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theonegalen

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Everything posted by theonegalen

  1. Hey, so ContractConfigurator is saying that the RemoteTech contract pack is using old expressions deprecated since 1.9.0 and therefore is unable to load certain contracts. This is with version 2.0.2, according to the version file. Two examples:
  2. Hey @Proot, I love how everything looks, but is there any way to get half-sized Kerbin textures?
  3. Are you planning to make EVE configs for the Revamped system, or are you going to leave that to others?
  4. awesome! I already use Kopernicus for several things, and being able to remove one more dll from my install can't hurt!
  5. I still miss the barn. :*(
  6. Is it possible to make little huts or houses and have them scatter in certain areas to make towns?
  7. @tetryds I tried to download the propellers pack and dropbox said the account had been disabled because of too many downloads. Any other mirrors?
  8. Gosh, you wouldn't want to turn Kerbin inside-out! That's a safety feature! But yes, what YagiHige said.
  9. Stephen Kerberin? Do I detect a fellow Aubrey/Maturin fan? Great boat either way.
  10. Interestingly enough, I removed KSPRC to try to save RAM, and the error didn't crop up anymore. However, wondering what you meant about multiple errors has led me to search my output_log with more than just "nullref" and now I'm also wondering where else things are screwed up.
  11. Got an error when loading sigma binary 1.5.2 with OPM. It appears to be a ModuleManager error having to do with Sigma/Binary/Configs/generateBarycenters.cfg https://drive.google.com/open?id=0B6ZYgATQfNhBdlZMZ2Y0WUhUd1U
  12. Am I correct in understanding that this is not yet configured to work with the homesickness module of USI-LS?
  13. I guess I'm not sure what kind of info to give you, then. I don't feel like I'm encountering bugs, just that my computer is running slowly because it's four years old. Are you planning for a release that will optimize everything so computers like mine can run the full mod? In that case, I'll be glad to share whatever information will be helpful. PC Specs: Intel Core i7-2670QM @ 2.20GHz, 8 GB RAM, NVidia GT 540M, KerboKatz's Physical Time Ratio Viewer reports that KSP is running at 30-40% speed when I'm sitting in a Thunderbird on the KSC runway, taking off, flying around KSC a litle bit, and landing. Here's a log. https://drive.google.com/open?id=0B6ZYgATQfNhBMVhDd3ZDakNNRjQ
  14. Just gave it a go. The PFD MFDs didn't seem to work, but I did get a whole bunch of pictures of what they were supposed to look like dumped into my screenshots directory.
  15. I'm sorry, I'm confused. Which version of what do I need to download now? I updated NFE earlier today.
  16. I don't currently use FAR, so no, these cfgs are tuned for Stock Aero. I was under the impression most players who used FAR also used AJE, which I thought did things with propellers already. My apologies if it is not so.
  17. Updated Configs! If you look at the test data from my previous post, you can see that I was able to get them pretty close to real-life standards. The one engine I'm not happy with is the KAX Radial, which has some kind of odd thing going on with the drag that keeps it from matching the performance of the other two. I don't know why this is, and I really don't understand what most of the Firespitter modules do (so I didn't touch most of them). I based the configs off of data for the Rolls-Royce Merlin and Allison V-1710 models available at the end of World War 2, as well as performance data of the P-51D and P-38L. Marlin: PART { // --- general parameters --- name = merlin module = Part author = blackheart612 // --- asset parameters --- mesh = model.mu rescaleFactor = 1.0 // --- node definitions --- node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- FX definitions --- //fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power //fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power //fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- //sound_fspropstart.wav = engage //sound_fspropidle.wav = power //sound_jet_deep = running //sound_vent_soft = disengage //sound_explosion_low = flameout // --- editor parameters --- TechRequired = highAltitudeFlight cost = 950 entryCost = 2200 category = Engine subcategory = 0 title = RR Marlin Engine manufacturer = Seen falling from the sky description = Because jet engines are too mainstream. More advanced than the Whirlwind, with less weight and higher overall performance, except at the extreme service ceiling. