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Dreadp1r4te

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Everything posted by Dreadp1r4te

  1. Oh no, I know it's very easy to uninstall a mod, but I knew this changed stock aerodynamics so I wasn't sure if it overwrote the files (the wings and such) or used MM to append them. Thanks for the quick answer though! I'll give it a shot and see what happens.
  2. Is this mod readily uninstallable? I'm curious to try it out as it's very highly recommended, but I have enough trouble designing working spaceplanes that if it makes things too much harder I might not enjoy it much.
  3. Okay, upon further testing, it seems that the PWing Center of Lift is overriding any additional wings you put on the craft, pWing or otherwise. I'm not sure how to fix this one. EDIT: Further testing! It seems that constructing a really sexy spaceplane with ALL the wings made of PWings and PWing Control Surfaces results in correct calculation of the aircraft's center of lift and mass, but I haven't been able to tell if it is actually INDICATING the CoL correctly. In my test aircraft above, a 100-ton twin nuclear reactor powered monster which I designed for actual use in my career gameplay (orbital retrieval of deployed satellites and modular station components, without the need to lithobrake them, especially if they contain crew,) every wing is a pWing or pWing control surface. The indicated CoL was some distance behind the Center of Mass, which meant it should have flown nose-heavy, if at all, but it actually flew very slightly nose-light (it wanted to pitch up when no control input was given / SAS-off). Also on re-entry it tried to spiral out of control until I got the speed down to ~200m/s, exactly as it would have done if the CoL was too far forward. After removing all the control surfaces that affected lift, I found the CoL to be where I expected it to be; just ahead of the CoM: It seems, then, that control surfaces give false indices of CoL, but it DID show that with the control surfaces attached and actuated I would have enough force to overcome the nose-heavy condition and climb. I'm not sure if that helps any of you out, or the mod author in solving the problem, but that's the conclusions I've come to.
  4. I'm not 100% sure as I've never done part scaling, but you *MAY* need to remove the scoops from the craft, then put them back on, then save the craft and try launching. Again, though, I have no idea, but I know that in some cases of .cfg tweaking I was unable to use a prior saved craft after the .cfg edits if I wanted the cfg edits to stick. Okay so the weight isn't a concern then; it's actually fairly beneficial, but outclassed by the tech you get when you unlock upgraded fusions... well I guess that answers that question!
  5. I totally agree with you, but I don't have a cargo bay on that plane; it was designed to retrieve some crew from one of my LKO stations that I'm decommissioning (read: planned lithobraking) because its a filthy lagwho-- it has too many parts. I was also testing out using KSP Interstellar's nuclear-powered thermal turbojet, which functions as a fuel-less turbojet in atmosphere, and a high-efficiency fueled rocket in vacuum. I say fuel-less, but the 14-ton nuclear reactor on the back of my plane counts as fuel, I'm pretty sure.
  6. Hey guise; finally figured out some bugs for ya. So first lemme say I love these wings; I've created some truly breathtaking spaceplanes using them so I figured I better let ya know what's goin on so you can fix this awesome mod if possible, or at the very least advise people of the work around! So here ya go: Apparently, when you have a PWing/pair of PWings selected and "lifted" (i.e., not placed yet) the game shows one Center of Lift, and after placed it moves and shows a different center of lift. The problem is that the first center of lift is the accurate one, the second is NOT. Here, pics to demonstrate: Note the green (lifted) wing shows the center of lift ahead of the center of mass. After placing the wings, the center of lift jumps aft, to be in line with the center of mass. Now, attempting to FLY the plane at this point results in it attempting to permanently do loops, because its center of lift is ACTUALLY too far forward. The work around, then, is to design your CoM and CoL according to the indicated CoL when you have the PWings selected. I'm not sure how this will work with multiple PWing craft, so I can't help you there, but aligning the CoL/CoM BEFORE placing the part will work correctly, even if the CoL jumps after placing the wing. Second, for those of you having problems with your wings bouncing around and causing crashes on the runway, you can limit that by strutting the wings to the body of the plane. The reason it occurs is that with normal wings in KSP, you'll likely attach larger wing bodies to multiple sections of the fuselage, whereas PWings only attach to one and then stretch. This is great for a visual effect, but the physics engine still thinks the wings are attached in just one location, causing severe instability when your plane is fairly heavy (as a good deal of mine are.) In the pic below, the 4 small grey blocks on the wings and fuselage are invisible struts; a part included in B9, but any strut will do. Hope this helps guys!
