

Shad0wCatcher
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Everything posted by Shad0wCatcher
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Shad0wCatcher replied to sirkut's topic in KSP1 Mod Releases
Lifting bodies. Looks like FAR is in use also. -
@Nathan having the same bug with the AIES 50 kN "attach wherever the hell you want" motors and MMH/N204 (the only one I've really tested so far)
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Damn that's funky. My folder structure is identical apart from 2 or 3 folders and my game loads fine (I am however using both the B9 and Squad's texture reduction pack). No parts removed. 1/2 resolution in-game @ 1920x1080 with everything else maxed out. EDIT: So not a user error; I'm missing the 1.25 meter and 2.5 meter SQUAD probe cores using 2.6. Using the SQUAD texture reduction pack along with the B9 reduction pack (drop-in replacement for 1.1). Nothing missing from B9 that I can see. Made sure to restart the program after it loaded (first to the start menu; then my save-game).
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[0.23] Panda Jager Laboratories Parts Pack
Shad0wCatcher replied to Sethnizzle's topic in KSP1 Mod Development
The model looks really solid Seth. Once you get it all finished I'm sure it'll be a fine addition to many installs. -
Definitely sounds like something borked over there Bar . Mine have been doing some pirouetting depending on build; but I haven't built any decent rockets lately (doing too much editing of mods to make them fit better together), and I've just been launching essentially stub-rockets. They're ugly as sin but 3+ TWR and 5k+ DV just to get to orbit using FAR (READ: severe overkill) and test things.
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Dante, if you haven't yet; open up the texturecompressor.cfg and add in all the folders that contain parts in your install. I went from 2.213 @ the start screen to 1.9-ish going from 1.1-2.6. Working on some part loss issues now though; though it may be a PEBKAC issue (never loaded my save after starting with 2.6; just loaded to start then exited).
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Oh for sure, I completely understand the time constraints myself. One thing I changed that I don't know if you want to look at with regards to your mod is Ammonia being defined as Ammonia vs LqdAmmonia. Without any config edits it won't work as a propulsion medium using real fuels (nor will mining it with the Refinery), and as it's cryogenic I think the standard is that it be defined as LqdAmmonia since @ STP it's a gaseous, stinky, eye-wateringly awful substance.
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Biggest issue I have with that is the guideline thread for resource naming conventions. I'd like to keep my install fairly close with regards to that. On top of which when using say Near Future and KSPI both are using different definitions of Argon and won't play well together (already changed my install so that they would. Along those lines; running Real Fuels on top of everything you get into different storage mediums and could feasibly store different fuel-types in different phases for energy density for example.
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Oh I agree wholeheartedly Barclone; but launch that rocket again and pay specific attention to the drag on those conic reducers (the ones from KW you're using to increase then reduce the rocket diameter) I ran into the exact same issue using those on one of my own rocket designs. Drag coefficient using them absolutely skyrockets no matter where or how they're positioned on the rocket. (I've seen upwards of 100-150 kN of drag using the 3.75-2.5 as a reducer off a 3.75 meter expanded fairing)
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Simple Fix, rocket needs control surfaces near the bottom. What's occurring is drag is overcoming forward thrust / momentum and pushing your rocket out of control. Either a 3 or 4-way symmetry winglet setup will stabilize that. I found some massive drag issues with those conic adapters from KW rocketry and FAR; basically working as intended as air is slowing down across those surfaces and causing more drag than just having a tank alone. Also Taller rockets are much better than fatter ones (less overall surface area for drag).
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My vote is the atmospheric scoop; it's already balanced as a large turbine requiring multiple megawatts of power to gather atmospheric resources. It's radially attachable as opposed to the other two (I suppose you could make a case for the refinery but honestly its stack attach node is painful to work around, and its size is also rather unwieldy; not to mention the number of functions it already has).
