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NathanKell

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Everything posted by NathanKell

  1. Cilph: AndreyATGB was slightly unclear. Realism Overhaul treats EC per second as kilowatts, and thus EC itself becomes kilojoules.
  2. Logs always exist. There are two, one right next to the KSP executable in your KSP folder and called ksp.log, and one (if running in Windows) in the KSP_Data folder inside your KSP folder and called output_log.txt. Normally one needs the latter, but in this case the former will suffice.
  3. Sounds like you might not have deleted SFJBRealEngines folder in GameData? If that's not it.. Post your ksp.log.
  4. Definitely following this--good stuff! Was sorry to see BSA wither away, great to see you back in action. Um, can haz daylight launch please? I'd love to see your creations and sadly I can't really make them out at night...
  5. Captain Party: thanks, and thanks for that catch! Should be clear it was to be Anglo-German from the context, and I read the paragraph at least five times before posting and each time would have sworn I *read* "Anglo-German." Will fix on my offline copy and edit appropriately... borisperrons, FanaticalFighter: thanks so much!
  6. ANWRocketMan: NFPP solar panels are supported, I think. Someone contributed a patch. Nertea was going to work with me on making the ions realistic (I know chemical propulsion; I don't know electric very well) but got busy. Uqabos: Change all LiquidFuel to Kerosene, and multiply all propellant resource amounts by 5. Andrezado: Weird, because I'm using RftSEngines with FASA right now, and no conflicts. Are you sure you *only* have RftSEngines (you don't have any other engine configs), and you have the latest FASA.cfg (not the ancient Real Gemini folder) from Post 2 of this thread (it's next to the link to FASA the mod)? What problems do you get, exactly?
  7. Nose fairing halves we can make ourselves with cloned models. 3:2 fairings we can't; all we have are 2:1 ratio adapters. 3:2 would be very helpful, yes
  8. Sounds like you installed it to a folder with a different name. Make sure you grab the KWRocketry folder from GameData in the zip and put it in your GameData. Don't rename it or put it under a different folder, etc.
  9. HoneyFox, have you thought about modeling propellant residuals? Normally the turbopump or pressurization system can't get every bit of fuel into the engine, leaving something like 0.5-2% of the fuel unobtainable when the engine cuts out for lack of fuel flow. Now, if ignitionThreshold would accept >1.0 values (or rather, if the code that uses it would), we'd be all set, but as it stands we have to do it via mod. The annoying thing, of course, is that any dV calculator won't be aware of it, so maybe it makes more sense just to increase the dry mass and decrease the useable fuel fraction of tanks? gleedadswell: which set of engine configs are you using with RealFuels?
  10. Agathorn: pretty sure that's because you're using an engine that wasn't updated for .23. You need to create a cfg somewhere in GameData and put this in it. It will fix the issue for all unupdated engines. //Starwaster @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } }
  11. Sadly I don't have support for ModuleEnginesFX yet. It doesn't look that bad to do, though, so expect it in the next update.
  12. During flight press ALT + D + R. That opens the debug/settings window. Change settings as desired, save, close the window.
  13. RftSEngines should not conflict with any engine that the FASA patch modifies. It does change a couple FASA engines I haven't patched yet.
  14. Ooh, yes! That would also be an excellent visual warning when over-Ging your crew with Deadly Reentry.
  15. Sounds good! One thing I've been meaning to do for a while--for obvious RO-related reasons--is write a plugin to rescale IVAs, since they can't easily be rescaled like parts. Not really in scope of what you're planning but thought I'd throw it out there.
  16. Until someone rewrites the heating system, we're stuck with the broken way that parts transfer heat (which is: if, for two connected parts, their centers of mass are too far apart, they don't transfer heat, period).
  17. MFT or RF will fix that for you *right* quick. Since there's an RF patch for both ECLSS and TACLS, you can stick LS resources in any MFT/RF compatible tank
  18. Because the way the textures are stored on disk has nothing to do with how they're stored in RAM? And the fact that KSP also loads a gig worth of data that's not in GameData? (Ever wondered where the planet textures come from, for example? They're sure not in the GameData/Squad folder...)
  19. Sorry, I'm confused. First of all, there aren't any txt files. Second of all, it's perfectly possible to play with both RftSEngines *and* the FASA pack and FASA patch from the second post. I sure do.
  20. Sounds like the nodes for the diameters (in stretchy/Parts/tech.cfg) should be MM patched to fit better with RPL. I think we snuck that feature in under MedievalNerd's nose, but it'll be fully supported (and mesh better) in MS19. For now, just edit tech.cfg as you see fit.
  21. plausse: I actually went and added a question/answer to the FAQ in your honor. Scripto23: It's by HoneyFox's Engine Ignitor mod. RF supports integration with it. Chebalu: thanks!
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