-
Posts
4,410 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by KerbMav
-
HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
That would remove the smoke screen without touching the new engine flame FX? Leaning veeery far out here, but would this work: @PART[*]:HAS[MODULE[ModuleEngines*]]:FINAL { @EFFECTS { !powersmoke {} } } -
The second image? There is no "damaged by heat from engines" or similar entry in the flight log.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
While I am at work and unable to upload my craft file (gladly the stockiest design I made), do any Airbenders have some input to my aircraft with a hypersonic washing mache drive? After going >~300m/s at ~10km it starts to get unstable and finally tumbles on every axis. Fun Fact: With a less rigid/bendy tail construction it almost managed to reach orbit - but this was with active torque in every pod. Using: FAR, KIDS, DRE, HotRockets- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
ETA: ~6h
-
For as long as FAR and later Stock KSP made tweaking possible pitch and yaw were only enabled on the tails and roll on the wings of my planes - special care is taken to place the control surfaces at a reasonable distance from the CoM to get good leverage, hence the use of the long structural tail part. What if I remove the SAS unit - command pods have controle authority (since .22 ?), while A/SAS units only adds torque (as far as I know, from memory). The more I try to fly this craft the more I think that speed is more a problem than thinning air. (Btw., it is not just shaking, it starts yawing left to right until it suddenly starts spinning and tumbling around itself.)
-
Permadeath on, Kerbonaut Memorial Gardens inaugurated.
KerbMav replied to StrandedonEarth's topic in KSP1 Discussion
If I werent in constant fear of PC-resources-loss, I would pick up Scott's (?) planting flags for lost Kerbals at the flag pole of KSC. But with every flag being a craft and close to launching rockets and all ... -
While flying with jets the CoM of this aircraft moves forward, but only very slowly and not very far - the problems already set in when the tanks are all almost still full. (CoL behind CoM is a good thing?) If I tweak out the pitch vector from my tail, only the rudder for yaw will remain, the two ailerons will then only move my CoL back (which is not a bad thing, but that will be all they do) - but wont they also work against any pitch control by stabilizing the aircraft as static fins? Will try adding canards, although I am still below 10km in still quite thick air when it starts dancing. Can it be the supersonic speed that is causing this? I want to fly without reaction wheels while in atmosphere - and use RCS in thinner air/space mostly. (I rarely say this: Scott Manley showed it works. ) Where is the ASAS located if all torque has been deactivated in all cockpits/passenger cabins and A/SAS units?
-
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
KAC is even more valuable since KSP saves nodes by itself - switching between crafts leaves me with multiple nodes sometimes - so reloading the one I planned and saved in an alarm comes in handy once more! Although I would like to know where this problem comes from. -
If it does not whirl, it refuses to be steered at all ...
-
The CoM moves further to the front - and it happens quite early after takeoff doesnt take long to reach the "critical zone" described above. Was not a problem in the first design - jet engines also do not heat up parts behind them. As I said, all I changed was removing a inline tank and battery, so the tail was the same, only maybe half a meter further back. Interesting idea. 1. Will try the old design once more. 2. Will clear up behind the jets.
-
As usual my plane starts to spin around every axis at 10km / ~400m/s after a rather uneventful takeoff. All reaction wheels are off, control surfaces at strength 10, flying with soft controls "Fun Fact": Its predecessor flew straight, reached space (apart from not enough fuel it might have attained orbit), but its tail swam like a fish when pulling a bit harder. So I removed the wobbly parts (an RCS tank and a inline battery) and strutted the tail a bit. Are my planes to rigid?? Using: FAR, KIDS, DRE, HotRockets
-
My change does not seem to work ... both engines still use LF/OX. Using HotRockets I want to cover for ModuleEnginesFX, my config folder begins with "zzz..." to run last. @PART[nuclearEngine] { @MODULE[ModuleEngines*] { !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} PROPELLANT { name = Kethane ratio = 5.00 DrawGauge = True } } } @PART[cl_large_nuclearEngine] { @MODULE[ModuleEngines*] { !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} PROPELLANT { name = Kethane ratio = 5.00 DrawGauge = True } } } Narf ... forgot some {} ... But now they are using LF/OX and Kethane ... Forgot even more {} ... though the example in the second post does not have them!
-
HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
It works if I built it onto a smaller tank ("Mainsail Coolant Method") - and I forgot my own tweaking to the nukes - thanks for reminding me. -
[Modifying part] New Sounds- KW Compatible!
KerbMav replied to The Destroyer's topic in KSP1 Mod Releases
Can this be done with ModuleManager now or do the original files still have to be overwritten? -
HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
Did you not like what you saw or is KSPX becoming obsolete? At least I cannot see an included config file for it. Also, are all problems with DRE gone? My LV-Ns still overheat and blow at >75% thrust. -
I remember being able to scroll through the part pages in VAB/SPH with the mousewheel - where did that come from?
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KerbMav replied to TaranisElsu's topic in KSP1 Mod Releases
I would love this to be a seperate mod. http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-28 -
Incoming roids with an Apoapsis
KerbMav replied to Random Tank's topic in KSP1 Gameplay Questions and Tutorials
I thought 23.5. fixed such behaviour (as jittering AP/PE markers on almost circular orbits)? The asteroids I started tracking right after patching the game also changed their orbits at Kerbin - so, launching interceptors weeks in advance is not as clever as I would have liked to think it is? Also although I untracked all but two of them, the game has not generated any new ones ... -
Anyone up for a bit of testing? Fly somewhere (with a lab) and do an experiment twice that gives lots of science (bigger numbers for less invisible "behind the comma" stuff in the game). Quicksave. Return the capsule and the science gizmo both holding one instance of the experiment, note science points received and remaining in research center. Quickload. Transmit one instance, return the second, note science points received and remaining in research center. Quickload. Process and transmit one instance, return the second, note science points received and remaining in research center. Log in here and share the data.
-
Sent my Duna mapping satellite over to Ike. Transmitted map data from my SCANsats at Duna, Muna and Minmus. Docked a Kethane transport from Minmus at my KSS. Found my Minmus encounter for my old Explorer One - again - for the third time - sometimes they just do not want me to get anywhere ... Figured out how to use Ship Manifest now that it is using Connected Living Space. Built and hexed (unlimited fuel, hacked gravity) a large assembly of almost all engines in the game into an orbit around Kerbol for easier testing of my KIDS settings. I think I have them all atmosphere rated now and less powerful while in atmospheres - as it should be, at least for me. Talk about killing return options from Eve even more?! Next up: Safely park my old Explorer One on Minmus' surface to avoid disasters from the nuclear engines. Add something nice to my KSS as it looks a bit empty/simple right now, probably more crew quarters and/or fuel storage. Prepare for another try on a Moho probe landing. Finalize/decide on a design for a new interplanetary ship.
-
Commented out the "DeployFxModules = 0" in all parts - did not quite work as intended, as I cannot deploy some RT2 antennas now, but I am getting there, thanks!
-
I would gladly open them manually if they just staid that way. Will try that.
-
Nope, you can extend them, but as soon as they are used to transmit, they retract again - this can temper with not yet transmitted data.
-
While I am unable to reintroduce RT2 to my save, is there a mod that lets antennas stay extended after transmitting once?