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NathanKell

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Everything posted by NathanKell

  1. Also the fact that they aren't actually celestial bodies, but actually vessels. Might as well ask to terraform a ship, since asteroids are ships.
  2. Do the SABRE engines not use ModuleEngines or ModuleEnginesFX? Anyway you can just edit offending files by hand: open the part cfg and add those two lines without the % to the RESOURCE node for ElectricCharge. Solution found by examining the difference between the Squad engine part.cfg files in .23 and .22.
  3. Aw, shucks :] Yeah, RSS stuff is better in that thread; but meanwhile: this is because Kerbin has wrap = false in its node. This is for compatibility with EVE, which suffers from a similar issue to Kethane. So clouds at least work for Kerbin/Earth, I'm not creating the wrapped mesh in this case, and therefore not changing the scale of the scaledspace planet. Basically, there are two ways of showing the planet: the PQS (dynamic terrain, used when close) and a static model, shown when you view the planet from far away (and are therefore in scaled space) or in map/tracking station view (ditto). Since RSS changes planet size (and thus the ratio of height above sea level to radius) and terrain (therefore *directly* changing the topography), simply scaling the original scaled space planet mesh won't do; it has to be recreated to match the new terrain. However, that is very slow (as you've found) so once it's done once I cache the files so they can be loaded directly the next time KSP loads.
  4. Why not extend the fairing past the parachute part, and have the parachute part be 0.625m?
  5. As the OP and readme state, in flight mode hold down ALT+D+R and the window will appear. Not sure where you heard anything about a Toolbar button; DRE doesn't have one, and never has.
  6. swamp_ig found the issue: it's due to an issue in Engine Ignitor where the released build is not using the Pressurized dictionary. pjf: thanks so much! The Kethane issue is because Kethane assumes scaled space is not messed with. I mess with it, as of 6.2. If it's an issue, find wrap=true in RSS.cfg and change it to false. You'll lose the new meshes, but you'll get good Kethane wrapping again.
  7. Beale: While it makes sense to keep the orbital module one piece with its fairing, I don't think it makes sense to do that for the reentry module, since it will (a) look weird and ( not be stable, in reentry. Instead maybe you can do one of those auto-shroud things like engines (and the K-POLLO) have? That's if you don't want to mess with separate fairing parts.
  8. The exterior seems to have been just an aeroshell that, unlike Soyuz, was not jettisoned once in orbit. It served as "protective shroud." So basically, yeah, up to you. Probably should have a couple windows though... There's also this, a different angle shot (showing the porthole in the shroud, presumably directly over the porthole in the reentry module). EDIT: There's more from up-ship and Space Drawings 17 also from APR, though it's $3.
  9. Quite hard, actually. It would probably be easier if camlost implemented support for switchable AJEModules, since that's what would be going on (the whole module swapped out and replaced--it's not like rockets where there's just three things to change, thrust, Isp, and fuel).
  10. Gaiiden: wow, good catch! Rocinante89: yeah, you have to add stuff *inside* the PART{} block. Use this. PART { name = LazTekDragonV2 module = Part author = Lazarus Luan scale = 1.0 rescaleFactor = .85 mesh = model.mu node_stack_top = 0.0, 2.05, 0.0, 0.0, 1.0, 0.0 node_stack_dock = 0.0, 1.8, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0 TechRequired = metaMaterials entryCost = 24000 cost = 1200 category = Pods subcategory = 0 title = SpaceX Dragon V2 Capsule manufacturer = LazTek description = A remarkable feat of engineering, the seven-person 2.5 meter reusable Dragon 2 capsule is equipped with six-direction Draco RCS thrusters, interior and exterior lighting, retractable landing gear and opening hatch. A second-generation PICA-X heatshield is built in for atmospheric returns with enough monopropellant on board for fully-powered soft landings on virtually any planetary body. attachRules = 1,0,1,1,1 mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship CrewCapacity = 7 INTERNAL { name = DragonV2Command } MODULE { name = ModuleCommand minimumCrew = 0 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.8 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant atmosphereCurve { key = 0 290 key = 1 200 } } RESOURCE { name = MonoPropellant amount = 1200 maxAmount = 2000 } MODULE { name = ModuleLandingLeg