExponent = 1 @densityExponent = 0.8 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False } @REENTRY_EFFECTS[Hard]:Final { @shockwaveExponent = 1.12 @shockwaveMultiplier = 1 @heatMultiplier = 1 @startThermal = 750 @fullThermal = 3000 @afxDensityExponent = 0.6 @temperatureExponent = 1.5 @densityExponent = 0.6 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 225000 @crewGLimit = 450000 @legacyAero = False @dissipationCap = True @useAlternateDensity = True }- 5,919 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phoenix84 replied to Ven's topic in KSP1 Mod Development
It is something Squad has been teasing. It may or may not be this mod, or more outer planets (V for Voyager). Lots of guesses, but those two seem to be the best. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Phoenix84 replied to Starwaster's topic in KSP1 Mod Releases
Thanks. I looked, and I've been editing Custom.cfg. Although I do have to say that debug menu is nice to test settings without reloading constantly. I'm glad to see the shockwaveExponent finally set in HardSettings.cfg. I had to copy all the values into Custom.cfg and change it. Besides, I tweaked those even. I changed temperatureExponent to 1.50. That allows me to fully reenter in that orbit from the Mun, by setting my reentry altitude to 38-40k (I use FAR). Before I had to enter at above 40k, or else I'd burn up, but then I'd 'skip' out and have to make another round. Also, is it normal to burn up before the ablative shield is worn down? Using the Mk1 pod, I would burn up between 40-43k if I had the pe set to 38k (coming from Mun), yet the ablative shield only used about 3 units (247/250). Temperature at disintegration was 1166C. I tried angling the pod, and letting the air take it. Hence the change above. IIRC, reentry speed was about 3.2km/s. I thought the point of the shield was to take the heat away from the pod, at least until it was gone? If I reenter with my modified settings above, I still only use about 3-5 units of the shield. If I use the original, and 'skip' out, I use about 2-3 more units. It seems like 250 is overkill for the pod then.- 5,919 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phoenix84 replied to Ven's topic in KSP1 Mod Development
This was in the VAB, and I don't use Tweakscale. It was too unstable (wasn't just in-flight sizes that were wrong) and I dumped it before 0.90. I only had it installed for IR anyway. I haven't tried a stock craft (playing hard mode), but I'll try it out tomorrow. I did however, design my ship with the old parts, then reload the game and my craft in the VAB with the new parts and saw it. I did try replacing the part, in case it was because of it already being placed, but it didn't help. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phoenix84 replied to Ven's topic in KSP1 Mod Development
I just heard about this mod (from a Project V reference), and man is it beautiful. My ONLY complaint is some of the spacing is off on a few of the parts. Here's an example: Take a FL-T400 tank, and stack a FL-T100 below it. Notice there's a small gap between them. I also noticed a gap with both the above tanks and KW Vesta VR-1, but I don't expect you to do anything about other mods. Otherwise it's great. It really keeps the stock feel, while looking not only more realistic, but better. It really makes other mods, like KW, not feel so out of place. As for the Mk1 cockpit, I hope you include a new one that keeps the intake (or maybe an intake nosecone). -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Phoenix84 replied to Starwaster's topic in KSP1 Mod Releases
I just searched all .cfg files for the value '2300', looked for the ones correctly referring to parachutes, and changed them. I don't recall which files I changed though. 'Hard' mode in settings doesn't work out of the box I found (it was in fact even EASIER). I had to edit the settings in the config file to set what hard mode did. There are a lot of config files though, it was confusing so I'm not sure if what I did was 'right' or not. However I can click on Normal or Hard and see the temperature and reentry effects change in real time. IMO, all those additional config files are confusing. Are some of those supposed to be samples? If so, they should probably have '-example' in the name, or under a 'Example' folder.- 5,919 replies
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I have a weird bug. I had a stage (early career vessel, can just make orbit), which had two radial parachutes (stock). I got a warning "parachutes unsafe to deploy" briefly. When I staged, it was set to deploy the parachutes on that stage at the same time. SR reported stage destroyed (velocity 100m/s). That one I'm not too worried about yet, I figured I did something wrong. Second time, I'm reentering after orbiting. I get down to about 7km, and stage again (drops orbit stage and deploys chutes). This time it deploys (probably since still in physics range and slow). My pod landed before the stage, so I used time warp to speed it up (not thinking it wasn't going to use physics warp after landing). The stage immediately disappeared and was reported destroyed, terminal velocity of infinity. It was going about 7.4 m/s before I time warped. If it matters, I'm using FAR and DRE.
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Edit GameData\PlanetShine\Plugins\PlanetShine.version and change the 0.25 references to 0.90. Works fine for me.