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 0.69 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 15 maxTemp = 3600 fuelCrossFeed = True MODULE { name = FSengineSounds engage = AirplanePlus/Sounds/mustang_startup //running = power = AirplanePlus/Sounds/mustang_idle disengage = AirplanePlus/Sounds/mustang_stop flameout = AirplanePlus/Sounds/mustang_stop //warning = powerPitchBase = 1.0 thrustAddedToPitch = 0.45 powerFadeInSpeed = 0.0025 powerFadeInDelay = 0.1 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1s minThrust = 0 maxThrust = 52 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 2.5 engineDecelerationSpeed = 5.0 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 14 } atmosphereCurve { key = 0 5600 0 0 } atmChangeFlow = True useVelCurve = True useAtmCurve = True velCurve { key = 0 0.6 key = 0.25 1 key = 0.7 0.1 key = 1.2 0 } atmCurve { key = 0 0 key = 0.14 0 key = 0.2 0.7 key = 0.37 1 key = 0.75 1.1 key = 1 1.2 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } //---- Integrated air intake (based on Kethane engine) MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.03 intakeSpeed = 50 intakeTransformName = thrustTransform //Intake } RESOURCE { name = IntakeAir amount = 0 maxAmount = 15.0 } //---- Deployable air scoop responding to the throttle MODULE { name = FSplanePropellerSpinner propellerName = nosecone rotationSpeed = 200 windmillRPM = 0.1 spinUpTime = 3.0 useRotorDiscSwap = 1 rotorDiscFadeInStart = 0.55 rotorDiscFadeInEnd = 0.95 rotorDiscSpeed = 30 rotorDiscName = disc blade1 = blade1 blade2 = blade2 blade3 = blade3 blade4 = blade4 } MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform } MODULE { name = FSengineHandCrank } // PART END } Whirlwind: PART { // --- general parameters --- name = fighterProp module = Part author = blackheart612 // --- asset parameters --- mesh = model.mu rescaleFactor = 1.0 // --- node definitions --- node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- FX definitions --- //fx_exhaustLight_yellow = 0.0, -0.1, 0.0, 0.0, 0.0, 1.0, power //fx_smokeTrail_light = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, power //fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- //sound_fspropstart.wav = engage //sound_fspropidle.wav = power //sound_jet_deep = running //sound_vent_soft = disengage //sound_explosion_low = flameout // --- editor parameters --- TechRequired = highAltitudeFlight cost = 950 entryCost = 2200 category = Engine subcategory = 0 title = K1710 "Whirlwind" Engine manufacturer = Seen falling from the sky description = It's a V12 engine with a big fan in it. Could potentially fly an aircraft if you're clever enough. It's turbosuperchargers increase weight and efficiency at high-altitude flight. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 15 maxTemp = 3600 fuelCrossFeed = True MODULE { name = FSengineSounds engage = AirplanePlus/Sounds/V1710_startup //running = power = AirplanePlus/Sounds/V1710_idle disengage = AirplanePlus/Sounds/V1710_stop flameout = AirplanePlus/Sounds/V1710_stop //warning = powerPitchBase = 1.0 thrustAddedToPitch = 0.25 powerFadeInSpeed = 0.0025 powerFadeInDelay = 0.4 powerLowerThreshold = 0.0 powerVolume = 1.0 engageVolume = 1.0 warningSoundThreshold = 0.8 warningCooldownTime = 2.0 randomStartDelay = 1.0 //for playing engines slightly out of sync } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1s minThrust = 0 maxThrust = 44 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 2.5 engineDecelerationSpeed = 5.0 useVelocityCurve = True PROPELLANT { name = LiquidFuel ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 14 } atmosphereCurve { key = 0 5600 0 0 } atmChangeFlow = True useVelCurve = True useAtmCurve = True velCurve { key = 0 0.6 key = 0.25 1 key = 0.7 0.1 key = 1.2 0 } atmCurve { key = 0 0 key = 0.11 0 key = 0.2 0.7 key = 0.37 1 key = 0.75 1 key = 1 1.2 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } //---- Integrated air intake (based on Kethane engine) MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.03 intakeSpeed = 50 intakeTransformName = thrustTransform //Intake } RESOURCE { name = IntakeAir amount = 0 maxAmount = 15.0 } //---- Deployable air scoop responding to the throttle MODULE { name = FSplanePropellerSpinner propellerName = nosecone rotationSpeed = 200 windmillRPM = 0.1 spinUpTime = 3.0 useRotorDiscSwap = 1 rotorDiscFadeInStart = 0.55 rotorDiscFadeInEnd = 0.95 rotorDiscSpeed = 30 rotorDiscName = disc blade1 = blade1 blade2 = blade2 blade3 = blade3 } MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform alternateTTName = alternateThrustTransform useNamedAlternate = 0 } MODULE { name = FSengineHandCrank } // PART END }
  18. I don't have any of the IVAs from before 5+. Would you mind sharing them with me? It's valid by the CreativeCommons license on the mod. As long as MasseFlieger doesn't mind, of course.
  19. Well, to get my KSP to run quickly (~80-100% physics time), I installed KSPRC then had to remove Scatterer and everything EVE related.
  20. There really isn't a version downloadable that just fits with the current release of KSP. I have modified my own install to include the old cockpits and it required a lot of fiddling around with configs. Until the next version of Modified IVA comes out, I'm using an alternative mod, by fast_de_la_speed. It works quite well, but doesn't include the career progression I greatly look forward to with MIVA.
  21. Hello, lots of NRE spam slowing down my flight. Log: https://drive.google.com/open?id=0B6ZYgATQfNhBdXVSbXZ0RURFalU
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