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Starwaster

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Everything posted by Starwaster

  1. I did read your question. Maybe it was clearer to the author than to other people what you wanted to convey. There is no current option to restrict MJ from using RCS for rotation that does not also enable RCS Balancing. You can as Ricardo mentioned, have a separate window with the checkbox for turning off RCS rotation but it does nothing without RCS Balancing. Try this for now: @PART[vernierEngine]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleRCS]:NEEDS[ModuleRCSFX] { @name = ModuleRCSFX } @MODULE[ModuleRCS] { !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} PROPELLANT { name = Kerosene ratio = 0.38 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 0.620 %flowMode = STAGE_PRIORITY_FLOW } @atmosphereCurve { @key,0 = 0 304 @key,1 = 1 265 } } MODULE { name = ModuleEngineConfigs type = ModuleRCSFX //thrustRating = //thrusterPower techLevel = 2 origTechLevel = 2 engineType = O origMass = 0.01 configuration = Kerosene+LqdOxygen modded = false CONFIG { name = Kerosene+LqdOxygen //thrusterPower = 0.445 PROPELLANT { name = Kerosene ratio = 0.38 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 0.620 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 1 IspV = 1 } CONFIG { name = LqdHydrogen+LqdOxygen //thrusterPower = 0.445 PROPELLANT { name = LqdHydrogen ratio = 0.72856139 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = LqdOxygen ratio = 0.27143861 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 1.261 IspV = 1.3 } CONFIG { name = MMH+NTO //thrusterPower = 0.445 PROPELLANT { name = MMH ratio = 0.437 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = NTO ratio = 0.563 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 0.953 IspV = 0.952 } CONFIG { name = UDMH+NTO //thrusterPower = 0.442 PROPELLANT { name = UDMH ratio = 0.413 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = NTO ratio = 0.587 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 0.95 IspV = 0.943 } CONFIG { name = Aerozine+NTO //thrusterPower = 0.455 PROPELLANT { name = Aerozine50 ratio = 0.502 %flowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = NTO ratio = 0.498 %flowMode = STAGE_PRIORITY_FLOW } IspSL = 0.963 IspV = 0.955 } } }
  2. Yes, it's called Smart Translation. That's what turns on RCS Balancing.
  3. http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-READ-FIRST That thread is stickied and contains instructions on the way to post your problem that can get you assistance. It contains instructions on how to find and post the correct log files that will help others to help you. And yes, you have a log file even if you did not crash. You always have a log file unless you explicitly disabled logging.
  4. Yes, zzz has said on a number of occasions that everything he has produced for KSP is public domain. There seems to be no consolidation of his parts either; they show up all over the place around here. You're probably only looking at the tip of the iceberg of zzz parts. That said, this mod cannot carry the license of 'all rights reserved' unless it lists an exception that the part is public domain.
  5. I can't reproduce any of that. All context menus continue to work just fine even after placing every single one of Porkjet's inflatables on my ship and turning on every animation. (if that matters) Post a log file after starting the game, going into the VAB and reproducing the problem, then immediately exiting the game (to keep the log small and easy to search) Read here for information on finding and posting your log: http://forum.kerbalspaceprogram.com/threads/92229 (You have a log file even if no crash occurred. You always have a log unless you explicitly disable logging)
  6. Real Fuels. And and I just realized that you need a config to patch it for RCSFX. Raptors stock configs for RF is should have it. (If not now then next time he updates)
  7. Hydrogen slush has substantially greater density at 16%-20% over liquid H2. Give it a density of 85g and a boiling point of -259
  8. Oh I misread. I thought you were trying to get there faster
  9. Output_log.txt (player.log if Linux or Mac) did some searching and found that error associated with other games so I'm thinking it's a unity issue. You probably won't be able to get reflections as long as you're using OGL in conjunction with the Radeon drivers.
  10. Gravity assists from other planets to pick up speed. It'll take really careful planning.
  11. Can't tell anything from a fragment. I don't even know where that error is coming from. Unity? Another mod like Texture Replacer? Your OpenGL drivers themselves?