animationName = DragonGear wheelColliderName = wheelCollider suspensionTransformName = LowerLegs orientFootToGround = false landingFootName = Foot alignFootUp = false suspensionUpperLimit = 0.85 impactTolerance = 200 suspensionSpring = 5 suspensionDamper = 2 } MODULE { name = ModuleAnimateGeneric animationName = DragonV2Hatch startEventGUIName = Open Hatch endEventGUIName = Close Hatch } MODULE { name = ModuleAnimateGeneric animationName = CabinLights startEventGUIName = Cabin Lights On endEventGUIName = Cabin Lights Off } MODULE { name = ModuleAnimateGeneric animationName = BlueLights startEventGUIName = Blue Lights Off endEventGUIName = Blue Lights On } MODULE { name = ModuleAnimateGeneric animationName = OuterLights startEventGUIName = Outer Lights On endEventGUIName = Outer Lights Off } MODULE { name = ModuleAnimateGeneric animationName = DockingLight startEventGUIName = Docking Light On endEventGUIName = Docking Light Off } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 7.0 } MODULE { name = FlagDecal textureQuadName = flagSurface } MODULE { name = ModuleSPU IsRTCommandStation = true } MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 360 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } }
  11. Hodo: camlost never got around to changing the display max thrusts of the engines (camlost: you really should, it'll save a lot of support headaches). 7kN sounds about right. And remember that's thrust at 0mph; props lose thrust rapidly as speed increases. You should be able to get about 150m/s tops out of two of those engines on a 5-ton craft.
  12. How about some might-have-beens / alternates? Mercury: Here is the original Langley (Faget) Mercury design. Here is the page for the USAF Project 7969 "Man-In-Space-Soonest" with the overview of all designs submitted and, further down the page, links to each. You can see that both the original Langley Mercury design, and McDonnell's MISS submission, used the "headlight" reentry capsule reused on Apollo D-2 and on the Soyuz (though the Langley Mercury had a cap, and a fairing around the cap and down the sides). For later-on Mercury might-have-beens, here's Grumman's submission to the final competition. You can see that Langley (and Faget) had clearly narrowed down the exact shape; there's little difference (other than the one-step rather than two-step cap, and the (?) drag brakes (?) at the top, between this and the McDonnell bid that was selected and became the real Mercury). ====== Apollo Martin Model 410 General Electric D2 (or here) Convair M1
  13. Terrain color: depends on the planet. Some use vertex colormaps, some LandClasses, some other things. Atmosphere: https://github.com/NathanKell/RealSolarSystem/wiki/AtmosphereFromGround-RSS-Settings
  14. You're missing a closing } at the end. Otherwise looks fine.
  15. Hodo: I really can't troubleshoot two mods that aren't RSS for you, sorry. All I can tell you is that EVE Overhaul 8 does work with RSS (Overhaul 9 does not). EVE 7.3 has serious issues with RSS, but to my knowledge does at least not prevent things from loading. MathigNihilcehk: sounds like your antivirus is misconfigured or faulty, and is messing things up.
  16. BombastixderTeutone: Very, very nice! tygoo7: TAC version coming soon. TeeGee: as I said in the RSS thread, check the RSS FAQ. It has an answer for the problem you are facing. The FAQ is the big link at the top of the RSS OP. I freely acknowledge this stuff can be hard to set up for some folks. We're trying to get the Mod Bundler back in service; that will auto-download the various mods. TeeGee: as Starwaster mentioned in another thread you asked this question in, real life RCS is not super-powered. Apollo managed the 30-ton bulk of the CSM on 4x 0.5kN quads. The strongest RCS supported by RO is, IIRC, the KW spaceplane RCS. You can also use the stock linear RCS, which is pretty powerful too.
  17. install "basic" then edit the configurations for your mods, only scaling things there. That will only fix issues with Squad's loader, not reduce any textures unless you tell it to.
  18. Readmes? Who reads those... >.> Anyway: that attach bug is a problem with stock parts, yes. Can't remember where I read a discussion of it, but it's certainly present in the stock Hub, which you usually have to rotate some before you can attach.
  19. Yep. Without logs there really isn't much we can do. (Except, perhaps, not assume gender )
  20. You delete the parts that change propellants. That will leave the existing stuff untouched.
  21. You did not follow the directions. Grab the file I specified (you grabbed the one from Launcher_Data instead) and upload it somewhere (it will be far too long to paste).
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