  7. From what I can tell from looking at the DT, it requires power and lots of it. You could in theory hook it up to fusion reactors, but you'll need at LEAST 6 Upgraded 1.25m Fusions running pure HE3 and 6 1.25m Generators set to Direct Conversion mode. At that point, it may actually be lighter (and earlier to afford) to simply use a 3.75m upgraded Fission reactor with an upgraded 3.75m Generator. This will net you the power you need to initialize the reaction. Since the D/T generates no power on it's own, it needs external power to function, despite being a reactor of sorts unto itself. The standard fusion reactors have the advantage that once they're started (which you can do in the VAB/SPH) as long as they have a generator hooked up to them, the reaction becomes self-sustaining. Now, for my good news! I finally got some promising results out of the thermal turbojets, strapping an upgraded 2.5m Fission to one of my spaceplane designs instead of my usual B9 SABRE engines. Since I have the Jet upgraded too, I can toggle it over to LFO once I run out of atmo, and woooo this baby is EFFICIENT. This is gonna change my entire take on spaceplane use. Check it out! Sorry it's a bit dark; Kerbol decided it wanted to take a nap I guess.
  8. No, solar panels don't generate MJ, which ought be corrected since they DO generate waste heat; in theory a generator could take that heat and convert it into MJ by the same token it does with a reactor's heat. It would obviously generate infinitely less MJ; in fact it might be so trivial an amount that that's why it wasn't included. That being said, my comment was that as long as the solar panel was generating electricity, the PROBE would function, thus allowing you to reactivate the microwave receiver you mentioned and power your thruster.
  9. Yeah took me about 3 minutes of work. Course, I used Photoshop, coz Photoshop. <3 Dear Adobe: I love you. Also, Sumghai, I love your station parts. <3
  10. Ooo I'm lovin' the progress updates! That is lookin' very good indeed. Can't wait to set up some fantastic bases with this stuff.
  11. Assuming it follows the same logic as probes do in KSP, you'd need electrical charge to interact with ANYTHING on the probe. If it runs out, your probe essentially becomes debris. For this reason it's a good idea to at least leave one solar panel open (and enough heatsinks to keep it from overheating and closing, obviously) until you get your relay network online.
  12. If you need any help with the (graphical) design of the larger reactors, or anything else for that matter, I'd be happy to help. Love what you've got so far, for sure; except maybe the stacked radiator, which looks a bit like something a Kerbal would grate cheese with. Seriously, loving the mod so far though. Bit confusing at first, but very rewarding once you start figuring stuff out. I love that in a mod.
  13. Glad I'm not the only one who considers aesthetics Doesn't make much sense to put radiators on the fuel tank; the last thing you want is excess heat flowing through your highly combusti-- oh wait, these are Kerbals we're talking about... I'm sure this has been asked before but, any plans/chances of a 2.5m or 3.75m Fusion Reactor? Haven't messed with em much yet, have to run out for a while (oh god, outside!) but I noticed they didn't exist so I was curious.
  14. Make sure you're using the right radiators for the job. In atmosphere, you want either the stacked radiators (they're cylindrical*) or the radial heatsink-style ones (looks sorta like the heatsink on your CPU... sorta.) If you're going into a vacuum, though, you want the deployable ones that look like orange solar panels. I'm a bit miffed as to how to read them the radiator stats, though; for example, it claims 4 standard sized deployable radiators (unupgraded) won't cool the heat from a 2.5m Aegletes reactor, however as the heat rises the rate of dissipation increases and they WILL adequately cool the reactor. The tooltip claims it can only cool at max 75 MW of heat before upgrade, and the Aegletes outputs 500; the chart that shows performance at higher heat levels though indicates it can radiate much higher than 75 MW of waste heat, so I figured it would only radiate more than the "maximum" if you upgraded it... If someone could fill me in on that, I'd surely say thanks Need to know how many sinks to put on my new fusion reactors! Hooray! EDIT: I actually think I just answered my question after like 5 seconds of thought as I re-read what I typed; the fission reactors will downheat to 30% when not being utilized, hence why the 4 standard radiators were able to keep up. *DOH.* Also, I'm not 100% sure if the radiators need to be placed ON the reactor, or just anywhere on the ship. I've always put them on the reactor just in case but that'd be nice to know too.
  15. The only issue with B9 from .22 to .23 was the Firespitter DLL wasn't compatible with .23. I updated that once it was released and now the Sabres work fine. I've only started seeing this issue since I installed KSPI, so I assumed it had something to do with the custom Sabre/Rapier heating module this mod uses.
  16. Hey guys, another question for you. I'm having some trouble with B9 Aero's Sabre engines and precoolers. On my prototype SSTO, I have 3 Sabre M's with precoolers attached; I can burn at full throttle to my intake limit just fine, but once I switch to rocket mode, the engines start building up heat that doesn't dissipate. I'm not talking about Waste heat, either; I mean the engine Overheat bar. My engines are some distance from my CoM, so I figure that's why they're building up heat, which is fine; I can manage that. However, the fact that it isn't dissipating at all is problematic. If I comment out the lines in the KSPI ModuleManager "b9aero.cfg" file that add "ModuleSabreHeating," this problem goes away; however then they overheat in atmosphere, as I'm assuming the precoolers stop working. In addition, if I right click on a precooler in the flight screen, it says "Precooler status: Offline." Is this normal? Do the changes to precoolers require power? If so, they don't give any indication of that in the tooltips. Further testing: It seems in atmosphere, the engines in rocket mode will slowly dissipate heat; dissipating back to 0 almost instantly if I switch to air-breathing mode, provided there is air flowing in. Activating the engines in rocket mode at ALL in a vacuum causes spontaneous unplanned disassembly... i.e., overheat and explode. Any idea what could be causing this?
