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not-a-cylon

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Everything posted by not-a-cylon

  1. @CashnipLeafI'm subscribed to @blackrack's patreon Volumetric Clouds. Absolute game changer as far as visual mods go. I stumbled across this forum page and I'd be super stoked if these two mods ever integrated. I asked about possible integration or implementation of something similar. Blackrack had a thoughtful response. Do you have any ideas on these challenges?
  2. Is there a way to move the element in the red box? It overlaps with the stock text alerts like "Entering X Waypoint" and "Quicksaving". Looks like I can rescale it, but I can't seem to find a way to move it around. Thanks for maintaining the mod @linuxgurugamer!
  3. @Starwaster Stock Kerbin + Far, but also with Restock. That's wild! Digging around in the Restock module manager patches, it does look like Restock changes something with the radial decouplers, possibly how parts attach to it. Restock only seems to change effects for the SRBs. For now, my custom 1600K adjustment seems to be holding fine.
  4. The radial decouplers with stock solid boosters explode before the boosters burn out in first stage low atmospheric use. I'm using FAR, so maybe I reach speeds not normal for stock, but I don't think this is likely as I shoot for ~1.6 TWR in the first stage. Is this intentional? I see that DRE nerfs them down to 1000K, but is commented to 1600. Here's what DRE does @PART[radialDecoupler] { @maxTemp = 1000 // 1600 } @PART[radialDecoupler1-2] { @maxTemp = 1000 // 1600 } @PART[radialDecoupler2] { @maxTemp = 1000 // 1600 } and here's what I've done @PART[radialDecoupler*]:AFTER[DeadlyReentry] { @maxTemp = 1600 name = ModuleAeroReentry leaveTemp = True }
  5. Gotcha, I'll be doing :BEFORE then while I dig through parts and experiment a bit. The one in particular that really prompted this post was the Shielded 5-Way RCS Block (name = rcsblock-aero-5way-1) from Near Future Spacecraft that was nerfed down to 1000 while the stock RCS blocks have 1500 despite having more exposed unshielded parts. Some other shielded parts like landing legs looked like they were being nerfed to below other stock parts. I'll get back to you for sure with specific stuff. Thanks for keeping the mod maintained!
  6. This mod has been pretty essential in my game since the beginning. Last time I played was 5-6 years ago and I've found myself hooked again. I've found the Near Future mods to be pretty great in terms of mixing into the stock, but I noticed that they don't seem to have good heat values with Deadly Reentry. As a quick and dirty fix, would doing this cause big problems other than some parts being overpowered? @PART[*]:HAS[#author[Chris?Adderley*]]:FOR[DeadlyReentry] { MODULE { name = ModuleAeroReentry leaveTemp = True } } This essentially un nerfs the temperatures for Near Future by filtering the author "Chris Adderley (Nertea)" Or even better, does anyone have configs for Near Future to work with Deadly Reentry?
  7. significantly weaker. using 1.25 meter parts: sabre intakes and cooler, omega fusion reactor, 2 small radial radiators, electric generator, and thermal turbojet in creative mode. before I installed the mod tweaks. after the mod tweaks. can anyone else confirm?
  8. Did this change affect thermal turbojet thrust in atmospheric mode? My thermal turbojets are really weak now
  9. example: in SPH TWR 3.26 in flight TWR 2ish (MJ and KER disagree) TWR doesn't change after launch clamps are released and craft is moving. ninja edit: it looks like the the TWR is somehow affected by altitude, which makes me think that ISP directly affects TWR in some way- the displayed TWR looks pretty close to what the projected one would be. Is this all intentional? If so, how can I figure out my atmospheric TWR from a standstill before I launch my craft? I need to be able to have accurate numbers to make my physics correct sci-fi atmospheric to warp vtol spaceplanes
  10. Even right after takeoff, my MJ/KER TWR is shown lower than the projected one in the VAB.
  11. I'm not sure if this is a bug, or if it's just me not doing stuff right... Using the Omega Fusion Reactor with a thermal turbojet in atmospheric mode shows a higher TWR in the VAB than when in actual use both in Mechjeb and KER. Why is the maximum TWR lower in flight?
  12. I noticed that there are parts above Deadly Reentry maxtemp of 1250, so their heat tolerances get halved. Some of those parts have heat shielding. The ones that don't, notably the intakes, get fried at around 850 degrees. Is this intentional for the intakes?
  13. I love that this is still being worked on! Any chance you can do a prerelease of the vtol engines? I'm itching to build a physics correct sci line of atmospheric and space craft. I did almost a yearlong hiatus from KSP and you had just posted the teasers then and got really excited.
  14. +1 for asking if this is still being worked on or at least recompiled for .90. I just got back from a 9month long hiatus from playing KSP and have been itching to make some cool things now that the welding tool and tweakscale have been integrated well. I would like to be able to continue my dawn carrier story! Speaking of tweakscale, it might be easier for the mod if it used tweakscale instead of having a bunch of parts sized differently. come back Alskari pleaaaaaaseee if you don't have time to really work on the mod (real life can do that heh), could you at least re release the mod so we can keep a community version alive?
