Jump to content

Starwaster

Members
  • Posts

    9,282
  • Joined

  • Last visited

Everything posted by Starwaster

  1. Unit is in meters. rescaleFactor defaults to 1.25 - it's typical to set it to 1 before using scale, otherwise you have to keep track of that 1.25. changing rescaleFactor automatically changes attach node position (rescales the position) - using scale in a MODEL node does not. So you have to adjust position by exactly the amount that you adjust MODEL scale by.
  2. It's a bug in the version of KSP that you're using that caused the FX to be inverted for ModuleRCS, but not for ModuleRCSFX
  3. Sounds like it’s the version checker which is common code used by a variety of mods including DRE and all present in a common window. The version checking is hard coded and requires a minor edit and recompile.
  4. When you say interstage I interpret that to be the RCS for the first stage. SpaceX has not released specific numbers that I'm aware of but those are nitrogen cold gas thrusters and they would have an isp of 73 tops (I think RO assigns them 70). Thrust of 0.4 (400 newtons) seems overpowered for N2 gas thrusters and sounds more like the Dracos that are used on the second stage (and also on the cargo Dragon and Crew Dragon) Back to the N2 thrusters, RO gives them a thrust of 250 Newtons; again, not sure if that is accurate or not but IRL it wouldn't be any higher than that.
  5. Yeah me too and it's also not patching PhysicsGlobals at all which is what it has to do to adjust solar flux. (PG.SolarLuminosityAtHome) (which means no solar panels are getting any kind of boost here)
  6. This is just a thought and needs verifying by looking at exactly what After Kerbin is doing but: What you're doing in your code (and what current stock solar panels do) is to divide current solar flux by PG.SolarLuminosityAtHome to find the multiplier to the panel's rated power output. So far so good, but After Kerbin might be doing something different. They might be patching solar panels (stock only) with uprated power output OR they might be patching them with a powerCurve (FloatCurve) which is how stock solar panels used to determine power output and the stock code still supports that as a fallback. Again though, need to look at exactly what AK is doing here.
  7. Maybe, but is it actually verified that there is an energy increase even with stock panels? (forgive me if I missed that part; I'm running a bit of a fever ATM) Because I'm wondering at this point if 'After Kerbin' actually makes the necessary changes to solar output to begin with... I'm curious enough to delve into it but damn, it's a 430 MB download and no online repo to conveniently browse through.
  8. Not familiar with the planet pack but with regards to patching any panels, the answer should be don't. If solar output is properly adjusted then every single solar panel should automatically be adjusting its electrical output to suit since it's just a matter of scaling at that point.
  9. Knights of Sidonia: Multiple identical craft can dock together (clasp formation) to increase speed AND endurance
  10. Realism Overhaul will adjust antenna ranges where appropriate for realistic ranges and data rates. You should consider using it if you're going to play with RSS. If you're not going to then you should at least grab the communications configs for the antennae.
  11. AnalyticInfo debug logging happens exactly once for each tank part when the craft is loaded after a period of being unloaded. I'll restrict it to only happening when boiloff debugging is enabled, for the next build.
  12. Never. Maybe your stock port isn’t really stock. (Ven’s Restock?) or maybe your stock port got patched to behave differently
  13. @Nils277 Reactor questions Why is the goal temp 850 when the reactor requires a temperature of 1250 to run at maximum load? Set up in that manner with sufficient radiators to cool it, it will never run above 69.72% because the radiators keep it at 850. (in essence the radiators fight to keep it from ever reaching 100%) The TemperatureModifier is strange too, starting out high, dipping to an output of 10000 at 1000K and then rising back up to 100000 at 4000K - what's the intention there?
  14. No, you cannot stop it. Why would you even want to?
  15. Ok let me see some logs And the AnimatedDecoupler configs that you're using for the parts And it might take awhile because I'm just now recovering from being sick and my brain is soup right now and the neurons and stuff need some time to reorganize
  16. @AlphaMensae why are you using Animated Decouplers instead of stock LaunchClamp which is designed for this?
  17. @Jacke out of ideas then... it doesn’t act like this for me though it does something similar if I use OGL. (The gray icons when using DX11 is a known issue that can be worked around with Textures Unlimited but if DX11 isn’t fixing your base problem then there’s no need to use it)
  18. Use the stock ambient light settings. You can control ambient in different scenes individually like flight and map. (I think Tracking Station map use the same slider setting as flight map)
  19. If it's temporary. I wasn't aware 'most' people don't like them. News to me. Honestly, they're a big part of what drew me to Scatterer in the first place.
×
×
  • Create New...