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Everything posted by Starwaster
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And grief.
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that's bizarre
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the image isnt displaying properly... (works if I navigate there but it isnt displaying here)
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banned for being a rocket enthusiast
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Banned for associating with Brendan. Bad, bad Brendan.
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I assume you used ~ because that's how I did it when I submitted my code fragment and I did it that way because it was a quick way for me to work around the bracket issue with properties while staying within the confines of how the parser worked at the time. (back when it was 1.3 + Sarbian's MM Extensions) Consistifying the syntax is definitely a good thing. (yeah I know, that's not really a word...)
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banned for useless facts.
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I laughed so long and so hard that my cat was staring at me in concern.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Starwaster replied to Yogui87's topic in KSP1 Mod Releases
Doesn't matter that old versions didn't have it and that it didn't happen prior to 0.22 (which is questionable anyway) All parts should have the property defined in their configuration file. If it's missing, strange disassembly events can occur even when the vehicle is under no apparent stress. Especially but not limited to times when the spacecraft is in solar orbit. If you use ModuleManager and experience sudden disassembly of your space craft then you should use the following config file. Put it anywhere in your GameData folder. What it will do is assign properties with a value of 1000 anytime they are missing. Actually 1000 might be excessive so feel free to lower it. I set it at 1000 to cover things like engines. I found out that I did not like my nuclear engines suddenly falling off of the space craft for no reason at all. Requires either ModuleManager 1.5+ or 1.3 with Sarbian's Extensions. @PART[*]:HAS[~breakingForce[]] { breakingForce = 1000 } @PART[*]:HAS[~breakingTorque[]] { breakingTorque = 1000 } -
Wait a sec, I just downloaded LLL and I didn't see any greenhouses.... am I blind or is this something that just got recently added??
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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
I'm assuming pressure isn't dynamic pressure? Any chance we might see that in the future, at least when FAR is installed alongside? -
If you feel they're overpowered and you don't like that then don't use it. Simple solution and it doesn't even require you to come in here and tell anyone in order to implement the solution. If other people want to use it, who cares what they do or if they're using something overpowered? It's their sandbox.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
It's only the mass that's an issue, I put it through its paces pretty thoroughly last night. I tried to come up with various combinations of test resources that used 'compression' to see if I could break something. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Starwaster replied to Yogui87's topic in KSP1 Mod Releases
Do the part cfg files have breakingForce and breakingTorque? if not that could be why -
I'd try to burn laterally, try to get it into a stable orbit. EVA Jeb when you run out and try to complete the orbit with his MMU. Then send Bill and Bob to rescue him. Instruct them to laugh and make fun of him for being a bad pilot.
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
I used one for my RSS Duna lander From the top down it was something like custom hypersonic chute (set to predeploy at 15km full deploy at 11) one of those 2.5m structural cap things (stock thing, forget what it's called) upside down interstage -> fairings branch out from here covering the lower parts shielding them for FAR. ST service module tank B9 Atlas 'flat engine' SDHI heat shield rescaled to 5 meters (attached to the floating interstage node which was at the bottom of the stack since I had turned it upside down) With an entry velocity approximate to that used by Curiosity (FAR + DE installed) it was travelling almost as fast as Curiosity when I hit the 11km mark and deployed the chute. heat shield was attached to the interstage floating node but that was more for convenience while building it in the VAB since the shield had its own decoupler node. The probe itself was attached to the other interstage node so I could eject it just prior to landing. (at which point it stopped resembling curiosity as there was no 'skycrane') So that's how I use upside down interstages. Helps me build Mars probe replicas. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
Ok so I played around with this a bit and actually looked at the resource file for ECLSS for the first time (I don't play with it on my main game install; only on a couple of my test installations) and the value is really low, maybe even lower than what people have been saying around here, especially if you're wanting to stick it into MFSC containers. (obviously. I'm sure I'm not telling you anything you didn't already figure out for yourself) So, firstly to use it in MFSC containers it needs to increase by 5. That gives you uncompressed gaseous O2 calibrated to MFSC measurements. If you want to go the utilization only route that simplifies things, just set the resource density as follows: @RESOURCE_DEFINITION[Oxygen] { @density = 0.00000715 } For the utilization value, remember that 225 figure I quoted earlier? That was wrong for my atm conversion but I think it's the correct ratio to use for 300kg of O2 per cubic meter. For the mass of the tank per unit you need to divide it by the same value used for utilization or the tank will become 225 times too massive. (though actually that might drive it too low for any float accuracy.... gotta check that) -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
i think you right click the part that opened it or the command pod or maybe any LSS pod and use the gui there Edit: Oops my bad I misunderstood which GUI... guess I shouldn't Kerbal from Barnes & Noble. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
What about the collision bodies on the piece I'm trying to turn into a fairing? On that interstate it doesn't extend the entire length. Does that matter? Edit: HMMMMM. If that is whats wrong, maybe I should try moving the attach nodes to the other end and flipping the thing over- 14,073 replies
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- aerodynamics
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
If I weren't stuck wrapping presents at barnes&noble I'd try it myself. But glancing at the code it's doing multiplication of 1-utilization. ... -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
1 means 100 percent but looking at the code it seems like it would break something if you go higher. Of course I am reading it on my tiny screen so I dunno for sure.... -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
That's so bizarre, last night I launched something with 3 of those interstates and it was so stable. Interstages. DYAC.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
That seems a bit high to me, but admittedly I do not know how high a typical cannister of O2 is pressurized. (At 300kg per m^3 that's ~225 atm. Is that typical IRL? Anyone know?) Edit: (actually that 225 figure can't be right but it's a 'back of iPhone' figure)