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Everything posted by bigyihsuan
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I've managed to get the engines surface attaching with the following patch: @PART:HAS[@MODULE[ModuleEngine*]]:FINAL { @attachRules[1] = 1 &attachRules = 1,1,1,0,0 } However, some modded engines have their "grab point" in the middle of the part, as seen below. The left engine is a correct Restock engine, but the right one is an incorrect BDB engine. Is there a way of fixing this?
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totm nov 2023 SpaceX Discussion Thread
bigyihsuan replied to Skylon's topic in Science & Spaceflight
I wouldn't trust it just yet. -
I see, thanks! So Kerbin (and other aired bodies) will have their losses/multipliers reduced, but everywhere else will be in line with the rescaled multiplier (subtracting getting to LKO).
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I'm using the JSNQ_Rescale10x addon patches and trying to make sense of Astrogator's dV readout. It says that it takes ~8554 m/s to Kerbin orbit. The provided, stock 2.5x dV map says it takes 4900 m/s. The rescale factor of stock JNSQ is 2.5x, so its dV values should be sqrt(2.5) = ~1.58x as much as 1x scale (4900/sqrt(2.5) = 3100m/s). (which is accurate, though undershooting it a bit. The community dV map says it takes 3400 m/s to orbit.) The difference in scale between stock JNSQ and rescaled JNSQ is 10/2.5 = 4, so the dV should be about sqrt(4) = 2x as much. But, getting to Kerbin orbit, using the 4900 number, says that it takes 9800 dV to get to low orbit, while Astrogator (and experience) says you need less than that. Is there something going wrong in my calculations?
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I'm wanting to make a MM patch such that all engines are surface attachable, like the engines in ROEngines. I also want to make a copy of the top node (or move the bottom node) so that I can attach interstages to engines close to their attachment point, rather than to the engine bell. Currently, I have this. It (should) set the attachRules such that it will allow surface attachment to other parts, and moves the bottom node to the top one. Would this work? @PART:HAS[@MODULE[ModuleEngines]]:FINAL { @attachRules = 1,1,1,0,0 %node_stack_interstage = #$node_stack_top$ }
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[1.12.x] Launch Numbering Templated
bigyihsuan replied to linuxgurugamer's topic in KSP1 Mod Releases
So how does the bloc numbering work? Is it based on saved changes to the actual ship? Or is it based on something else? -
Mod list and KSP.log are here: https://gist.github.com/bigyihsuan/f5138bd03dd95fd3cf5adafaf3d42324 KSP is crashing consistently at about 70% of the Module Manager patches being applied. I am trying to play JNSQ (+ the extra 10x rescale and part performance configs), but I've ruled it out after uninstalling it and getting the same problem. It shouldn't be a lack of RAM; I have 64GB installed and KSP never fills it up. A quick skim through KSP.log doesn't say anything helpful. I should note that I used a good 99% of this mod list with Infinite Discoveries, and it loaded into the game just fine. EDIT: New findings. I removed EVERYTHING from the GameData folder except for Squad and SquadExpansion and this is still happening. EDIT 2: I uninstalled everything, reverified game files, and launched as stock and it works. Reinstalled my mods and it's working again. Very strange, so it's not a mod issue.
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totm nov 2023 SpaceX Discussion Thread
bigyihsuan replied to Skylon's topic in Science & Spaceflight
The forum doesn't support uploading images directly, you need to upload it to a site like Imgur and share the link to the photo. -
You have it upside down: the small part is where the payload is, and the large part is where you attach the rest of the rocket.
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Ah, I see the issue. Your interstage is successfully separating, but since it's 1 piece, it gets stuck inside the upper stage. Use at least 2 pieces so it clamshell deploys when staged. You will also need to increase the top diameter to match the upper stage diameter. It's a bit fiddly, so use the number input for fine adjustments.
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Are you using the fairing shell part and not the interstage shell part? The interstage shells aren't stageable and stay on the fairing base. Fairings should release when staged. Screenshots are appreciated.
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Infinite Discoveries 0.9.9 (1.12.x)
bigyihsuan replied to Sushut's topic in KSP1 Tools and Applications
I keep seeing this RedGiantThing object in Distant Object Enhancement and other in-game planet lists. What is it? -
Infinite Discoveries 0.9.9 (1.12.x)
bigyihsuan replied to Sushut's topic in KSP1 Tools and Applications
Can there be an option to have the planets use their fantasy names as internal names? A lot of mods (Transfer Window Planner, Mechjeb, etc) use the internal, non-fantasy names which makes it difficult to figure out what is what. -
How long should the burnout plume last then? I let it continue to "burnout" and time warped it at least a day, and the plume didn't go away.
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I'm having an issue with all SRBs not turning off their plume when fuel runs out. It has no fuel and no thrust (as expected), but it continues to have a plume. Logs and modlist here:
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Mod list here: https://gist.github.com/bigyihsuan/9154add3375ccce953a84e26001e23c6#file-modlist-txt KSP.log here: https://gist.github.com/bigyihsuan/9154add3375ccce953a84e26001e23c6#file-ksp-log Issue 1: SRB plumes are not flaming out when out of fuel. SRBs also keep acting like they have fuel and still make noise, but (correctly) no thrust. Issue 2: Water on Kerbin is invisible and has weird behavior. That is not water; that's merely blue-colored ground. I also landed with parachutes on it, and instead of floating to the surface like expected, the probe sank at ~30m/s until it got destroyed when it collided with the sea floor. Another image. This image has Parallax uninstalled.