  15. I've got a question about balance. The b9 intakes have a max temp of 1700 (also slightly related, there are parts with 1500). The "ridiculousMaxTemp" default is 1250. Would it be unrealistic to set ridiculousMaxTemp to 1800 or would it be better to talk to b9 about setting the b9 parts below the default 1250? Or even another option: set the ridiculousMaxTemp.maxTempScale to another value to handle these things better?
  16. Placing vertical stabilizers on the end of wing seems to mess up the CoL indicator. It seems to be just a cosmetic problem- I don't seem to have a crazy yaw/roll
  17. is it intended that the squad mk2 parts have way less volume than b9 mk2 parts?
  18. Is there a way to enable KER just in Blizzy Toolbar? I'm using the latest version (1.0.14.1)
  19. is there way to make parts invisible to FAR? I'd like for my ladders to not create drag on my aircraft- I don't think it's balanced that the game's lack of aerodynamic ladder choices (or ladders directly built into hulls) should compromise designs.
  20. Hey now. Part welding works well for optimizing HSH. There's a bit of finesse in design and tricking to make it work well. First thing: build in the SPH, save the craft, make a copy of the craft file and move the copy to the VAB folder. Let the VAB re align your craft and then weld. Second: make sure your root part is free so you can plop it down the weld onto anything. That's more difficult than this other method- build your hull, weld it, then use it as your first part.
  21. Ah I remembered another thing I wanted to tell you as you gained more momentum in working on your mod! I really enjoy the fact that you've designed your mod with an open ended play style in mind. Think like playing with lego- sometimes you would use flat pieces as wings, plating, bulkeads. The short cubic or rectangular ones would sometimes be structural building blocks and support beams. Sometimes you would use them as makeshift laser cannons. Sometimes you would even switch the flat piece's function with the blockier pieces and vice versa. The magic in this paradigm is the parts are interchangeable to fit your imagination. The other side of this . You're given a flat piece that is shaped like a specific wing. The blockier parts. They're shaped like a really cool cockpit and have intricate shapes on them. While the new lego parts look cool, you've constrained the player's imagination with your own. This isn't necessarily evil- sometimes you need to cut down part and polygon count. You could makeshift the new similar wing shape with the original flat pieces but it would take more parts and thus reducing cpu ability. I however still think that it should be up to the player to make these decisions. You provide the framework for the user's imagination to take off and do its thing. While the various crafts submitted are all built from the same parts from your mod, they all look unique reflecting the ascetic of the creator. Either way, whatever you decide on, stick to your guns and a consistent game play design and your mod will continue to work its magic as you add more parts!
  22. I'm out travelling right now so I haven't been getting my HSH fix so I figured I'd just hang out on the thread. While building my carrier, I noticed a few things. You already know I love your work with this mod, so I'll jump right into the bug reports/suggestions. The Advanced Animator plugin lags the VAB. Downgrading to the older animated parts and vanguard plugin in the previous pack fixed the lag. The nav ball on the station window command pod is upside down. Lag with the cockpit and workstation. Removing the hsi internal module (I think that was it. Whatever you used to replace the sfr) in the workstation and the command pod cockpit removed the lag and the inertia tensor debug spam that I posted earlier. The lights in the command stations are not toggleable. After building and playtesting my carrier, I still think the parts are still too heavy. Without the engines, reactors, basically non structural parts, the hull had a mass of over 200 tons. By real world standards, I think that's actually quite light. But with kerbal world sized engines, reaction wheesl, and rcs power, it's too massive. I'd be willing to contribute to doing the grunt work of manually editing cfgs to rebalance provided you can give me a consistent multiplier for reducing the mass. Things to consider- how do the part maseses scale? Should 8 meter parts be 64 times more massive than 1 meter parts? Or should they be getting progressively less massive (but still more than the previous tier) to account for stretching materials thinner? A possible solution to your IVA orientation bug. I remembered this thread in which someone's ksp bugged out and rendered kerbals inside the command pod.. In the thread someone mentioned that the spaceX dragon rider capsule had windows that allowed kerbals to be rendered. I haven't poked around myself with the pack, but if I'm reading this correctly maybe you could do away with the internal plugin altogether with this solution. I think there were a few other things I wanted to report while extensively testing your awesome mod, but I can't remember. I'll post more as I think of them. If you ever need more pictures of your mod I action, pease feel free to pimp out my pictures! The least I can do to help you is make others excited about your mod. As always, thanks for the work and the new parts look awesome! Can't wait to try them!
  23. without further adieu... your journey to the carrier Dawn Runner. mouse over for the story! view on imgur
  24. LEAKED: photos from Darkstar Shipyards Carrier program! After playing this mod a week straight, I've finally designed a FULLY functional IVA carrier (carrying an HSH Eve capable spaceplane) using custom resized 8 meter parts. Stay tuned for the full story/album!
  25. makes landing my spaceplanes so much easier on uneven terrain! pretty much anywhere that's not KSC would you consider making the amount of deploys a parachute has available as a flowable resources with it's own canisters so we can restock our fully reusable missions? thanks for the mod!
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