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theonegalen

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Everything posted by theonegalen

  1. One part of that problem is the thrust curve (velCurve) I posted above. Here's a good replacement: key = .7 0 key = .6 .1 key = .5 .4 key = .4 .5 key = .3 .6 key = .2 .7 key = .1 .8 key = .05 1 key = .01 .5
  2. Hi, I'm trying to use ModuleManager to replace an engine's atmCurve values. If I do this: @MODULE[ModuleEngines] { @name = ModuleEnginesFX @heatProduction = 50 @PROPELLANT[IntakeAir] { %ignoreForIsp = True } @useVelCurveIsp = False @useAtmCurveIsp = False -atmCurve atmCurve { key = 0 0 key = 0.2 0 key = 0.45 0.5 key = 0.525 1.025 key = 0.9 0.9 key = 1 1 } } The Alt+F12 database shows that instead of removing and replacing the first atmCurve, I end up with two atmCurves. What am I doing wrong? I figured it out. You just have to put "{ }" after the -atmCurve. So much frustration because I didn't RTFM properly!
  3. A moment about propeller efficiency. Currently, the Bumblebee prop has this velocity curve: key = 0 1 key = 0.15 1.8 key = 0.35 2 key = 0.5 2.25 key = 0.533 2.5 key = 0.571 2 key = 0.6 1 key = 1.2 0 while most of the other props have curves like this (this one is the Whirlwind): { key = .7 0 key = .6 .1 key = .5 .4 key = .4 .5 key = .3 .6 key = .2 .7 key = .1 .8 key = .05 .9 key = .01 1 } Real propellers have efficiency curves like this, much closer to the Whirlwind and other non-Bumblebee engines: This gives widely varying performance across the different engines, when all of them should get their greatest thrust around Mach 0.075m, tailing off to various degrees after that. Finally, I would like to point out that all the engines except the Marlin and the Bumblebee have "useVelCurveIsp" and "useAtmCurveIsp" set to false, while those two engines have them set to true, which again gives inconsistent performance. If this is intentional, I apologize, but I feel like they should all be consistent.
  4. I've looked into the AJE config-ing of these engines. Most of them already have configs for the right kind of engine, but several would need brand new configs and apparently the only people who understand how to do new AJE propeller configs are @camlost (who has moved on) and @NathanKell (who is very busy with official SQUAD business).
  5. I just started to have problems with the mod set to "wings level" causing it to roll back and forth until it crashed. It even worked before on the same plane. Ugh.
  6. I've always liked the stock music. BTW, my vote for when you enter a new SOI: (not seriously) (Might be good for re-entry though)
  7. So, it looks like as of now, AirplanesPlus would need new configs for the Hispano-Suiza 8Be (Spad VII), Oberursel Ur.II (Fokker Dr.I), Nakajima Sakae (21 and 12, I assume), and the Klimov VK-105PF-2 (Yakovlev Yak-3) in order to be compatible with AJE. Is there any good documentation for building one's own AJE piston engine configs?
  8. I didn't find imagemagick, but the other two are not useful for my needs. I'll try this one. I actually installed reaconverter a few days ago before I realized it was a limited-use trial version of a payware application. I'll look into IM.
  9. No one has heard from him since February. Likely he's lost interest or time.
  10. That's what I thought. Turns out, no, unless I want to pay money I don't have. Luckily, the dev version of ASET has png textures, which has allowed me to modify and create a bunch of WW2 gauges.
  11. KSP doesn't fire an event when something overheats? That's too bad.
  12. Thousands of textures one by one? No thanks.
  13. From my Google investigation, it seems that Unity can not read dds textures, which is the problem.
  14. I figured it out. The models load, but the textures don't. So long as you don't mind doing everything with shaded wireframes, it's fine. My first cockpit coming soon.
  15. And here I was just about to see if it was possible to get the AJE versions of the engines to work... I guess I'll let it lie.
  16. Hello, @jrodriguez, do you suppose it might be possible to use the destructioneffects plugin to drive a part module to allow overheating parts to start to smoke and for fire to break out as they overheat further? Sorry, I just realized Deadly Reentry does this.
  17. Hi, I'm building some warbird cockpits and messing around with WEP and temperature gauges and the like, I'd like to get the AirplanePlus engines to overheat. Unfortunately, all the heat transfers straight into the cockpit behind the engine, which then makes the cockpit explode. Is there a good way to keep the overheating to the engine itself in a way that doesn't break? What I'd like to do is create a requirement for a radiator part (probably using the old radial intake model) for the liquid-cooled engines.
  18. Thanks. I'm working on warbird cockpits, and P-38 Is definitely on the list. I was trying to make a low fuel warning light last night, but I couldn't crack the config. Where would be the best place to ask about that?
  19. Hey @DeputyLOL, are you able to use RPM to provide readouts on individual engines at all?
  20. Oh wow, this plus UbioZur will make things so much easier! I spent hours tweaking nodes in the old style the other night!
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