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loppnessmonsta

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Everything posted by loppnessmonsta

  1. or while in the VAB you can right click the part and hit the "disable staging" button dunno if that's default or part of tweak everything, but it's nice.
  2. no, that's not what either of the two people who responded to you said. your **** is broken, that's not supposed to happen.
  3. Red arrow is part of the torque. it shows you how bad it is. bigger arrow, more torque. i go by the number in the window, though.
  4. Idk if anyone has suggested this yet, but would you consider making some Connected Living Space-compatible parts? By which I mean hinges/rotatrons with a 1.5m tube at their center through which kerbals could conceivably move. I'd love to make docking arms that fold up AND allow internal passage to the main hull of the ship.
  5. yeah that got messed up a bit in the copy/paste; it looks much nicer in my cfg. the brackets are all set, though. mostly wanted a second set of eyes on the syntax and DREC settings. Just did a couple of test flights. Once to confirm DREC is working as usual, another to try the heatshields. Jeb Bill and Bob died horribly the way they were supposed to, so DREC was definitely working. On the other flight, the fairings worked! They ran out of ablative shielding, however... that's probably because I tried to get fancy and do the 1/3rd fairing entry like in the Copernicus video. FAR didn't like that, and it went into a spin. Still, nothing overheated and exploded, so I think if I keep all the fairings on it should work just fine. The above cfg file should work for Flowerchild's tweaked DREC settings. This should work for default DREC: //Heatshield functionality for Procedural Fairings - Fairings and Fuselage @PART[KzProcFairingSide1] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 500 90 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } @PART[KzProcFairingSide2] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 500 90 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } @PART[KzProcFairingFuselage1] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 500 90 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } Feel free to use 'em if you guys want. Both probably require FAR to actually shield payloads. I dunno what they'll do w/o it. Minimally tested at this point; I'm going to bed. If your ships blow up it ain't my fault!
  6. okay, I went ahead and installed FAR. Been waffling on that for a long time anyway. Here's what I've got for the fairings: //Heatshield functionality for Procedural Fairings - Fairings and Fuselage @PART[KzProcFairingSide1] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 800 240 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } @PART[KzProcFairingSide2] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 800 240 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } @PART[KzProcFairingFuselage1] { MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 320 0 0 // peak ablation at 1000 degrees C key = 3000 400 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin dissipating at 300 degrees C key = 800 240 0 0 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } The dissipation values I'm using are the same ones used in Flowerchild's tweak on page 50, which is what I play with. I used the other values from the 2.5m heatshield; I dunno if that'll make a difference with larger/smaller payloads. I think this will work, but I'm not sure. Does everything look right to you guys?
  7. it occurred to me this would also be a good place to ask: has anyone successfully added heatshielding (for DREC) to these fairings and gotten them to work? Adding them isn't a big deal but I'm not sure how to configure them so that they actually protect parts behind them.
  8. yeah, that's what i'm having trouble with. Getting the fairings to be heatshields is cake; getting them to work correctly is another matter, and the part I need help with. Sounds like I may need to install FAR... which I'm hesitant to do.
  9. While searching for an answer for my own question (about how to add heatshielding to procedural fairings) I found this cfg for one of the FASA pods: @PART[FASAMercuryPod] { @maxTemp = 1700 MODULE { // this one is custom, and is a little thicker than most heat shields. name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } You'll obviously need to change the part name, and you might need to tweak some of the values, but that should give you an idea of the general formatting. For value tweaking, I suggest copying the values on the existing heatshields.
  10. holy crap, would you please put some code or spoiler tags on that so your post isn't so huge? also, I'd like to make procedural fairings work as heat shields, but I'm not really sure how to do that, beyond just "make a modulemanager cfg to add the deadly re-entry module to the part." I'm sure it's more complicated than that, though. Any suggestions? Seems like it's probably something someone's already done.
  11. Maybe I missed it: Is there a way to move the mechjeb sidebar? I'm really, really sick of having it there. It's ALWAYS in the way, even when minimized. I'd prefer to just hide the whole thing inside Toolbar.
  12. That's unfortunate, Daishi. Always frustrating and a bit scary when a rig dies. Hope you get it sorted out without too much damage to your wallet and other things! That being said, I'm going to drop more suggestions/ideas on you guys because I'm a jerk like that: Have you considered doing Kethane and/or Interstellar wedges? Or perhaps a probe-sized set of parts? I'd keep it super-simple for that: an in-line mounting piece that holds a single probe-sized science bay, and nothing else. It would provide just enough functionality to do cool stuff like have your kerbals perform upgrades on your in-space probes and things like that, without getting into too much part-bloat.
  13. Hmm. Doesn't work. Here's what I have: @PART[*]:HAS[@MODULE[ModuleCommand] :HAS[#minimumCrew[0],!MODULE[MechJebCore]]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } I'm not sure how else to go about putting MechJeb on JUST the probe cores without naming them specifically, which I'd prefer not to do so I don't need to add new code for any mods I install.
  14. yes. i just took the stuff out so it didn't take up a bunch of space. forgot about the spoiler tags. so the syntax for the minimum crew part is correct?
  15. I want to give Mechjeb to all parts that have modulecommand with a minimum crew of 0... so basically all probe cores. I want to make sure I have this right before I load it up and potentially break something. have I done it right?
  16. I'm sure the basic concept has been mentioned before, but perhaps a science wedge? have just one part, with built-in thermometer, barometer, gravmax, etc. (everything except goo and materials bay, which are big enough to need their own parts) could have each functionality unlock as you unlock the base part, the way MechJeb unlocks specific functions as you progress.
  17. ashamed to say i stay in kerbin's SOI. i plan to eventually move on, but i keep finding cool new mods to try out, and starting over, etc. i launched a few probes out beyond kerbin's SOI, but they didn't go anywhere after that.
  18. This set of parts is great. One thing I feel is missing, though: a 45 degree truss segment (Like the L bend, except 45 degrees)! Sometimes, right-angles just look stupid.
  19. i'm getting a "hatch is obstructed" error when trying to EVA from the orbital sphere. also using crew manifest and CLS, so maybe some problems there? edit: hmm, appears it's not just the sphere, but any command pod i use with that craft. odd. maybe i need to re-build it.
  20. how are the tanks attached? if you used a radial attachment node and then strung out the fuel tanks node-to-node, you'll see the same results even with NO fuel lines. nodes function as fuel lines, and the radial attachment node parts are the only ones that can conduct fuel radially, and then only when attached radially. if you connect a radial attachment node node-first, fuel will not flow through it. if they're attached radially at any point, then i dunno.
  21. so i'm trying to customize this mod so that the structural adapters (not nose cones) function as batteries (at half the mass/power ratio of normal batteries) instead of fuel tanks. I went into the adapters cfg and changed it to this. it works, but now they have electricity AND fuel. I cannot figure out where the fuel is coming from. None of my other mods affect these parts, and the fuel capacity is the same as your original cfg. It's not listed in the part selection window (the electricity is) but shows up in the right click menu for the tank itself, both in the VAB and in the world. edit: well i figured it out, but it's strange. it's because it was an existing craft. new instances of the parts work just fine. weird. whatever.
  22. do you have bi- and tri-couplers as well?
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