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Everything posted by Starwaster
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You can already do what you want with variables in MM patches: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-3-5-%28Sept-14%29-Loading-Speed-Fix?p=1416253&viewfull=1#post1416253 Here's an example of a config I made for Ioncross Crew Support to replace a lot of HAS[#crew[1]], HAS[#crew[2]], etc etc until I got tired of typing. IONCROSS_MM_SETTINGS { O2 = 850 CO2 = 200 } @PART [*]:HAS[#CrewCapacity [*],~CrewCapacity[0],!MODULE[IonModuleCrewSupport]]:FOR[IoncrossCrewSupport] { O2Amount = #$@IONCROSS_MM_SETTINGS/O2$ CO2Amount = #$@IONCROSS_MM_SETTINGS/CO2$ @O2Amount *= #$CrewCapacity$ @CO2Amount *= #$CrewCapacity$ MODULE { name = IonModuleCrewSupport } RESOURCE { name = Oxygen amount = #$/O2Amount$ maxAmount = #$/O2Amount$ } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = #$/CO2Amount$ } }
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There's an icon in the toolbar that looks like a little space capsule reentering. Click it and part of it turns orange (like capsule with reentry flames) In-flight there is an option to open debug menu. Click that then right the heat shield and take a screenshot of that. Orient the view so I can see the entire ship so we can see how it's constructed. This thread shows how to get logs http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 Edit: When you do find the debug menu, look on it for the setting Multiplier. (right after Density Exponent) Set Multiplier to 5 3
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What version Are you trying to use the 32 bit version with the 64 bit client? (spoiler: it doesn't work) what angle what velocity (or substitute Ap / Pe for angle if you're not really sure, and that's probably easier anyway) does 'ablative shielding doesn't burn off' mean that some of it burns off but not all of it or literally none of it. (no seriously, people make this claim and then I come to discover that it is burning off but just not as much as they think it should) Post logs Post custom.cfg if it exists in the DeadlyReentry folder. Enable debug menu in settings, do a reentry and with the debug menu open, right click your bottom most part (heat shield probably) and take a screenshot. Post that.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
It has both an atmospheric curve and velocity curve to account for height and speed. Prob need some playing around to find a more balanced curve. On the topic of DarkEngine, I think we can balance it by simply introducing a new resource called dark goo that is extremely expensive, and required it to be used as fuel to run the engine. That is a stock engine module. With a very stock-like jet configuration -
No because I don't use Interstellar and am not familiar with its modules and configuring them for Interstellar in Real Fuels is out of scope for this mod. Lurkoholic says that they're the same as the ones in Interstellar. I didn't know that; zzz released the panels as public domain so we used them for RF.
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I'm partial to Daisy Bell myself....
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No, they're 'Solar System' textures. (RSS doesn't stand for Real Simple Syndication after all ) What size did you go with? Also, see those red lines of text? You need to find your output_log.txt file (or player.log if Linux or Mac) and put that somewhere we can download it then give us the link. If you're not sure how to do that see the link below: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29
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Thanks for the review TP! If you see it again, save the log for me. If the log is being spammed by errors that could cause issues like that.
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If you also use TweakScale, scale it up with that. I set it up so that it scales up its heat removal. Errr at least I think I did... Actually I might not have pushed that to the latest update. (you are talking about the zzz radiator right? or no?)
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No, that's stock KSP doing that. It does track tank orientation and modifies temperature accordingly.
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Right click and download: https://raw.githubusercontent.com/Starwaster/DeadlyReentry/AltDissipation/DeadlyReentry/DeadlyReentry.cfg Then copy it to your DeadlyReentry folder, overwriting the existing file. (anyone else who downloaded the latest beta should grab this too. I'll fix ASAP) It's not an issue with TE, it's an issue with the shield itself and it's triggered by having opened it in the editor (VAB or SPH). Unfortunately if you've saved that craft then the bug got saved with it so you'll need to remove the shield from the craft and replace it with a fresh one. Don't forget to save. (Don't open the shield in the editor, there's some issue with its animation that confuses the animation module and it doesn't properly save state) I don't know what a micro-stutter is. If it's some kind of actual physical movement like a shudder or something then it's not caused by DRE. DRE doesn't move things at all. If that's not what you meant then please provide a clear description. P.S. You were right about the bacon.