  12. You can't access any of its function if you don't have a manned command module. If it's stuck and you can't get a command ship out there or any other Kerbals then edit your save file. (external Kerbals can deploy / retract the part) To fix it in the save file: Find the part's entry in your save file. Set animTime to 1. Save MODULE { name = ModuleAnimateGeneric isEnabled = True status = Locked animSwitch = False animTime = 1 animSpeed = 1
  13. Find the file custom.cfg in your DeadlyReentry folder. Edit it. Replace the contents of that file with the config code in the spoilerified section below. Save the file when you're done editing it. @REENTRY_EFFECTS[Easy]:FINAL { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1250 @afxDensityExponent = 0.75 @temperatureExponent = 1 @densityExponent = 0.8 @gToleranceMult = 6 @parachuteTempMult = 0.5 @crewGKillChance = 0.01 @parachuteDifficulty = 0.8 @crewGClamp = 10 @crewGPower = 4 @crewGMin = 10 @crewGWarn = 450000 @crewGLimit = 900000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False @useAlternateHeatModel = False } @REENTRY_EFFECTS[Default]:FINAL { @shockwaveExponent = 1 @shockwaveMultiplier = 1 @heatMultiplier = 25 @startThermal = 750 @fullThermal = 1250 @afxDensityExponent = 0.65 @temperatureExponent = 1 @densityExponent = 0.6 @gToleranceMult = 6 @parachuteTempMult = 0.25 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 450000 @crewGLimit = 900000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False @useAlternateHeatModel = False } @REENTRY_EFFECTS[Hard]:FINAL { @shockwaveExponent = 1.005 @shockwaveMultiplier = 1 @heatMultiplier = 20 @startThermal = 750 @fullThermal = 1250 @afxDensityExponent = 0.55 @temperatureExponent = 1.005 @densityExponent = 0.6 @gToleranceMult = 6 @parachuteTempMult = 0.5 @crewGKillChance = 0.01 @crewGClamp = 30 @crewGPower = 4 @crewGMin = 5 @crewGWarn = 225000 @crewGLimit = 450000 @legacyAero = False @dissipationCap = True @useAlternateDensity = False @useAlternateHeatModel = False } I don't know. Need more info. What other mods do you have? How about Real Solar System? Laythe's atmosphere ends at 600 km in RSS. (because it's been turned into Titan. Atmospheric pressure is 0.04 at 60km and density is comparable to Kerbin still) To all: Looking at doing another update sometime in the very near future. (maybe even tonight or tomorrow). This will probably be the final beta update and if that goes well then it will go full release. This will likely be the last update before the next KSP update, barring hotfixes.
  14. Being a programmer doesn't convey ability to make any of this work. I very much doubt most players of KSP are programmers. I'm one but that I'm not better at playing KSP or using these mods because of it. If FAR destroys your creations then you need to relearn how to create them. Or relearn how to fly them. (personally I also consider FAR's aerodynamic failures excessively aggressive. But it IS totally possible to fly with it) (I don't use it anymore myself; I have a stock friendlier solution that works better with MJ. It's in my signature) If Deadly Reentry is disintegrating your ships then you either need to relearn how to build so that parts of your ship aren't exposed or unshielded. Or learn proper reentry angles. Too shallow and you can deplete your shield before you've slowed to subsonic speeds. Too steep and aerodynamic stresses / gforces can kill Kerbals or destroy parts of your ship. For RSS sized Kerbin setting your periapsis to 60 usually gives you a decent angle. As for program crashes, it's likely memory, but who can say without logs? (you're a programmer, you know the value of logs in troubleshooting). Still, if it's memory then are you using Advanced Texture Management? It cuts memory usage quite a bit.
  15. So it was with me. I had it on my 'to do' list to check the mod out.... Now when I update KSP, grabbing KAC is on the top 5, easily. I dunno how I got by without it. Kerbal Alarm Clock, where were you all my life!
  16. And, to chip in my unsolicited advice, real chutes (as in IRL) don't behave the way that you're suggesting they should in the Real Chutes mod. (kind of ironic.... Stupid Chris set out to make better chutes that behave more like their IRL counterparts) Real Chutes don't help your probes be stable on landing. That's your job to deal with. If you find SAS works for you then use SAS. If you find using RCS to stabilize them works then use RCS. Or use broad landing legs. Or land on flatter terrain. Or install KAS so you can grapple to the ground (ala Philae). In each case though, that's your responsibility to figure out. The chutes did their part already by getting you on the ground at substantially lower than terminal velocity or supersonic speeds. Do you know what happens to chutes in real life? In most cases A stainless steel guillotine blade severs the lines to disconnect the chutes from the <whatever thing they were attached to>. Or explosive bolts disconnect the lines. But they don't stay attached and they don't 'deflate'.
  17. Ok. Don't ... You know, post your logs or anything that might help me help you
  18. Is 180kg really too much for a Kerbal in a spacesuit? The ISS suits alone mass 145kg. Add in 60-80kg worth of human and you've got 205-225kg
  19. Great that you fixed it. Sorry I missed your last post. Been busy doing IRL stuff and hacking on the next update. Speaking of which (to all), I've got it so that the metrics for both ablation and dissipation are separately tweakable and some other tweaks and fixes. And added some extra buttons that enable the alternate heating model. (one for stock and one for RSS. Easy, Default and Hard will all be restored to their previous settings in the next update). The original heating model and the alternate have been properly separated so that it will behave as 'legacy' if you don't have alternate enabled. (with the exception that all incoming heat will be increased by approximately 12% to compensate (partially) for the stock dissipation values. Speaking of which did everyone catch the last dev notes from Squad? Total overhaul of the heating system. We will in 1.0 have a proper concept of heat vs temperature including factoring in resources. What that means for the future of Deadly Reentry I'm not sure yet as it could well be made obsolete. We'll have to see what happens when 1.0 comes out.
  20. Especially since that same answer had been adequately given by others, even if they weren't Squad
  21. Yeah that would work. I could write a config for it in my sleep, blindfolded with both hands behind my back and no coffee. Anything fancier would require some C#, but that too would be trivial. But I'm not really seeing the gain in such an exercise so I'll pass.
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