  17. From what I can tell, yes, quite easily. Just make the entire resource map at least a few shades brighter than black, with resource concentration pockets scaling up to white according to intensity. If I'm following the implementation correctly, the resource generator should interpret that as "some resources everywhere, lots of resources in the bright spots."
  18. I can't help but think of how the Forge Ore Dictionary in Minecraft functions very similar to what you're trying to accomplish. In the case of multiple mods adding the same resource you could solve the multiple additions of the same resource by using a mod-specific name for the resource in its "deposit" form and a universal name is it's "mined" form. For example; mod A adds X amount of "Ferrous Ore" which when excavated yields "Ore" as a resource. Mod B adds X amount of "Mun Ore" which also yields "Ore" when excavated. In this way, both resources get added to the map, but only the parts of Mod A will be able to mine "Ferrous Ore" and conversely, mod B can mine "Mun Ore", thus preventing the concentration from exceeding 100%. Now anyone could exploit that by simply transferring either example into eachother's parts, but that's a bit harder to solve. As for atmospheric/oceanic resources, you could just use an averaging mechanic? Mod A adds 10% Nitrogen to a planet's atmosphere, and mod B adds 20% nitrogen, so in game effect is 15% nitrogen in that atmosphere? Just a thought. Resource definitions aside, I'm really excited for this because with this system, a temporary fix for Kethane/EL can be easily devised for use on my KMP server. At present, since the Kethane and EL Ore are spawned randomly whenever you start a new game and stored in the persistent.sfs file, and KMP generates a NEW persistent.sfs everytime it synchronizes, kethane and ore deposits change constantly, making a kethane/ore base impossible as your deposits will literally disappear right out from under you. With this you could simply add Kethane and Ore to the resource spawner and have their spawns based on a static map which could be distributed to all the players. Exploitable, yes, but it will work for private servers like mine, since I know the people I play with won't cheat (they even hate using spawn commands in Minecraft).
  19. Sorry, miscommunication! I KNOW you can build non-pod-leg bases with LLL, what I meant was you can't in STOCK KSP. I was suggesting an LLL Base-only mod, for people who think LLL adds too many parts otherwise. That way you could keep the same visual style, without dealing with (or manually removing) a bunch of extra parts. Would also cut down on install size and RAM usage. Then, if later you decide you do want the rest of LLL, you just install the spacecraft parts pack, and presto. You have matching starships and bases.
  20. If the watermark bothers you (like it did me) you can remove it pretty easily with some clever copy/pasting in Photoshop or your editor of choice.
  21. Lack, lemme just say I love your style; and I can definitely tell you took a little inspiration from a certain culture that found a hyperdrive core buried in their desert and promptly built a massive mothership to carry them across the stars to the planet they initially came from, amirite? Yeah? Yeah? Love me some Hiigarans, I surely do. One question, though; would it be possible to release a pack that included only the base-building components? There's a pretty stark lack of good (planetary) base building mods out there, because there isn't much point, I suppose, but with mods like KSPI, Kethane, and EL giving a purpose to having a planetary base, it'd be nice to set one up that wasn't just a pod with legs.
  22. I do agree that the career tree is kinda wonky, but look at it this way: no jet engines in KSP feature afterburners, so all "supersonic flight" in KSP that ISN'T propelled by a rocket engine is categorized as "supercruise," exceeding and maintaining supersonic flight without the use of an afterburner. The first manned mission to space was in 1961, and the first aircraft designed with supercruise in mind was in 1964. The actual first supercruise capable aircraft was in 1954, although it was only able to do so in certain conditions, as it was designed to use an afterburner to reach its top speed. All that being said, I personally think the career tech tree is too slow anyways; I've never enjoyed an overly long grid.
  23. Wow, thanks Donziboy! I saw a post earlier in this thread from Fractal showing some screenshots of the upcoming thermal helper plugin. I'm assuming this is going to be in an update? Or is it a separate add-on I could grab right now? I lucked out, I stuck 4 Huge radiators on my 3.75m craft and she's working like a charm. Good call on that "bigger is better" bit. Here she is, if you're curious: I'm rendezvousing with my LKO station, Pinnacle Station, because I... well, I neglected to put RCS tanks on my lander. >.> I need a sticky pad in KSP, I swear.
  24. Ah, well. Crisis averted. I was afraid all my progress would be lost. In any case, thanks for taking the time to respond to me, man. Lots of modding communities I've been a part of before haven't been as... err, friendly. Great job on the mod, even if it is a bit (alot) confusing at first. And thanks to everyone who replied with tips! Now if you'll excuse me, there's a problem of a TWR and ISP to solve, and a nuclear reactor and couple of Kerbals to throw at it.
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