-
Posts
759 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dr. Jet
-
MechJeb Ascent path for SSTO is usually something like this: TSA = 0 TEA = 20-30, depending on your engine setup and air intakes FFPA = 7-15, depending on your engine setup TSh = 10-15, depending on your engine setup LOTS of experiments needed to find optimal trajectory for each craft and each payload weight. Some tips: - too shallow ascent path will make you burn. - too steep ascent will make you stall right after launch, especially if SL TWR < 1. - you want to reach 1900-2100 m/s before switching airbreathers to rockets and reach it HIGH enough, or else you burn.
-
Multidocking may be a good workaround. Surround a 2.5 docking port with 3-4 1.25m docking ports and overall connection will be stiff enough. And still undockable when you need it.
-
Second that. Stock confetti-style "fairings" are... well... KWR fairings, were very nice , but they became too part-greedy since 0.90 . Spending 5-10 parts of 30 available in early game VAB for fairings was... inconvenient. Procedural Fairings were a single sane option for KSP 0.90 and still are for 1.0.2. There is also a KWR-style retexture pack. Save your health! Just add PF to KWR dependencies in CKAN and don't give yourself a headache with fairings anymore.
-
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Nope. Was unable to reproduce size bug. BTW, do you have proper scaling of retrorocket fuel amount in this part? It should be linear 12.5 -> 25.0 -> 37.5, but I see it as cubical in my test build... It seems that there is another bug in my TWEAKSCALEEXPONENTS. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Just the decoupling blister and not any other parts? Strange... Can't find anything in config that may produce such bug. It's generally the same "type = stack" as non-decoupling blister with a couple of extra exponents. Will try to reproduce this bug at evening. -
KSP Interstellar Extended Continued Development Thread
Dr. Jet replied to FreeThinker's topic in KSP1 Mod Development
Moved here to not clutter RealFuels thread. CO2 electrolysis... Abusing Li2CO3 to separate CO2 into CO and O2, suitable for fuel cells and proposed rocket engines. Interesting thing... though you will need actual engines and fuel cells to make use of it. -
[HOWTO] Airbreathing Engines in KSP 1.0
Dr. Jet replied to NathanKell's topic in KSP1 Mod Development
Still don't understand how to use AtmCurve right. Can you please help me with electric impeller config? Was trying to use this: atmCurve { key = 0 0 0 0 key = 0.3 0.18 0.6 0.6 key = 1 0.5 0.4 0.4 key = 5 1 0 0 } velCurve { key = 0 1 0 0 key = 0.5 0.8 -0.9460317 -0.9460317 key = 0.8 0.3523809 -1.626984 -1.626984 key = 1 0 -1.761905 -1.761905 } I want impeller to 1) have 100% thrust at Eve sea level, 40-50% thrust at Kerbin sea level and 20-30% thrust at Duna sea level. More thrust in denser atmosphere, less thrust in thin one. 2) be limited to 0.8 Mach, but able to reach it (at least at Kerbin). P.S. "atmChangeFlow" parameter seems to check for oxygen. I was unable to start impeller on Duna and Eve with this on. -
[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Dr. Jet replied to Yemo's topic in KSP1 Mod Releases
New F.A.R. is out. So F.A.R. usability package is still needed. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Dr. Jet replied to codepoet's topic in KSP1 Mod Releases
-
When you'll start working on it - PM me. Will do what I can to help. Realism is great, as it gives game more challenge and thoughtfulness. And stock "ISRU" extraction of mean-to-be-hydrocarbons from crust everywhere gives me a butthurt.
-
So, how do you make MK3 SSTOs?
Dr. Jet replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
Just a small tip I came across when balancing my sample crafts - HAVE SOME MEANS TO PUNCH TROUGH TRANSSONIC! Airbreathing RAPIERs are oftenly too weak to go supersonic by themselves and when it happens at around 10km height - it gives you that "lose control" feeling... but once reaching 400+ m/s with any external help - their thrust (in AB mode) increase enough to continue gaining speed and thrust on their own. Short burn of any liquid engines or manually switching RAPIER's mode for a couple of seconds to CS then back to AB will do the trick. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Dr. Jet replied to bsquiklehausen's topic in KSP1 Mod Releases
Capsule engine animation bug seems to be strictly BDAnimationModules bug. Outdated version of that dll provided the same glitch for my skycrane parts since 0.90. When I removed automatic engine animations from config - everything was fine. To fix it, I advise to either fork and rebuild BDAnimationModules.dll for 1.0+ by yourself (last code update of that was 6 month! ago for 0.25) or use stock animation module to MANUALLY deploy that engines along with adding optional MM config for BDAnimationModules (in hope it will be somewhen updated by someone else). In either case - remove BDAnimationModules from CKAN "depends" list. What would be extremely nice to see in pack - is optional OLD model of Taurus - without that (pretty much unneeded) engines. I personally like to use it as inseparable command module for large ships. There is another annoying bug also. SPB-Huge-3 doesn't work as cargo bay with stock 1.0+ aerodynamics. No shielding. Internally mounted parts get full drag and heat. Fix that please.- 786 replies
-
RemoteTech is your best choice for communication system mod. AIES also gives you some very nice antenna models.
-
Taurus HCV - the best 3.75m utility pack for now. Looks pretty Orion-ish.
-
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Update 0.7.1 ("Thanks" to lazy asses from gog.com! I HAD TO DOWNLOAD A PIRATED VERSION TO DO IT!) - Patched thermals and aerodynamics for 1.0.2. - Updated sample crafts (SPH) and part technodes. - Few minor bugfixes. - "Li'l Buzzer" is still badly configured though flyable. Will wait for NathanKell's jet engines configuration guide. - - - Updated - - - Hm-m-m... It's not the node name that is wrong... it's something else... I think the game engine searches for effects which were not set. Will experiment with that, thanks for feedback. - - - Updated - - - It was a missing line: "sound_vent_large = decouple". Will include that in next patch. -
Variable speed of animation
Dr. Jet replied to touzenesmy's topic in KSP1 Modelling and Texturing Discussion
Definitely not possible. You need an addon for that. Firespitter have exactly the module you want. -
Are there any plans on doing RealISRU for RealFuels and TacLS? Something based on this thread... I could help with that. Model atmodpheric processing plant parts and such.
-
ModuleAnimationGroup - how to use.
Dr. Jet replied to Dr. Jet's topic in KSP1 Modelling and Texturing Discussion
Can you be more specific, please? And example would be good too.