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I've got a cleaned KSP Mods folder just for that purpose rottie. Makes wipes / reinstalls when I break something horrifically that much easier
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Shad0wCatcher replied to stupid_chris's topic in KSP1 Mod Releases
@federicoaa Drag. Says so right in the part description in that they're optimized for horizontal; not vertical speed reduction. @rottie I can account for the same issues with any number of parachutes @ 4x physics. You're asking some really hefty stuff of the Unity engine @ 4x; all calculations are being done at 4x the speed and the engine to cut down on processing requirements does some really nasty rounding that can cause all kinds of problems. -
Yea I had a brain-fart while I was thinking about it for a second and my fingers were typing faster than my single operational brain cell was functioning. I just loaded up every tank from KW's newest release in the VAB; They're all functioning correctly on my end with regards to tank volume and bringing up the RF GUI.
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Ensure A) you have the correct download and an engine configuration (posted in the second post just under the original post). Works fine on my modded installation with B9, KW Rocketry, AIES, KSPX, KSPI, Fatman NTRs, Spherical/Toroidal Tanks, SDHI service module, and stretchy tanks. I have approximately a dozen or two more mods but none that include parts that would be affected by this mod. @Nathan, regarding naming conventions; should Ammonia be LqdAmmonia or Ammonia?Pre-edit edit: Helps to not think about diluted household ammonia when talking about rocket fuel. Nevermind!
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Yea I'm deep enough that I can't even see the light anymore; already had my space-helmet lamp ignited. I think I found my new love though; Ammonia or Water; I'm on the fence and can't decide which I prefer more. I need to post a possible error in the RF thread though with regards to naming conventions though. Back on topic here though thanks again for all the hard work taniwha, MFT works flawlessly on my very heavily modded install.
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Fractal, just ran into a mis-coded error on my end. Running a Fusion Reactor on Helium-3 with Real Fuels (and a config edit to your Argon to ArgonGas). The Fusion Reactor is showing that it has deprived itself of helium just after launching. The reactor's internal tank still shows it's full though. (It very very quickly runs out of power) Replication is consistent: Build a very basic 1.25 meter rocket with a fuel tank filled with argon gas, probe core, battery (to start fusion), 1.25 meter upgraded direct-conversion generator, 1.25 meter upgraded fusion reactor, and 1.25 meter un-upgraded Plasma thruster. 2x Small thermal fins wherever they look good to you. Launch. Use fuel balancer to fill the He3 tank to 50 units of 50. Switch reactor to Helium 3 from Deuterium / Tritium. Stage to activate motor. Increase thrust to full. Note TWR of 1.4-1.7:1. Smile happily at giving physics the finger. Watch in horror as rocket very quickly runs out of power and TWR. Look perplexed at your monitor as you right-click your fusion reactor and it shows Helium-3 deprived when really it should be power / MJ deprived. Low-order error but one that had me scratching my head for a minute before I looked to see my power was sucked up faster than a hoover versus a dust bunny. Completely different note but should Argon be Argon or ArgonGas? I'm not sure how it reacts to many many kPA or PSI of pressure; been more than 10 years since I last had any experience with it in either a classroom setting or practical setting.
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I haven't had any issues with KW in particular with parts resizing themselves; but I have had one instance with a LackLuster Labs part (one of the 1x1 cockpits) I fixed it by exiting to the hanger and re-launching the craft. The re-resizing occurred upon reversion from a failed launch back to launch without going back (in my case) to the SPH. Not sure if that general information will help in the slightest (as it's a different part from a completely different pack).
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Thanks for the quick reply Nathan, I was basically trying to get Argon to behave somewhat like Xenon in that it's a pressurized gas (near as I can tell even in the stock game) and KSPI is treating its consumption as such (i.e. massive resource consumption rates for little to no DV) without chewing into Real Fuel's interpretation of LFO for NTR usage (Damn you Hydrolox and your low low fuel density interfering with my compact probe lander designs! lol). No biggie either way, as I always end up gravitating toward Real Fuel types anyhow. In the same vein, I want to thank all you folks for putting in the effort to make such an addictively fun game even more addictively fun.