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xZise

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Everything posted by xZise

  1. I took a quick look at this, but unfortunately all omnidirectional antennae I was able to unlock yet were retractable so I wouldn't make sense if they wouldn't break from aerodynamic stress. Fabian
  2. Is there an antenna which is like the dipole antenna but "sticking" out radially and not along the roll axis? I wanted to build a small "drop probe" where there is an antenna at the back and using DREC a antenna mounted on the side might get destroyed. Using also the stock Communotron 16 omnidrectional antenna it gets destroyed. I guess because of the aerodynamic stress. So basically a dipole antenna but "looking" (without the telescope thingy) like the Communotron 16. Fabian
  3. I'm using your config and I'm pretty happy with it. And I don't think you should make the Engine Ignitor parts more forgiving. I mean it is like you aren't even using Engine Ignitor when you can restart the engine ridiculously often and don't have to bother with ullage. Fabian
  4. That was exactly what I was thinking of. Hmm strange. I looked in your XLS and the condition was if the type wasn't O it would set the simulation to true, and false otherwise. Fabian
  5. That might work when the player is using your settings. But I meant in the VAB in the part properties where the other Engine Ignitor properties are like how often is it restartable. In your xls: When the type is O it doesn't simulate ullage? o.O I only know it the other way around (and then not for proofs). And after trying to fly to the Mun I really would like a RCS ullaged tank Fabian
  6. Okay I checked it ingame: Can you maybe show which engines don't simulate ullage?
  7. This may allow the usage of RCS to ullage a tank (which would be nice as you could ignore setting it to false). By the way what is DSG? Okay I was using the LV-909 and interestingly there was no "useUllageSimulation" set to false. Buuut in J_Davis setting it is false. Oh that might be, after I read yesterday that they flooded the engine bell of the Antares launch with nitrogen. Fabian
  8. Hi, I have two questions. First what is this auto-ignite? As this seems to be the same value as the temperature reading from the reentry mod I guess it is the temperature and if it is above the second I don't need an igniter? The second question is how ullage exactly works. I'm using RealFuels with the stock alike preview by J_Davis which might make this more complicated. But once for example my main engine (while running at "full" throttle: thrust limiter to about 40%) cut of after I ditched the SRBs. So I guess the thrust wasn't enough so that the fuel was faster than the rocket which was slowing down due to atmospheric drag? I increased the thrust limiter and the subsequent starts were fine. But the weird part is the last stage: Over the course of the mission it was never unstable (luckily because if it would there was no ullage motor to fix that). Are some tanks "special" and which prevent them from becoming unstable? I guess some tanks must be like that because for example the ullage motors of Saturn V's third stage were powered by RCS which "should" have the same problem with any other liquid fuelled engine to get the fuel to the nozzle (SRB ullage motors have this problem obviously not). But apart from that (and that J_Davis configuration doesn't support all features of your plugin yet (really looking forward to it)) it is a nice mod. For example the last stage has 24 ignitions and while I was doing the mission I almost used all of them. I really should have used RCS. What would really cool if there is a part which sprays sparks like they did for the Space Shuttle so you first start that and then your engines with it. Fabian
  9. Ah this did it (and at least I now know where the logs are). After I posted it I first only removed your NTR additions (as I haven't developed it yet I don't use it anyway) which worked fine. Fabian
  10. Hi, is there something which determines swath width? It appears that it depends on the current altitude but I can't find any swath(?) angle. This looks nice, but maybe you could add multiple versions of it? For example I have only the first two sensors so can't use that really. Fabian
  11. I'm try using it, but it stops with the nuclearEngine (I don't know if it was able to load it and it stuck at the next). The KSP.log gave me the the following part: [LOG 00:05:06.579] PartLoader: Compiling Part 'Squad/Parts/Engine/nuclearEngine/part/nuclearEngine' [WRN 00:05:06.588] PartLoader Warning: Variable ThermalAnim not found in Part [LOG 00:05:06.589] Added sound_rocket_hard to FXGroup running [ERR 00:05:06.600] Cannot find module 'ModuleEngines' (1856740933) [EXC 00:05:06.604] NullReferenceException: Object reference not set to an instance of an object [EXC 00:05:06.616] NullReferenceException: Object reference not set to an instance of an object And this was in output.log: PartLoader: Compiling Part 'Squad/Parts/Engine/nuclearEngine/part/nuclearEngine' (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader Warning: Variable ThermalAnim not found in Part (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Added sound_rocket_hard to FXGroup running (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Cannot find module 'ModuleEngines' (1856740933) (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at ModularFuelTanks.ModuleEngineConfigs.SetConfiguration (System.String newConfiguration) [0x00000] in <filename unknown>:0 at ModularFuelTanks.ModuleEngineConfigs.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleJettison.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Fabian
  12. I'll take a look. Shouldn't it be possible for NathanKell to show the percentages for example in the buttons which select the configuration? Like with the tanks? Fabian
  13. Hi, yeah I noticed yesterday that my Skipper wasn't very throttleable. I have to check if it is visible somewhere and I didn't noticed it but otherwise there should be a info in what ranges you can throttle the engine (I was able to either shut it down or throttle at higher levels so there appears to be at least some throttle). Unfortunately you can "cheat" by rapidly turning the engine on and off to get a lower average thrust. I don't know if you want to add any "restartability" to it which might make this impossible. But I also noticed something else. In J_Davis prerelease the mixtures between engines is different. Maybe help the builder and add the percentages of the mixture somewhere when I edit the engine. Fabian PS: Okay I took a look at the second image and there is a MinThr info so maybe I didn't look carefully (although I never had an liquid fuelled engine before which weren't throttleable.
