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Starwaster

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Everything posted by Starwaster

  1. I was unable to repro using your provided steps. KSP loads and the settings menu opens for me as expected. You really need to provide a log file with a report like this.
  2. Even 320 m3 sounds way a little too generous for Skylab. They were living in what was a converted Saturn S-IVB hydrogen fuel tank. Those carried ~250kl of H2 but the tank's internal volume would be closer to 300, and not all of that would have been habitable. I think they were probably counting the airlock too. (I'd hope they weren't counting what would have been the O2 tank which was used for garbage disposal!)
  3. Oh, I misunderstood then... ModuleAnimation2Value can't do that. It's used for changing part properties or module properties based on animation. (see, this is why Starwaster should not post until AFTER coffee has been ingested)
  4. Can't help you with stock, but if it's an animation, then for Deadly Reentry you can add ModuleAnimation2Value to it (example usage: https://github.com/Starwaster/DeadlyReentry/blob/master/DeadlyReentry/DeadyReentry-BahamutoDPorts.cfg)
  5. Default thermalMassModifier and skinThermalMassModifier = 1.0 Shell: Used to be a lot easier to attach things to the shell, but quite a few versions ago, something changed and it's a bit problematic. But if you DO attach things to the shell then they stay attached when the shell jettisons. If the attached parts don't go away with the shell then they were never really attached to it to begin with. Attach the interstage top node to the engine's bottom node. If the engine has no bottom node and there's no other nodes available with the engine in place then you're not going to be able to do it.
  6. Apparently, in real life, shields were overengineered (because we weren't sure how much they had to withstand) and didn't lose very much material. So, Realism Overhaul (note the 'real' there, heh) tones down the ablation quite a bit and DRE probably is chewing away at your shields more than is realistic. For the time being I've elected to keep DRE's original shield behavior to keep things challenging and players on their toes. If RO customers would prefer more challenging shields then in the future I'll figure something out. Probably an in-game slider that scales ablation on the fly. That way, the various configs that control behavior wouldn't have to be changed anywhere. But yeah, in the meantime: Status Quo.
  7. It also just occurred to me that the guy who is doing the stork delivery parts is also doing a ballute... people have been asking for those for awhile now.
  8. No, I did understand that you don't see the tiny pictures. (portraits) The problem exists because the part's internal only has TWO seats. The Kerbals views you see are limited to the number of seats because the cameras that render those tiny windows are linked to the seats. No seats, no cameras. No cameras, no Kerbals. Or rather, the Kerbals are there but they have no portraits. You can still use the hatch to EVA them or to transfer them.
  9. Adding a 'waitForAnimation' is trivial. Doing it before animation won't have a lot of impact unless there were going to be a significant delay before the animation even starts. Otherwise it would be functionally identical to 'simultaneous'
  10. It has very high res textures. That's not an issue to be fixed. It's one of its core features and yes it means it eats into what other mods you can install. If you don't want high res textures then install active texture management and edit the settings for KSO so that ATM will resize them and reduce quality so that they have less RAM footprint. Or manually resizing its textures yourself is an option.
  11. Wow, so you're telling me in this age of prosperity and technological enlightenment for the Kerbal people, we still have to have low paid Kerbals shoveling ****??? We'll just see what Bernie Kerman has to say about that! Feel the Kerm! Vote Bernie Kerman, 2016
  12. I haven't tried it, but that would probably be a bad idea. A reentry that relied entirely on aerobraking means that you'd have to dip at least 35 km into the atmosphere (it really depends on your mass. On the ballistic coefficient if it were calculated) That's too steep and you'd be coming in a lot faster. I gave spaceplane parts thermal properties equivalent to the shuttle's tile system.
  13. Not that familiar with TAC; I tried it a few times when it first came out.... So maybe this isn't helpful, but what happens if you try decreasing production?
  14. One thing though about the reentry portion of it. You do want that shallow. Your skin is very low thermal mass, high emissions factor. They'll heat up a lot quickly and it's honestly a little scary to behold all the red temp gauges lighting up. Start reentry from halfway across the planet with a Pe of 50-55
  15. ok stupid suggestion time. Have you tried it inflated? (I think I know whats happening. I think its inflated/deflated drag cubes are swapped)
  16. ... It's over there, fifty feet to the right of the rails, down that embankment.
  17. I'm not sure how to answer that.... I'm not aware it was ever SSTO unfriendly given that SSTO just means 'single stage to orbit' Unless you're really maybe asking about spaceplanes but then my answer would be the same. Over the past couple of days I've flown a number of spaceplanes either to orbit or suborbital successfully and then returned from space safely. (with the exception of a fairly complex OPT spaceplane that had one its engine nacelles explode on a suborbital hop, but I successfully recovered and made an emergency landing. Not sure what happened there) If you've had trouble in the past, give me more info and I'll see if I can help. In general though, if you're approaching Mach 2 then you better be at or near 25km altitude and if your ascent is shallow then you might need to steepen it a bit... but I've done both, where I ascended shallow and then at 25km I pitched up 10 deg to gain some altitude. But I prefer to go steep as soon as I leave the runway. (my favorite OPT design was going vertical by the time it reached the middle of the runway, at which point I just kicked in MechJeb's ascent guidance autopilot)
  18. I can only speak for myself (and do so because you directly quoted/replied to me; I'm not otherwise sure how much of that was actually meant for me) but I have zero intention of making any decoupler parts nor of 'transforming' my own mod to include parts. It exists only in support of other mods that require it (originally SDHI but later, others) and is either linked to on their front pages or listed as a dependency for them in CKAN which then downloads it automatically if another downloaded mod requires it. (as happens with SDHI)
  19. What shield(s) are you using to protect it? I don't think any of the stock ones are large enough, nor are any that come with DRE (if you use that)
  20. Not to mention going through your own old code and wondering if a chimpanzee coded it behind your back.
  21. Please change the name of it. Regardless of any differences in functionality, there is already an actual mod by this name. Even if it doesn't have its own thread it exists, is used by several mods and is present on CKAN. (hence the confusion in one person already asking if this is an update of my mod) https://github.com/Starwaster/AnimatedDecouplers Edit: Additionally, it's not just the project name; you've actually named your class ModuleAnimatedDecoupler, same what mine uses. The way you're going about this is going to conflict if people install both mods.
  22. Wooooo a ballute! This is going to be big. Lots of clamoring for ballutes over the past couple of years but nobody's done it I don't think.
  23. Start reading past pages until you see the update that Avalon put up.
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