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xZise

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Everything posted by xZise

  1. Hi, I can't somehow pick up the magnetometer data. Is there a special trick required or is it simply deactivated? Ah okay. Would be nice to have a part which actually tells you the current biome. Fabian
  2. Hi, how can I prevent automatic synching? I'm using 0.1.5.1 and while I was travelling to the Mun I started two other rockets (sub-orbital) and then switched to a satellite. But as soon as I switched to it, I was synched with my friend, and the craft travelling to the Mun had overshoot. Fabian
  3. I would really like to see a detector which triggers depending on the (surface/orbital) velocity. I want to prevent that my antenna rips of during reentry without modifing that the antenna can rip of (I'm using RemoteTech). So my current idea would be to retract the antenna manually, let the parachute deploy when the craft is slow enough and then let the antenna extend when the craft is slow enough for that. Maybe the craft is already slow enough to extend the antenna prior to activating the parachute. But this would still require such trigger. Fabian
  4. That is actually depending on the engine definition. I'm not sure what description you mean, but the info "Ignitor: ? (?/?)" is the definite configuration, and this doesn't has to bound to specific "rules" (like hypergolic -> infinite). You could define that electrically started engines can be ignited infinite times. Fabian
  5. Hi, I tried to test Selene. So I downloaded the ZIP of the testing and in-dev branch and extracted them into the GameData directory. The result is, that I'm able to add the unit to my craft and the Toolbar allows me to make it visible, but it doesn't show up anyway. Fabian
  6. The magnetometer has a button "Check Biome". What does that do? Nothing is happening for me. Fabian
  7. Use the interstage fairing base. Place it above your tanks then the engine of the next stage on the hovering node (not the node on the fairing base). You can adjust the height with H to lower the hovering node and then raise the faring (but not the hovering node) with J to enclose the engine. You can adjust the base radius with R and the radius around the engines with Y. I'm not sure but maybe you need to disable fairing struts with T. Fabian
  8. I actually have the same problem. And the problem appears to be that the original file is protected. When I tried to manually move the file I had to close MMPM. Fabian
  9. Hi, I still have the issue in TCA 1.2 that it overwrites my predefined thrust factor value for each engine (the build in factor). Could you somehow apply your changes ontop of that thrust factor change? Fabian
  10. Can I simply update to EI 3.2.0 when I'm using RealFuels? I'm asking because with the new pressurized fuel tanks logic it appears that RF needs to add the info if a tank is pressurized. Fabian
  11. I haven't tried it yet, but does it obey your thrust limitations? Fabian
  12. More specifically the Rockomax X200-8 Fuel Tank should be shown there (although not in it's original capacity). Your list also looks oddly short? Fabian
  13. Did you compare the mass or the volume? I haven't used the LV-N yet, but as I understand it, you need to compare the masses but usually you only get shown the volumes. But as the density of LH2 is so low, you need a lot of it. But I don't know if they would make ever sense. I know that in the previous revision (Modular Fuel System) where there was no distinction between RF and Modular Fuel Tanks some argued that the LV-N would never make sense, even if you have infinite amount of fuel. Fabian
  14. Hi, I guess I found a bug in your plugin: As you can see there is small scanned area on the north pole which I couldn't have reached easily. Except when the world would be something like a torus (I guess this would work). It appears that when the scanner is scanning to close to one of the poles it also discovers the area on the north pole if the map was rotated and the bottom is connected to the top. Please note that the image above is the top half duplicated and then moved to the bottom half to visualize what the bug is. Fabian
  15. I have them commented out (aka not edited) and they work fine. So I don't know why it's not working for you. Fabian
  16. Hi, I noticed this plugin ignores the thrust limiter I set in the VAB. This is kind of problematic as I have basically not an engine which a low enough thrust and I'm using RF which applies a lower cap to most of the engines. Fabian
  17. Okay I guess, I figured this out. I made the ullage pack you linked in the first post compatible with RealFuels: https://www.dropbox.com/s/4788dw2go1o5t5k/UllagePack.zip It does use either MonoPropellant, Hydrazine or HTP. I left UllageFuel as a resource to maintain upgradability. You need ModuleManager and the Ullage Pack (the complete pack should work too) from Rocket Power Industries. Tell me how it works out for you especially with those numbers. Be aware that the MonoPropellant will use it from all tanks, while Hydrazine and HTP need to be fuelled to the engine. Also the engines are like normal engines so you need to apply thrust like with a normal engine, even when it does use MonoPropellant. I recommend to use an action group to toggle the current status. To ignite it always uses the fuel it usually would use and it can be ignited 32 times (this should be more than enough). Fabian
  18. I don't know if this was asked yet, but with RF, how do I set the igniter resource to the same of the source the engine is using because it is hypergolic? Fabian
  19. Although one problem with this would be restartability. Currently I place three ullage motors with 2 way symmetry to restart the engine up to 3 times. So if you ditch them with the fairing you need to hold onto it until the third restart. Or I place one pair on the fairing and two on the main craft. What would be the most "realistic"? Fabian
  20. Simply create a text file (e.g. "RemoteTech_Kerbal_Space_Industries.cfg") in GameData/RemoteTech2 with that content: @PART[bladeAntenna] { !MODULE[ModuleDataTransmitter] {} MODULE { name = ModuleRTAntenna IsRTActive = true Mode0OmniRange = 0 Mode1OmniRange = 2500000 EnergyCost = 0.13 TRANSMITTER { PacketInterval = 0.4 PacketSize = 2 PacketResourceCost = 10.0 } } MODULE { name = ModuleSPUPassive } } This should work and merge the properties of both antenna. It basically uses only the distances of the Communotron 16 (2.5 Mm if on) so it won't break due to air resistance. It is also by default activated, so you might want to turn it off, when your plane is manned to save energy. Fabian
  21. Yeah I had problem with it. Currently (without a second decoupler on top) you need to deactivate auto-struts so both will separate. But because you add an additional decoupler to separate the interstage adapter from the rest, that isn't a problem anymore. Fabian
  22. So do we have to fix our craft after you update and change the name of the part? Fabian
  23. What do you mean with "fuselages". Simply the fairing of PF or another mod, because I'm wondering what do you mean with CutJoint. The auto-struts option? And I would like to see it in it's finished state. Fabian
  24. So you are having basically two decouplers there? One to disconnect with the stage beneath, and another to disconnect with the stage above, interesting. This might save some mass because you don't have to carry the ullage motors with you. Fabian
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