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Post your output_log.txt file. (player.log if on Linux or Mac)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Last update was 27th of December, last month. Nothing new since then but he posted about some things he'd like to do a few pages back. -
On the subject 64 bit support of DRE, to recap: The KSP 64 bit client (for Windows) isn't even considered to be stable by Squad. If that changes and they are able to put out a 64 bit version they consider stable then modders will feel comfortable supporting 64 bit. That's not really entirely up to Squad either as 64 bit Unity3D itself is at fault from what I understand. Right. recap out of the way. This is my position. I've put up unsupported versions of DRE that are not bound by the 64 bit restriction. Feel free to use them but I won't offer support. But what does THAT really mean? It means that if you run into a bug while using DRE with the 64 bit KSP client and you want to report the issue then I require that you be able to reproduce the problem with DRE running with the 32 bit KSP client. It's as simple as that. Repro in a supported environment and I'll investigate the issue. But I wont even want to hear about DRE running in 64 bit.
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Deadly Reentry 6.5.2 Beta release *Warning messages already existing on-screen are immediately removed when disabled in settings. *Some difficulty settings fixed. *Engine maxTemp fixing reinstated. (issue with RealFuels.ModuleEngineConfigs handled via ModuleManager for now) *Parachute failure difficulty tweaked. *Tweaked inflatable shield drag values. Should be less flippier. Deadly Reentry 6.5.2 Beta release *WARNING* Deletion or commenting out of configuration file elements is at your own peril. *Removal of ablationMetric or alteration of same without clear understanding of what it does *is strongly discouraged. Do not mistake coincidence for causality. Edit: Explanation of ablationMetric: Heat shield ablative material ablation rate is multiplied by ablationMetric before being deducted from the shield. So if the shield would ordinarily be losing ablative material at the rate of 5 every second then an ablationMetric of 0.035 means it instead loses 0.175 every second. If Real Solar System is installed then the metric is 0.0015 so the shield loses 0.0075 every second. (stock RSS Earth reentries or 10x Kerbin reentries take longer to complete so the shield is balanced to last longer. This value may not be the right one for other RSS derived mods, but as you can see, it only makes the shield last longer. It does not make things more likely to burn up.
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Are the fairings exploding for you? I've thought about it and I'll probably do it. It won't be very strong or tough shielding, probably the equivalent of the shuttle's blanket insulation. The RSS config for DRE only makes heat shields last longer in RSS than they do in stock (for the beta's alternate heating model) It's not possible that the config itself is doing anything that makes things 'explodier'. Need to know more about the situation or I can't say more about it.
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No, actually that was for him as well because of apparent issue with the beta. The heat multiplier for Easy (and I think Default as well) was set to 20 and is way too high. He'd also previously posted a page or two back but then immediately deleted that one. No I doubt download corruption is an issue. And I don't advocate editing of config files Mart. You probably shouldn't be looking at them and the ability to understand or edit them will never be a prerequisite for getting help here. There is a debug menu. It's always been a part of DRE but is only viewable in the Flight scene. (that's why it doesn't appear at the Space Center)
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And by the way MartGonzo, before you ever even THINK of telling me what you think this mod is 'obviously' geared towards, on any given day, this thread is liable to have half of its posters complaining that reentry is not hot enough and the other half that it's too hot. On stock Kerbin with stock aerodynamics! If you think you can do better, then fork the mod and name it 'MartGonzo's Deadly Reentry' (or Lukewarm Reentry, whatever) and then you get to do the balancing act.
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Heat multipliers are too high. In the debug menu they just say 'Multiplier'. I usually keep them at 1 for the new heating model but I have set them as high as 5.
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Heat multipliers are too high. In the debug menu they just say 'Multiplier'. I usually keep them at 1 for the new heating model but I have set them as high as 5.
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You people aren't being very friendly.