AbeS
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Posts posted by AbeS
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Like this:
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]
{
MODULE
{
name = MechJebCore
}
}Copy and paste it in notepad, then save it like WHATEVER_NAME.cfg. Put it anywhere in the GameData folder and voila!
(Needs Module Manager 1.5.x)
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This mod is so awesome...
Anyway, I have two questions regarding interstage adapters:
1. For normal fairings, the ejection force for the side parts is configurable. I cannot find any such option for interstage fairings. Did I overlook something?
2. The ejection force of the stage which sits on top of the interstage fairing, is currently 0. I would be glad, if I could have some (minor) force here.
I wouln't mind editing the .cfg files, but I looked into them and didn't find anything to change it the way I like. Is it editable, though?
In the adapter.cfg modify this number:
MODULE
{
name = ModuleDecouple
ejectionForce = 0
explosiveNodeID = top1
} -
Are you using FAR? Because it will break it!
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a.g. is a forum member, and I think he means it makes KSP run faster than it did while using DRE?
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You need around 9000 dV, so build a rocket with 11K just in case
Also if you have big TWRs add more fuel until you have what you need (1.2 at launch and less than 1 in your upper stage is good for example)
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RAPIER engines don't work with DRE yet
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Space + F according to Scott Manley
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KW tapered interstage? I meant the interstage adapter from proc fairings. I think Stretchy SRBs now work with subassemblies, not sure though. But you could use a conic tank without fuel, it would be really light and with an editable shape
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That's another option, but you wouldn't be able to edit the height and widths
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I can think of two solutions:
1- you could use a conic Stretchy Tank and then a normal egg-shaped faring.
2- You could use an upside down interstage adapter below the fairing base. Use conic fuselages in the interstage adapter and egg-shaped fairings in the base.
It isn't possible with just one base though. I would use my solution #1
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It has a stretch limit in career mode, you can expand it further by unlocking later techs
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All right, I left it just as SFJackBauer made them, will change it and see if it works!
EDIT: It works now, thanks Nathan!
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It is an AIES engine here are the RealEngines configs
@PART[liquidEngineprodulVR2]
{
%title = LR-87 (two)
%manufacturer = Aerojet
description = Used in the first stage of the Titan III vehicle, one of the few hypergolic propellant first stage engines in operation.
!MODEL {}
!MODEL {}
MODEL
{
model = AIES_Aerospace/Engine/AIESengine produlvr2/model
scale = 0.83, 0.83, 0.83
}
%rescaleFactor = 1.2
%attachRules = 1,1,1,0,0
}
@PART[liquidEngineprodulVR2]
{
@mass = 2.274
@heatProduction = 1
@MODULE[ModuleEngines]
{
@maxThrust = 2387
@atmosphereCurve
{
@key,0 = 0 302
@key,1 = 1 245
}
@PROPELLANT[LiquidFuel]
{
@name = Aerozine
@ratio = 0.453
}
@PROPELLANT[Oxidizer]
{
@name = N2O4
@ratio = 0.547
}
}
!MODULE[ModuleEngineConfigs] {}
MODULE
{
name = ModuleEngineConfigs
origMass = 2.274
techLevel = 0
origTechLevel = 0
maxTechLevel = 0
engineType = L
configuration = Aerozine+N2O4
modded = false
CONFIG
{
name = Aerozine+N2O4
maxThrust = 2387
PROPELLANT
{
name = Aerozine
ratio = 0.453
DrawGauge = true
}
PROPELLANT
{
name = N2O4
ratio = 0.547
}
IspSL = 1.08888888888889
IspV = 1.208
throttle = 1
}
}
@MODULE[ModuleGimbal]
{
%gimbalRange = 0.6
}
}I'm using it on my first stage, when I reach like 100-140 m/s it overheats and explodes:
[00:00:45]: LR-87 (two) exploded due to overheating.
liquidEngineprodulVR2 Exploded!! - blast awesomeness: 0.5
Here is an old picture, but it's almost the same rocket, just added more fuel
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stock KSP parts are heavier than realistic ones
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What does heatProduction do? with RealEngines my engines keep exploding due to overheating. So I changed heatProduction from 100 to 50, no difference. Then I changed it to 1 and they keep exploding at the same conditions, what should I change?
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Yup, it's horrible your first time circularizing! Stock KSP is so easy
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I think someone mentioned that the invisible struts disappear when you decouple, maybe that's it
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Not launch to rendezvous, let me turn on KSP
Edit: why don't you try Launch into plane of target?
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with the intestage adapter you can
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I'm using the techtree recommended in the RO mod, which I think came with a config to make RT have proper range.
Maybe, but still you didn't have any deployed antennas. there is one that works well while in atmo, I think it is called "Reflectron DP-10" not really sure though, by reading the cfg description I think it's the one. (the one I'm talking about is black and has two little antennas)
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RSS would be the answer, like ferram said, it still thinks the space center is at an altitude of 600km instead of 6,371. Weird thing is though, that without modifying the settings the measurements of the actual antennas are correct, maybe the built-in antenna's work differently or RSS breaks them somehow
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3) Remote Tech 2. It shuts down engines when it loses connection
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That's not what he said, he talked about launch into the target's plane, which is below launch to rendezvous if I remember correctly
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You just don't have to limit your throttle with FAR unless you have a TWR bigger than 1.6 on launch (approximately). And reaching terminal velocity, if possible, isn't really the efficient way to do it. The flipping, in most cases is related to bad design, wrong ascent path or excessive TWR at low altitudes.
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
in KSP1 Mod Releases
Posted
Post pictures of your craft, with MechJeb showing it's stats preferably