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zzz

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Everything posted by zzz

  1. I'm try to make sort of KIDS for my self, is this way is legit or I mess up things? @PART[*]:HAS[@MODULE[ModuleEnginesRF]]:final { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @IspSL *= 0.6 @IspV *= 0.6 } } } It seems to works somehow, but I'm not sure what I'm doing and is I'm doing it right.
  2. Perfomance is better now, I didn't test it intensively but at least no noticible difference from 0.4.4.2 at launchpad. Thanks.
  3. Not sure why but I still have noticeable performance hit from 0.5.1, less then 0.5 but still. same rocket at launch 0.4.42 - time rate 80% 28 fps 0.5.1 - time rate 50% 16 fps No log spam, very messy setup with ton of mods It's not proper report - so I do not ask for help or support. Just saying:wink:
  4. Got it. Thanks. Never look at this tool this way, cool ability. It's hard to tweak to get exact result but got more or less stable(some roll instability at extreme angles) up to ~60 AoA, slows much better now, still some bounce up couple times, not smooth descent curve, but much better, reliable and cold now (RSS-lite(x6.4)).
  5. I not said it necessary fly or how ot called, but it object of aerodynamic and gravitational forces anyway, I asked how it made it. If it somehow shift mass to keep balance in needed position at different mach this the trick and answer.
  6. Nope. Well, I will ask another way - do anyone have any craft capable to keep AoA 45 at Mach 12-15 without canards, cheaty gyro and RCS? Just to take a look at CoL - CoM - control surfaces scheme
  7. Maybe stall is wrong word but it's not work for me, I could not to make anything with such wings keep AoA more then ~20 regardless of deflection angle of control surfaces and CoL position, what's the trick?
  8. But how? I examined pictures of it's control surfaces and didn't understand how reproduce it. Any control surfaces at the end of wings will be useless at this angle because of stall, maybe with canards but it do not have canadrs.
  9. 2oktav I didn't looked at ksp forums last months but accidentally went(?). Fractal didn't have sources of most models. If I understand correctly you want radiator model isn't it? It was ages since last time I launched unity and don't clearly remember how all this work but I think I put correct files and hope you can sort out how to use them and it will somehow help http://www./download/m7mr6760czgbr5g/h2.7z But if I remember correctly such separate animation(to make unfolding animation and separate heat) is not work well, but maybe with help of some dll magic. I allways thought best way to do it is by some way to proceduraly change emissive texture alpha amount(emissive color.a) in runtime
  10. This is not what I'm talk about. Only somehow change of rules since it become popular was electricity for sas but it's not matter much and do not change anything drastically. How terrain looks and how sas good don't change anything -you do the same things in the same way. Make things looks better and control easer it's just another part of making it more accessible for general public. And this is not about harder. FAR is not harder then stock just more resonable and DR is not any hard - but this is not as it used to be,- this is the main concern
  11. And as well as for heat it's also reason why ksp will never have more resonable aerodynamics. This "placeholder" was a reason why there "crazy and creative ships" in first place and now it's image of KSP and in this way it's become famous. And now you can't change it to not "ruin magic". ----- Well if you don't touch anything then - this is how it's used to be, everyone love it, maybe we wiil change it but who know and there also mods if you want, you know. But if you will touch anything, basic rules - everything will be ruined forever, it's not as it used to be, "all" will be angry. Squad prefer play safer. And decided to focus on making it more accessible.
  12. This picture is better demonstratration of intake spam I'm personally usually use 1:1, 1:2 and try to make it look somehow reasonable. It's still easy enought to get in orbit with it, maybe less effcient.
  13. I don't know about topic, but want to notice, maybe you know what you doing or I didn't see somethnig, because no one is talk about it, but details you try to bake looks like is not very suitable for normal map by itself. I mean mostly perpendicular plains. Normal maps didn't work this way, it's not height information, it's more like slope angle information. I mean perpendicular cube at plain even if correctly baked will produse nothing on normal map.
  14. I have some problems with it. Especially "Veronica", other things sometimes broke too but most time more or less correct, this is save restored from backup, previous time "root" was little wierd too. Very possible it's just me, I have lot of mods. Maybe KJR or DamnedRobotics is broke it. Also some clues what this mod about. Do not pay attention to music, it's just my player at background, and its a bit cropped.
  15. No, we need some special sas for it. Only if you turn off SAS and give to your ship some exactly needed amount of angular momentum it will work this way.
