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jefferyharrell

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Everything posted by jefferyharrell

  1. I was just thinking the other day how nice it would be to have Delta IV launchpad features. Consider this a vote in favor.
  2. Thanks! Is that temperatureGaugeHighlightThreshold on a scale of 0 to 1? EDIT: Never mind, I see now that Physics.cfg is surprisingly well documented. Here's the relevant line: temperatureGaugeHighlightThreshold = 0.75 // When skin temp / max skin temp greater than this, edge highlighting becomes visible
  3. For the record, this particular satellite was bound for the Mun, so the Centaur did the trans-Mun injection burn (six and a half minutes it was too). The burn finished with something like 1,500 meters per second of delta vee in the tank, so of course it was still overkill, but I like Atlas V. It's cool. I'll play with MechJeb's "limit acceleration" knob and see how that changes things. Thanks for the pointers!
  4. I have a question about BDB, JNSQ and MechJeb's PVG. @Zorg, since you literally wrote the book on it, I'm pinging you specifically, but all advice is welcome. Here we have a totally ordinary Atlas V 401 carrying a two-ton payload. (It's a Scansat satellite.) If I launch it with the default PVG settings, it gets to orbit okay, but two things about the ascent offend me: First, I pick up SERIOUS heating around 40 kilometers: And second, by the time my Centaur gets to 100×100 km it's pitched down about 45°. So following the instructions in the wiki I tried setting Booster Pitch start to 100 m/s (from the default of 50 m/s). The result was pretty much the same. Then I tried 150 m/s, and again got pretty much the same ascent with the same problems. Then I tried setting Booster Pitch start back to 50 m/s and changing Booster Pitch rate to 0.3°/s; again, same basic ascent, with the heating around 40 km and the Centaur pitched well below the horizon at SECO. So my question is this: What knobs should I be twiddling to try to get a more aesthetically pleasing ascent out of this rocket? What other than Booster Pitch start and rate are useful tunable parameters? The MechJeb PVG window has a lot of buttons and dials but it's not obvious which ones would be useful to me in this situation. Any advice is welcome. Thanks!
  5. Fair enough. I don't know much about modding KSP, so I can't readily distinguish between ideas that would be easy to implement and ideas that would be impossible.
  6. Sigh. Yes, you did do that. I'm sorry I missed it. I've downloaded the ZIP and replaced the icons in my JNSQ folder, and now they appear in-game right-side-up.
  7. Yeah, something organic-sounding, not overly electronic. I mean any "beep beep beep" would do the job, but something Kerbal-y would be a nice touch.
  8. What do you think of these? https://freesound.org/people/bowlingballout/sounds/400894/ https://freesound.org/people/Timbre/sounds/101355/
  9. Sorry for asking a stupid question, but how can I check this for you? Is there a new download I can try? The latest release on Github is 0.10.0.
  10. Speaking of Atlas V, I have a question about payload fairings and conformal decals. I'd like to put conformal decals on my payload fairings, like this: But nothing can be surface-attached to SAF fairings. Procedural Fairings work fine: ...but SAF fairings are obviously a lot cooler. Is there a way to patch SAF fairings so they can take surface attachments? Maybe a Module Manager patch I could throw in my GameData folder?
  11. @OhioBob I can confirm this. Why this should be true is a complete mystery to me, but there it is. My game has roughly six thousand mods installed though, so I'm not sure how helpful I can be at troubleshooting.
  12. @OhioBob I may be crazy. Has Kerbin's atmosphere always stopped at 80 kilometers? I would've sworn in 0.9.0 it was 85 kilometers.
  13. Understood. It'd be nice if TUFX and SCREENSHOT_SUPERSIZE worked together, but it's not a hugely critical issue or anything. It's just about taking pretty pretty screenshots.
  14. @Shadowmage, do you have any idea why SCREENSHOT_SUPERSIZE isn't working with TUFX? Instead of being up-rezd supersized screenshots are just normal resolution but upscaled so each pixel is twice (or whatever) as big. You've been told about this, right? If not I can provide screenshot examples and a log file, if you want.
  15. @diamond-optic, looks like you fixed it. Antialiasing is now "sticking" between scene changes, and here's my log file when switching from flight to map to flight again: [LOG 09:17:08.131] [TUFX] Detected change of active camera; recreating post-process objects. [LOG 09:17:08.131] [TUFX] Destroying existing PostProcessVolume (from previous camera). [LOG 09:17:08.131] [TUFX] Enabling profile: Default-Flight. Current GameScene: FLIGHT [LOG 09:17:08.132] [TUFX] Setting HDR for camera: Camera ScaledSpace to: False [LOG 09:17:08.135] [TUFX] Profile enabled: Default-Flight ... [LOG 09:17:20.363] [TUFX] Detected change of active camera; recreating post-process objects. [LOG 09:17:20.363] [TUFX] Destroying existing PostProcessVolume (from previous camera). [LOG 09:17:20.363] [TUFX] Enabling profile: Jinx-Flight-2. Current GameScene: FLIGHT [LOG 09:17:20.364] [TUFX] Setting HDR for camera: Camera 00 to: False [LOG 09:17:20.364] [TUFX] Profile enabled: Jinx-Flight-2 Great job!
  16. I will happily test this for you next time I get a chance to play, probably later today. Thanks!
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