ThorBeorn
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Everything posted by ThorBeorn
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[1.2.2] SOC: Simple Orbit Calculator v1.5.0 (1/12/2017)
ThorBeorn replied to stevehead's topic in KSP1 Mod Releases
Looks very useful. Can't have enough numbers -
I'm really enjoying the new higher res scaled space map of kerbin. Makes it possible to scale it up with RSS 3.2x/6.4x and it still looks great. Thanks Proot!
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- renaissance compilation
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You can use surface attach. Easiest way of doing this is by downloading editor extensions.
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
ThorBeorn replied to camlost's topic in KSP1 Mod Releases
I would also like to know what the well versed people have to say about this. Also good job on the gui blowfish! -
I decided to play without RF a bit and it struck me how used I have gotten to make tweaks using some of its features. Especially ModuleEngineConfigs and also its thrustcurve. Being able to add several engines "within the same engine" is really practical, the same goes for thrustcurves. Would it be possible to release just that part as a plugin to be used with stock resources? Edit: Sorry wrong thread, too many browser tabs open, too little sleep.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
ThorBeorn replied to bac9's topic in KSP1 Mod Development
Thanks Crzyrndm for working on it and thanks bac9 for choosing a permissive license. I also agree with NathanKell on sizes, both a smaller min size and a larger max size would be great. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
ThorBeorn replied to camlost's topic in KSP1 Mod Releases
Well looks like you have done what you can. I'm eagerly awaiting what camlost (ferram4 - if it's drag) has to say. Please let us know if you find a solution. I remember having the same issue with my own F104 replica in .25, one of the top 5 coolest planes in the world imo My problem was due to part clipping though. But I also remember thinking the engine should be more powerful with a super slippery design. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
ThorBeorn replied to camlost's topic in KSP1 Mod Releases
Still there could be multiple reasons for this, besides the J79 underperforming (which camlost or someone knowledgeble needs to answer). For example cd varies with with several parameters, one being speed. Does your plane fly at a high AoA? Are the intakes facing the airstream at the AoA you flying at? Does your design use the area rule to reduce transonic drag? The J79 probably needs to go faster than subsonic to reach its maxthrust, a bit of a catch 22 there really. Also are you using the latest verison of AJE and FAR and are you using RSS? Airpressure 10000m above kerbin is different than 10000m above earth. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
ThorBeorn replied to camlost's topic in KSP1 Mod Releases
Wolf_rt: What exactly is the problem you are having? You need to be very specific. 50% thrust when? During flight or on the ground standing still? Using what mods? AJE changes jet engines behaviour completely. FAR without AJE only changes the thrustcurve of the basic jet engine (squad), making it produce less power at speed. Its maxthrust remains the same standing still. The turbofan on the other hand gets its power reduced by ~50% at a slower thrustcurve. If that is what bothers you, don't use FAR, or edit the maxthrust and thrustvurve yourself in FerramAerospaceResearch.cfg, or make a MM patch. That discussion should take place in the FAR thread though. Edit: Note that there is not likely any conflict going on in your install. Everything seems to be working as intended. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
ThorBeorn replied to camlost's topic in KSP1 Mod Releases
Wolf_rt: While the J79 may underperform in AJE I suggest building a plane with the same TWR and the same type of wing without the clipped parts in the fuselage, just as a test. FAR can not yet detect clipped parts and applies too much drag to them (as if they were out in the open). Also, I don't know about the F-104, but some of those early supersonic planes had to dive a bit to pass through the high drag transonic region before they could climb/level out again. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
OT but there are at least two mods for this in RealFuels and EngineThrustController (could be outdated) by HoneyFox. Then there's that mod advanced SRB's that's in dev.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ThorBeorn replied to rbray89's topic in KSP1 Mod Releases
Delete layers if you have multiple layers. Otherwise lower the alpha value for the layer thats bothering you in the cloud.cfg file. You can also open the gui via Alt+N and make changes there. Don't forget to save you new settings once you're happy with them. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
Deflection speed can't be changed in game to my knowledge. Area of control surfaces and control surface deflection (set max angles lower in your case) make a lot of difference to how your control inputs affect your craft.- 14,073 replies
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- aerodynamics
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It's absolutely possible. I'm playing around with adapting EVE 7.4 cloud settings to better match both RSS Jumbo 3.2x and RSS. However it's alot of work when you don't really know what the shader values correspond to. Documentation on that seems to be lacking sadly. Anyway. For clouds you're gonne have to adjust altitudes to minimize z-fighting. You also want to adjust the shader values, to extend the shaders to the horizon in scaled space for example. And you have to do that for all planets if you want it to look good. I'm not going to do it for you though But if you have time and are interested, now you know what to work with. Another advice is to also download both Astronomers pack and Better Atmospheres and take a look in their cloud configs to learn from them, plus you can pick and choose textures from all three and build your own "best of" pack. Edit: If anyone here knows more about how the values under shader_floats and scaled_shader_floats work I'd be happy to have all six of them explained.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
ThorBeorn replied to pingopete's topic in KSP1 Mod Development
From the OP: This mod will be back up when Pingopete thinks it should be back up. Progress right now has probably slightly halted because Rbray hasn't updated EVE Overhaul in a few months. -
There are two pretty good looking RS-25's in Klockheed Martian, one angled (for shuttles) and one straight (for SLS). RO has a patch for Klockheed Martian in the Rework folder, however that mod hasn't been updated for a long time and I don't know why the RO config for it is considered to be needing a rework. They worked nicely the last time I tried them, probably needs RealPlume configs etc though.
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There is a mod called TacFuelBalancer. It works with a Realism Overhaul install. How realistic it is probably depends on the craft you are using it with. Also it can at least dump electric charge. I haven't tried transfering it, but it probably can do that as well.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ThorBeorn replied to rbray89's topic in KSP1 Mod Releases
Does anyone know where I can read up on what the values under shader_floats and scaled_shader_floats do? What does rimDistance, fadeDistance, minimumLight, detailDistance, falloffScale and falloffPower actually change? -
niox: I have the exact same issue. NathanKell said he would look into it, in the post above yours. Don't worry it will be fixed.
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Just updated to the latest release after not playing RSS for a few months. I get flickering oceans during launch. It starts at ~5000 meters and gets progressively worse until I reach scaled space. It looks a lot like z-fightning. Nothing shows in the debug menu. It reproduces at all launches. I will try with a minimal install and see if I can find anything. If anyone knows what I've done wrong I'd be happy if you let me know Cheers and thanks for the update! Edit: Tested with just RSS, FAR, Toolbar, squad and NASA in GameData folder. Also tested both high and default graphics setting. I still get the flickering oceans.
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Jumbo 32 v1.4 NEW UPDATE. [RSS Config]
ThorBeorn replied to Whirligig Girl's topic in KSP1 Mod Releases
You can get the one from RSS 6.4K and change all multipliers to 3.2 instead of 6.4 -
Contract Pack: Advanced Progression - REPLACED
ThorBeorn replied to tjsnh's topic in KSP1 Mod Releases
I've been looking for a mod like this for some time. The planned station contracts sounds great. I always wanted something to motivate station building. Also if contracts require kerbals to stay in space for a long time, resupply missions (if using life support mods) makes sense. Thanks tjsnh!