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ialdabaoth
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Everything posted by ialdabaoth
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ialdabaoth replied to ferram4's topic in KSP1 Mod Releases
I've been considering playing with the Kp/Ki/Kd values on ASAS until I find something sensible for FAR, then posting a cfg file in this thread.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ialdabaoth replied to ferram4's topic in KSP1 Mod Releases
NOTE: Deadly Reentry 2.2 is waaaay alpha; I would prefer people who just want to fly planes (as opposed to people who want to help me test DRE) just download my fixed version of ExsurgentEngineering.dll, and replace their copy in GameData/ExsurgentEngineering/Plugins/. I have careo's permission to redistribute.- 14,073 replies
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Update for those using B9 Aerospace or any other mod with the Exsurgent Engineering plugin: Here is fixed version of that dll. I have careo's permission to redistribute. This version of the dll also fixes a bug with SABRE engines where DrawGauge=true either gets ignored, or causes multiple gauges (some of which don't work). -
The mod comes with a ModuleManager cfg override that fixes the heat for KW, B9, and KSPX. I can't really just double heat, because there are specific thermal effects that happen at specific real temperatures (i.e., the transition from white to red reentry F/X needs to happen at 525C for physics reasons). Heat is actually applied based on an approximation of a real-world algorithm; it doesn't feel right to just arbitrarily double that simply because Squad has no concept of scale.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ialdabaoth replied to ferram4's topic in KSP1 Mod Releases
Hey, is there somewhere I can grab your latest source code for 0.9.5?- 14,073 replies
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
ialdabaoth replied to yongedevil's topic in KSP1 Mod Releases
I've released a patch to ExsurgentEngineering that resolves the conflict; I've included the patch in Modular Fuel Tanks and Deadly Reentry. -
Heh. Well, 2.2 is pretty cool. There's now a "Repair damage" EVA feature, but note that you may have to click it multiple times if the damage is substantial. Each click will repair between 0 and 10% of the current damage, so on average light damage will take 1 click, moderate damage will take 2-3, heavy damage will take 4-5, and critical damage will take 6-10.
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This is a problem in general. I'm basing my computations of G-force tolerance on crashTolerance. So, what would the entire KSP community (at least those who use my mod) prefer: 1. Plane wings that can withstand 15 to 20 G's of acceleration, and pods that can reenter at 40 G's or 2. Pods that break up after 20 G's, and plane wings that break up at 10 to 15 G's?
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
ialdabaoth replied to yongedevil's topic in KSP1 Mod Releases
I do! The ModuleManager plugin is interfering with the ExsurgentEngineering plugin. There's a fix coming. -
This is the real problem, I think. Accurate physics means that Kerbin almost never presents a real problem, unless you're doing something crazy like dropping straight home from Jool. I'm already tweaking quite a bit to make it even slightly 'deadly'; the question is, how much do we want to make this "hard mode" for the sake of hard mode, vs. how much do we want to make it reasonably realistic? My preference is always towards moar sim, of course.
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Short version: ACU is for planes, ASAS is for rockets. Long version: Once you hit 'T', and ASAS module will remember your heading when you pressed the 'T', and try to point you back to that heading. If you attempt to steer while ASAS is engaged, the ASAS will fight your steering. ACU will merely keep the plane pointed in its current direction. If you steer to a new direction, even with ACU engaged, the ACU will just try to keep you pointed in the NEW direction. ASAS is to force a heading; ACU is to "smooth out" your controls.
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Because spaceplanes such as the space shuttle don't use ablative tiles. Spaceplanes in the next version *will* use heat tiles, they just won't be ablative (i.e., they won't get "used up" as you go through the atmosphere). The Mk1 pod will still use ablative tiles, and the HOME shields are still ablative, but spaceplanes use high-temperature ceramics and carbon-carbon tiles so that they don't have to replace the tiles after every launch.
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Actually, it's on ExsurgentEngineering's end (sort of). Actually, it's on Squad's end; but the TLDR is that there's a bug in how Squad handles adding new modules to a part, that only happens in certain unusual circumstances. ModuleManager happens to cause one of those circumstances, and because ExsurgentEngineering doesn't work around Squad's bug, ExsurgentEngineering causes ModuleManager to crash when ModuleManager tries to handle a SABRE. I've talked with careo and we have a fix that should be released soon.