gilflo
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Everything posted by gilflo
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
gilflo replied to SpaceTiger's topic in KSP1 Mod Releases
Hi In which folder must be set the auto balancing leg folder to work properly? In GameData ? in Kerbokatz or in SmallUtilities? -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
gilflo replied to Nereid's topic in KSP1 Mod Releases
Hello Is there a gauge giving the temp of the hottest part of a vessel (skin or internal)? No one of the temp gauges I used seems to give that temperature....- 338 replies
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
gilflo replied to Porkjet's topic in KSP1 Mod Releases
Did you start the bulb engineat 26 km when temperature is around 1500° ? I tried on my SSTO and even with all the cooling stuff they overheat very quickly, while the Nerv engine works fine and even its temperature decrease. If you start your bulb on the moon in the cold it's ok.. -
[1.0.5] Heat Management (No longer supported)
gilflo replied to Randazzo's topic in KSP1 Mod Releases
I gave a try with heatsink+ thermalwasher+AHMS and radiators. No way..... -
[1.0.5] Heat Management (No longer supported)
gilflo replied to Randazzo's topic in KSP1 Mod Releases
Well, I did not used the thermal washer. I used a heatsink + 1.25m AHMS and radiators, the lightbulb being tweak scaled to 1.25m. If you look at the cfg file of the lightbulb and compare it to the Nerv cfg, you'll see some coefficient are missing. I am not programmer but i guess something is needed to comply with the 1.0.5 heat system..... Are you sure the thermal washer instead of heatsink will be the right thing? -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
gilflo replied to Porkjet's topic in KSP1 Mod Releases
Well, With all cooling system, it's working as long as you don't run them in a hot environment..... If I start bulb engines at 28km, M 4.5, temperature not increasing any more, with a 500° margin from max temp, even with Heatsink, AHMS and radiators extended, they don't live more than 15sec, temp is increasing very quickly. There's no temp problem in the same configuration with the stock Nerv engine, that's why I think they need some update.... -
[1.0.5] Heat Management (No longer supported)
gilflo replied to Randazzo's topic in KSP1 Mod Releases
Well, it's working as long as you don't run them in a hot environment..... If I start bulb engines at 28km, M 4.5, temperature not increasing any more, with a 500° margin from max temp, even with Heatsink, AHMS and radiators extended, they don't live more than 15sec, temp is increasing very quickly. There's no temp problem in the same configuration with the stock Nerv engine, that's why I think they need some update.... -
[1.0.5] Heat Management (No longer supported)
gilflo replied to Randazzo's topic in KSP1 Mod Releases
Hi Randazzo Thank you for your advice on heat management for the Bulb engine of Atomic Age from Porjet. I gave a try and it looks like it's working pretty well -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
gilflo replied to Porkjet's topic in KSP1 Mod Releases
Thank's Randazzo, i know your mod and I'll give a try to see if it can cool the Bulb engine.... -
1.0.5 Reentry drag and heat
gilflo replied to aluc24's topic in KSP1 Gameplay Questions and Tutorials
Here is my experience for SSTO re entry on 1.0.5 and it works pretty well for all my SSTO to avoid overheat between 35 and 20kms in the upper atmosphere, which is the most dangerous pasage. - install 1 or 2 vernors on top of the cockpit and also below for control of high AOA on re entry. -No need of any radiators or coolers. - burn retrograde, belly of your SSTO facing space, from 80 to 55kms during re entry so as to reduce surface speed around 1700m/s. Get speedbrake out if equipped. -around 55 km, switch on RCS, and with the help of the cockpit top vernors (remember, top of your cockpit is facing Kerbin), gently flip your space ship to 40-50 degrees Navball, speedbrakes still out. This way you flip course is about 130 degres. Don't use wing or side RCS.(stop them by action group) - keep this high Aoa as long as possible with the help of vernors.Your SSTO may slide on right or left wing and may it may be difficult to keep your track straight ahead. You can help with Pilot Assistant HDG. -Your spaceship may enter a spin, but generally you will have paased the most dangerous area, between 35 and 20km and get sufficient speed decreasing to avoid overheat, let him go, you can select prograde and force 0 inclination on your SAS, you can also let his nose fall and struggle with flight controls, but it will recover in 99% and will avoid overheat. . -
Hi Curtquarquesso Configs have been done by planner on last release...
