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nadseh

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Everything posted by nadseh

  1. I've just pushed out a new build, 0.2. It's available on GitHub and soon should be on CKAN too. This new build adds info to right-click menus (telling you how many ignitions you have remaining etc.) and also adds support for Ven's Stock Revamp, one of my favourite mods.
  2. We're back! Work is still in progress here. I've updated the OP with the new feature set of the mod moving fowards. Hopefully I'll have new builds of Engine Igniter and Vaguely Realistic out soon.
  3. I don't think DMagic should be included. Perhaps recommended via CKAN, but not a dependency. I think I just needed to RTFM when I got it wrong I just wanted DMagic for animations and the HUGE magentometer for Voyager clones. If magentometers (both pole and truss versions) make it in to P+ and they work without the DMagic mod that would be ideal I think!
  4. Thanks for that, I thought just the Animate module (supplied with my GitHub release) would be sufficient.
  5. That render helped, all built now! Thanks. On a different note, on my install I'm not able to extend the magnetometers; the option is simply absent in the right click menu and the science experiment isn't available. Is this a known issue or would you like some debug info? I'm on the latest 15.0 build from GitHub, the commit was 2 days ago.
  6. Does anyone have some info on how the Fomalhaut and Vorona parts combine in to one ship? I'm guessing the Vorona should hold the Fomalhaut lander in its aeroshell but I can't for the life of me get it to assemble in a sensible way!
  7. I've broken this part of the mod out in to a separate mod. I've made a new thread for this; downloads and info here:
  8. I've decided to branch the engine igniter part of "Vaguely Realistic" out in to a separate mod, so here it is! This mod will limit the number of ignitions available on liquid fuel engines to align with what KSP's real-life counterpart engines would be capable of. At the moment, engines are balanced around the following: Radial engines Unlimited ignitions Nuclear engines Unlimited ignitions Service module engines, e.g. Poodle, Terrier 50 ignitions Upper stage engines, e.g. Skipper, Rhino, Vector 3 ignitions (air start to apogee, circularisation, injection burn) Everything else, especially first stage engines e.g. MainSail 1 ignition The following engines are currently supported: Stock/Squad Ven's Stock Revamp Feedback around ignition counts would be really useful. Also, if you would like to create engine configs for other mods (e.g. KW Rocketry) then please fork my repo and create a PR. More details and downloads available in GitHub.
  9. I noticed that stock supports what looks like efficiency curves, I think they're called atmospheric curves in the cfgs? Is that what you mean? I wasn't planning on going as far as this. I'm a big fan of the RealFuels mod (essential for RSS universe sizes) but it does such a good job that I'm not sure I can compete! Having said that, keeping things stockalike and simple (my mod's aim), an equivalent for LH2, e.g. "Cryogenic Fuel" instead of the usual "Liquid Fuel" might be a nice idea. I'll have a think.
  10. I'm trying to fetch the friendly name of a part (an engine, in my case). If I use ModuleEngines.name I get something like "liquidEngine1-2" - great for debugging, but rubbish for a UI. I notice in part cfgs there is a "title" field, with nice text like "RE-M3 "Mainsail" Liquid Fuel Engine" - how can I access this from a ModuleEngines or PartModule object?
  11. Finally got around to starting on this! For those that are interested, engine ignition limits are now coded and working. Currently, the configs (loaded using ModuleManager) support just the Mainsail and LV-1R, although I will populate these for all engines soon. Source is available here: https://github.com/jamesharling/VaguelyRealistic Compile and use if you are up for a bit of testing!
  12. As superb as KSP is in its stock state, I sometimes feel the need for more of a challenge, so I put forward the mod: Vaguely Realistic With this mod I hope to add some challenges to how we play KSP in the stock universe, by applying some of the limitations that our real-life engineers and pilots face, for example: Huge reaction wheel nerf Command Modules will have their reaction wheels removed. This means an RCS system is just about essential for control, unless Jeb fancies using his jetpack Probes cores will retain their reaction wheels, in varying strengths, but their power will be massively reduced. They'll be fine for getting your craft orientated a few minutes before a burn, but for quicker movement, e.g. for a lander, you'll want to bring RCS Engine ignition limits - DONE! Some engines will have a limit on the maximum number of ignitions First stage engines (e.g. Mainsail) will have a single ignition Service module engines (e.g. LV-909) will have many, but limited, ignitions e.g. 50 (this figure was taken from the rated restarts of the Apollo Service Module engine) Monopropellant and what would be hypergolic engines (e.g. LV-1R) will have unlimited ignitions, as they don't actually need igniters! Currently supports: Stock/Squad Engines Ven's Stock Revamp Engines Solid rocket booster thrust curves SRBs will have a thrust curve so thrust tails off as propellant is depleted Any feedback is greatly appreciated, this will be my first major mod (outside of ModuleManager-only patches). Check back soon for updates! I've broken out my Engine Ignition functionality in to a separate mod. Its thread is here:
  13. Is there a RealFuels config available for the probes pack?
  14. My mistake, I assumed the "stock engine configs" where in fact only for Squad engines. Now sorted and launching happily
  15. I've just refreshed my KSP install with RSS and Real Fuels v6.4 but I seem to have lost my RF engine configs for KW and NovaPunch engines. Are these obtainable separately?
  16. I do indeed use MechJeb for autopilot stuff (generally launching in to planes and for launch windows) but I find Engineer's information display to be far, far nicer. I'm just fussy I guess!
  17. I got fed up placing MechJeb and Engineer parts on my vessels so I wrote a small mod using ModuleManager to automatically include a MechJeb computer, Flight Engineer and Build Engineer on any craft that includes a probe core or a command module. It's quite a simple mod so if you are familiar with ModuleManager you can easily adapt it to add other modules to your crafts, e.g. Protractor. Download here
  18. Would it be possible to add an engine with a longer engine bell to the pack? The engine bells on things like the Apollo and Orion CSMs were considerably longer than the LV-909 used by the SDHI CSM. KWRocketry has a "Service Propulsion System" engine which is comparable to the Apollo CSM engine - something like this would look great!
  19. Perfect Thanks a lot. It would be nice to have these included with KW as standard. And I'm still hoping for a 2.5m Ares I-style SRB first stage!
  20. Another (hopefully small) request, if I may. The 1.25m SRB nosecones are great, the sep motors are a really useful thing to use. Any chance we could have a 2.5m and 3.75m version of nosecones with sep motors in them?
  21. A quick feature request: I think the selection of SRBs in KW Rocketry is great, they suit almost all purposes. For example, I use the X-2 a lot as a first stage on 1.25m rockets - it works brilliantly in this role. My question is would it be possible to have a 2.5m SRB with an attachment node on top? It would let us create rockets similar to the Ares I. Thrust similar to the Thor SRB would suffice I think! Thanks
  22. Fantastic rover, I've been looking for something like this! It's now roaming Duna after some parachutes were added
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