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I vote for (E)... Run both versions simultaneously while I wait for mods to update.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Phoenix84 replied to Paul Kingtiger's topic in KSP1 Mod Releases
I noticed this too. I'm new to TAC, but all the EC values seem way off. Here's an example: TACLS Water Purifier, Large Input: WasteWater: 0.131 mU/s ElectricCharge: 0.065U/s Output: Water: 0.118 mU/s Waste: 0.018 mU/s US Water Purifier: Input: WasteWater: 0U/s (as shown by tooltip; part.cfg has 0.0002778) ElectricCharge: 15U/s Output: Water: 0U/s (0.0002583) Waste: 0U/s (0.0000194) I'm assuming the values in the part.cfg are all based on a scale of 1 (so 0.0002778 = 0.2778 mU). This gives a rate (rate=EC/WW) of 496.18U of EC consumed for every 1U of WasteWater processed with TAC purfier, vs 53995.68U of EC for every 1U of WasteWater processed with the US purifier. Unless my math is off. I don't know if the US parts are balanced with real life or not but I think they should be at least reasonably close to the original TAC values. They are currently off by a factor of over 100. I think that 15U is supposed to be 0.15U. This is also true of the Sabatier and Elektron devices. If the fuel cell is supposed to have power output similar to the RTG (as the description hints at), then it's affected as well. PS: Is it possible for you to fix the tooltips to show the mU values? -
I was just going to post about this. Thank you for fixing that. It's so annoying how when I add a Mk-16 parachute, it always makes it larger (in addition to other parts). I look forward to the update. As another user posted, I may downgrade temporarily until then. EDIT: I've also noticed that if a part is resized and then sized back to the original size, the mass (at least) is wrong. The 1k battery is 50kg, but after resizing to .625m, it becomes 6kg. If you resize it back to 1.25, it stays 6kg. If you then size it to 2.5, it goes to the proper 50kg from the 1.25m size. I also noticed this with the Mk-16 parachute, so I suspect it's not an isolated incident.
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Thanks for the find. So they made it like earth. It makes sense from a cultural and realism perspective. Just annoying with math now. I do recall a discussion about that a while back now. Well, I'll just hyperedit the orbits to fix them then. I need to do that anyway to make sure they don't drift. I'm curious to know how that will affect other orbits though. For example if I have crafts on an intercept course and such? EDIT: The synodic day is the solar day (at least for Earth). The sidereal time is the shorter of the two. EDIT2: I added this as you corrected your post. This is explained as such (forgive me if you know this): The sidereal time is the true rotation period of the planet. The solar day is the time it takes for the sun to go from one point in the sky to the exact same point the next day. However during the day, the planet is also revolving around the sun. This causes the sun to not be in the same spot if you follow the sidereal day. This discrepancy (for Kerbin at least), is about 59 seconds. This is about 1°, IIRC. The wiki just hasn't been updated yet. Blog post: http://forum.kerbalspaceprogram.com/content/296-KSP-First-Contract-(v0-24-0)-Complete-Changelog
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What is this 'day length fix' you speak of? The solar day and sidereal day cannot physically be the same. If one is changed, the other must as well. Last night I just finished placing 24 GPS satellites in orbit and 1/2 day orbital period (2:59:60.0). This was with 0.23.5, so I hope I don't have to change it. The sidereal day (planet rotation period) is exactly 6 hours. The solar day is 6h 50.8 seconds. Did this change?
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Mobile Processing Lab question
Phoenix84 replied to DailyFrankPeter's topic in KSP1 Suggestions & Development Discussion
What happens when you set it to false? -
How do you use RCS like an EVA jetpack?
Phoenix84 replied to a topic in KSP1 Gameplay Questions and Tutorials
Ah. Too slow. I prefer the two-handed approach myself. Thanks for answering that. -
How do you use RCS like an EVA jetpack?
Phoenix84 replied to a topic in KSP1 Gameplay Questions and Tutorials
I forgot about that mode. How do you rotate in docking mode? I tried that mode one time. I panicked because I couldn't figure out rotation, so I abandoned it and never looked back. :-) -
How do you use RCS like an EVA jetpack?
Phoenix84 replied to a topic in KSP1 Gameplay Questions and Tutorials
I think he wants to use the Kerbal EVA style controls for ship RCS. In that case, just go into the keybinds and change them. Keep in mind that the shift and ctrl used in EVA is throttle control on a ship. Other issue is that kerbal EVA use the mouse for aiming, which ships do not. As far as I know, there's no way to change that. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Phoenix84 replied to ferram4's topic in KSP1 Mod Releases
I was having this problem myself. My rocket payload was over 100 tonnes. I would do the quick tap to initiate the gravity turn at about 2km, and try to let it do its thing. However the rocket would do one of two things: 1) turn too far and the prograde would dip below the horizon. 2) After lower stage separation, it would flip over. I found I had to do the following to get it in orbit: Launch straight up until the larger SRBs burn out (stock). This was at about 7km. Start turning slowly, making sure my heading didn't stray too far outside the prograde marker. Once I reached about 30km (around 45° at that point, IIRC), then I could start taking care of my target apoapsis. I also had to take care and make sure I was pointing towards my prograde marker during stage separation.- 14,073 replies
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I figured the recover itself wouldn't work. I was thinking a 'recover' button on the pad interface. However dragging to the recycle bin I'll take!