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Hi Pellinor What am I missing with the stock tanks ? Whatever is the size i try in VAB or SPH, they don't reconfigure for quantity nor weight. For example the FL-T800 will stay with 360 Liquidfuel and 440 Oxidizer, or 800 liquid fuel as indicated on right click in the pic. Impossible to change anything in the UI, it won't accept.... KER will always see the initial weight whatever is the size and Mechjeb give the right weight in the VAB or SPH, but once launched, Mechjeb see the initial weight......4.6T That's a bit weird! I got the last version 2.2.5.3 and I tried 2.2.5.1 and it's same result....
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The Storm takes advantage of the powerful OPT J 61. OPT J 61 coupled to a light MK2 hypersonic jet with 2 Nerv Nukes don't need any Oxy to reach orbit. No need to level to break the sound barrier. You just need to pass quick through the heat barrier when the OPT J61 gives its storm power around 20 km..... http://kerbalx.com/gilflo/Storm--P http://kerbalx.com/gilflo/Storm--PX
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
gilflo replied to Porkjet's topic in KSP1 Mod Releases
I built some fantastic vehicles using the bulb atomic engine, the only nuclear gimballed engine, they 're working fine on 1.0.4 but not playable on 1.0.5 because of the new heating system. Atomic bulb engine will heat and explode quickly , even with a ton of radiators!! I guess it's the same issue with other Atomic engines.... i am waiting for an update too.....PLEASE.... -
Last version does not work for me on 1.0.5. No valid indications on engines. I return to previous one and it works...
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Hi guys who play on Mac OS X I am on OS X Yosemite (Imac 27 core i5, RAM 24GHZ) and my game use to quit suddenly every 30 min. Where can I find the Unity crash log in Mac OS X ? Thank's
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Will this work with Mac OS X versions ? If not what is recommended for Mac OS X players? Thank's
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
gilflo replied to Porkjet's topic in KSP1 Mod Releases
Any hope for an update? There's big heat trouble on 1.0.5 -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gilflo replied to ferram4's topic in KSP1 Mod Releases
Thank's for answer, that's quite interesting for maneuvrability...- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gilflo replied to ferram4's topic in KSP1 Mod Releases
HI guys As user of FAR, I have a question about the setting of flight controls. What is the purpose of the tabs "AOA%" and "Brake rudder" in the settings of standard control? Thank you- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
gilflo replied to BahamutoD's topic in KSP1 Mod Development
I guess you need Weapon manager in the SPH to set the action group, and in 1.0.5 I don't see the weapon manager in the SPH -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
gilflo replied to BahamutoD's topic in KSP1 Mod Development
Hello I am new in this awesome mod. Can you explain how you fire missiles? I got 10 hellfire, 5 under each wings and I set Key 4 in action group to fire 1 hell fire. How do I interact with Weapon manager to fire one missile at a time? If I select Key 4 for all Hellfire, they are fired at the same time... -
Thrust limiter varying by pulse
gilflo replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
Thank you Red Iron. I just manage a succesfull reentry using high AOA with a lot of vernor engines to stabilize position. But before that I burnt retrograde very steep from 75km to 52km so as to get a surface speed as low as possible. At 52km I set SAS to Radial + and my SSTO turns to high AOA. Question is: Is it better to enter at low angle with high speed, means longer time in upper atmo, then use the high AOA technique or high angle of reentry with slow speed by burning retrograde before turning prograde and use high AOA? -
Spaceplane ascent overheating
gilflo replied to Nothalogh's topic in KSP1 Gameplay Questions and Tutorials
Yes, that's what I am trying, but sooner or later it ends in spin. I guess it's easier with small SSTO.