  14. Okay I was just wondering because of that analyze date thing. And that it sticks out makes placing it quite hard for such small purpose (it is basically a "computer" like the command modules, MJ or Kerbal Engineer). Fabian
  15. I'm looking forward to a RFv4 stockalike version Although I'm worried about all the fuels you might add (although I don't know which fuels that might be). Fabian
  16. Hi, I love this mod. It generates amazing maps But I have a question about the SCAN MapTraq®. What is the exact purpose? Does it only provide the data to craft without any of the other scanners but itself doesn't do anything else? Because there is this Analyze data option and I guess it is only there because you treat it like a passive scanner? Or should happen something there. Fabian
  17. Hi a little feature request: My resolution is so low that I always have to scroll down to automatically add a default mixture. Can you maybe add an checkbox or something like that which when activated only show common fuels? As I'm using stockalike I'm basically using only LF, LOx, LH2, MMH and N2O4. As I don't know how it is for others here you may add an option to list all common fuels? (I personally would perfectly fine if there wasn't a GUI to do that but only a settings file) Okay I have another question: As it looks like you have removed LiquidFuel do I need to edit the persistent.sfs and change LF to Kerosene (I assume changing names only would suffice)? Fabian PS: Okay I haven't tested 4.1 yet.
  18. Hi, I love it. Especially the design of those little icons. Unfortunately I have the bug that on some rockets the blue "stage specific fuel" is one stage of. I need to test this further but with this craft it should show up (you at least need KW Rocketry and Real Fuels I guess). The first stage consists of SRBs and a liquid fuel engine but it only shows the solid fuel. I will try to get screenshots so you can see what I am talking about. Fabian
  19. Hi is there a way to get the current stage? f.stage unfortunately stages the craft. Fabian
  20. Actually lat % 180 should do the trick too: For example if lat is -200 it returns -20 and 20 for +200. Fabian
  21. I have to look in the specifications but as far as I know you can simply access it like a webpage. I don't know how exactly you can do this in Java, but when you access something like HOSTNAME/?pe=o.timeToPe you should get a JSON document with the time to periapsis. You can add additional like HOSTNAME/?pe=o.timeToPe&ap=o.timeToAp to get also the time to apoapsis. Oh you actually need something to decode the JSON document too. Fabian
  22. Nice one! This looks awesome thank you for the update. I think I've asked this before but is it okay, if I add links from wiki articles like from here to your map? I just want to make sure that it's okay that you got additional traffic (maybe) from the wiki. Ha my estimation with 0.445 px/100 m wasn't that far off (for Kerbin). Fabian
  23. Ah okay although this would result in about 3 kilometers per pixel at the equator. How high the resolution of your map at the equator (km/px or px/km)? Nice I have another question: Kerbol and Jool have both not really a surface so they aren't listed, but some plugins (e.g. Telemachus) require them. For example Telemachus shows the position of the craft with your map. But this doesn't work if the craft is orbiting Kerbol or Jool. A both bodies still have some kind of texture is it possible to use at least that? Fabian
  24. Although I'd love to see a biome map, the resolution isn't that high. On Kerbin near the KSC the scale has a width between 87 and 91 pixels (depending if you count the grey bars) showing a distance of 20 km. So 100 m are only 0.445 pixels wide (using 89 px = 20 km), so a few hundred meters are only a few pixels. Of course when you are getting to the poles this value increases. I've also another question: How long will it take that URL API becomes official? Fabian
  25. Wow at least the new models look amazing. The GUI thingy looks kind of complex, but maybe it's only the looks. Although what are the In and Out Tangent and the Node Value? A little suggestion to the graph: Maybe add a vertical line when a new node starts? (If I understand it correctly) Fabian
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