-
Posts
1,764 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by theonegalen
-
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
- 4,345 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
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!
-
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.
- 4,345 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
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).
- 4,345 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
theonegalen replied to Whirligig Girl's topic in KSP1 Mod Development
It looks great!- 289 replies
-
- stock planet revamp
- revamped stock kerbol system
-
(and 1 more)
Tagged with:
-
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
theonegalen replied to martinezfg11's topic in KSP1 Mod Releases
What is that engine from? Or is that an AOA engine? -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
theonegalen replied to pizzaoverhead's topic in KSP1 Mod Releases
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)- 779 replies
-
- 2
-
-
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
theonegalen replied to blowfish's topic in KSP1 Mod Releases
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? -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
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. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
theonegalen replied to FreddyPhantom's topic in KSP1 Mod Development
No one has heard from him since February. Likely he's lost interest or time. -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
yeah, it only goes to dds, not from. -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
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. -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
Thousands of textures one by one? No thanks. -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
From my Google investigation, it seems that Unity can not read dds textures, which is the problem. -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
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. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
theonegalen replied to PolecatEZ's topic in KSP1 Mod Development
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. -
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.
-
[1.6.1] NodeHelper - tool used to edit node positions
theonegalen replied to Felbourn's topic in KSP1 Mod Releases
Oh wow, this plus UbioZur will make things so much easier! I spent hours tweaking nodes in the old style the other night!