  16. Very impressive, but people is so used, even if it's completely incorect, to this ultimate stopper of everything rotation then I can't imagine it will become very popular.Some sort of paradigm shift. Maybe of Manly will begin to use it:). Modders are continue to make what is "impossible to make" and "limitation of engine". It's not as terrible(in breaking of habits) as it sounds, at least warp still kill any wobble, and this sas emuation is neat, but all is feels more believable. I always felt little guilty about using warp to stop things. It even handy because give ability to very slow turns in non physical warp, if you have lot of time for maneuver you can even turn several hundreds tons vessel for hours from a tiny bit of rcs if you wish. But as feedback I have some problem with one ship(one at kerbin orbit is work fine) - maybe it's because it's in interplanet space or maybe something other involved but it's shake in strange way. Actual rotation seems completely correct but ship durning warp by some reason flips every frame(more graphical glitch then real problem). I'm still not sure is this this mod by it self or something other make this mod to work incorrect but maybe you know what is gong on. edit: It's a bit strange but when I load ksp again it's not doing it anymore, I don't know what it was.
  17. For me it work and protray radiators and heat correctly. Your processor produce lot of waste heat under load and cooler there not to cool it to ambent temperature(it never can), but to keep heat under control and pervent it from burning. So there still lot of heat but you can play in ksp. Maybe it's not so intuitive but ksp players should be able to to study, because even how to reach orbit is not intuitive too. You not just add more and more fuel trying to fly straight up and complaining, but study how it work. And Fractal promised some heat helper so something maybe will be more clear.
  18. In this case lv-n must show stats somehow in some way comparable to kiwi in LFO mode, but it have five times more thrust(even from thorum) and better isp from same mass(even if not take into consideration infinite work ). Why kiwi can't make something similar? I see some system and same rules in KSPI NTRs - but lv-n looks out of place and didn't see how it fit there. I do not complain and do not suggest to change something(to shift responsibility:)), but I think it's incorrect to compare them, they are from different universes. About precoolers I already have some clues about all this. my only concern was, if say it simple to not lost it again - precoolers make (at least attached) jets always just black, not red/orange, you know. Only if I have also some radial intakes wich is not cooled efficiently - at big speed emissives are displayed, It's not about realism but about how this emissives in ksp work. Eye candy. It's not real problem but by some reason bother me. But if this designed to work with RSS as well, and this needed to be this way, ok then. You can begin complain if you get overheating. If you have some power in system you will get some heat in system, but if you have enought radiators it wil pervent it from overheat(and radiators dispatch better when they are hot). Goal of radiators is not to have zero heat, you allways will get some, but to make system to not overheat.
  19. LV-N is obviously work by different rules then KSPI NTR. By KSPI rules it must have same stats as kiwi(from tech level and reactor size), deplete nuclear fuel and need of thermal management, but by squad rules it much more powerfull and work at the same way as chemical rockets. It's like to have small squad antenna together with Remote tech - it's small not need line of sight and work at any distance - if you need to bring big dish and to have relay network by RT rules - obviosly it will looks more lightweight and flexible. Or one Pod wich not use life support system, and kerbals will live in it forever when with other pods they need lot of heavy supplys. It's just not consistently to have both. I'm not suggest to change something but I think it's incorrect to compare them. To make "better stats then anything" engine is easy anyway. Fractal already tried to change stock rules with solar panels and jets(by the way, I'm ok with need of precoolers for hypersonic, well, close to , kerbin scale make everything wierd, but over half(or even almost) of orbital speed is somehow portray what mean to be hypersonic for earth, I belive. What I'm about, oh yes - looks like it cool toþ much - it pervent engine thermal emission animation to show up - maybe somehow to change some curve, to make it cool at full only when engine is overheating, or somethng like this, maybe it's not physically correct, I don't know, but will help with FX) I don't know why he leave lv-n as is, maybe because it will cause some discontent(?) (when people become angry), as it was with other changes of rules.
  20. Really nice, I use several orbital tugs to continuously move a lot of things from place to place and it's very neat how they now automatically replenish monopropellant every time when dock with station. Thanks.
  21. It was just accidentally, "offical statament" is still the same:) About lebles, maybe someone else will make it, I dont think it's will be hard. I know there enough guys who can make it. I personally not sure about it, I currently use it for large quantities of tac resources(and have mm configs for kas boxes by some guy) but not sure such lebels is really needed, I understand it form game perspective but I discern(?) them just by colors and real spacecrafts and big containers rarely have big signs "food" on it(well maybe sometimes it actually have, I don't know, let's say, my imaginary spacecrafts and containers is not), so I don't think I realy need to make it. And if no one is want to make it - maybe this is not really needed.
  22. Sorry that I interfere, but I not sure what I can make and not really very intresting in making something at all and such thing in particular. All this is little confusing, I never said I looking for such opportunity, end even if I will, you not need to ask for me -anyone can paint it as he want without permission, by license(or not? whatever), Tal's even has provided all nesessary uv layouts. I didn't read carefully, I was confised, no, you not need to ask me, seriosly. It's completely not about asking harder
  23. Oh, I thought I didn't send it, maybe I pressed something wrong while edit, I decided it's all too silly and change my mind. I already put it in this "hab" thread anyway. Well ok then. Oh, and thanks, but good looking thing and good part is not allways the same, looks like I have some success in first one(?) but rarely good in second.
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