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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]


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7 minutes ago, Pauver said:

I'm having trouble with the Mattock engine. Whenever I'm flying it sometimes flames out (the prop. requirement reaches below 65%) and I don't know how to fix it. Can anyone help me?

How many air intakes do you have and what type? Only shock cone intakes work well at high mach numbers.

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  • 3 weeks later...

Hey, am I misunderstanding how the "Sledgehammer" engine from this mod works? It seems to drain a lot of oxidizer, and actually drains significantly more oxidizer in airbreathing mode, even with fully satisfied intake air. Is it supposed to do this? Am I stupid?

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2 hours ago, pingin said:

Hey, am I misunderstanding how the "Sledgehammer" engine from this mod works? It seems to drain a lot of oxidizer, and actually drains significantly more oxidizer in airbreathing mode, even with fully satisfied intake air. Is it supposed to do this? Am I stupid?

This is how air augmented rocket works.  It doesn't have a mighty compressor and precooler to compress air until it starts to liquefy and push it into  the combustion chamber of a rocket engine, replacing the source of liquid oxygen. So it just uses the exhaust of a rocket engine to heat up some intake air and make it expand in the nozzle for extra thrust.

https://en.wikipedia.org/wiki/Air-augmented_rocket here is the difference between liquid air cycle rocket and an air augmented rocket.

Do you know what a bypass ratio of a jet engine is? It means that some compressed air from the compressor doesn't go into the combustion chamber, it goes directly to the nozzle to create thrust. Air augmented rocket has a 100% bypass ratio, it's just a rocket engine in a long tube  :D

Edited by Manul
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In CKAN, there is a missing file in the GameData/Mk2Expansion/Agencies folder: Thumbs.db

I assume it's in there by mistake. CKAN keeps trying to reload the mod.

 

Same thing in the Mining Expansion mod.

 

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There were a number of ReStock whitelist errors and texture copy errors in the KSP.log that I fixed with a new whitelist file that adds missing asset paths and removes the unnecessary paths - just replace the original file: https://drive.google.com/file/d/1p-rbVJK720VgjV_Cy3mXdByzVO47Ipww/view?usp=sharing

Edited by Drew Kerman
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On 1/26/2025 at 11:13 PM, Hangdog said:

In CKAN, there is a missing file in the GameData/Mk2Expansion/Agencies folder: Thumbs.db

I assume it's in there by mistake. CKAN keeps trying to reload the mod.

 

Same thing in the Mining Expansion mod.

 

Thumbs.db is a windows cache file, and windows will edit or delete it as it feels like.  So the file isn’t missing from the mod; it was probably installed and then removed by windows.

Ideally this would not be included in any mod releases, but we can also filter it out in CKAN’s install instructions for the mods that do include it.  Or you can add a global filter so that thumbs.db files are never included.

Edited by JonnyOThan
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3 hours ago, Hank Kerman said:

I am having an issue where the chines don't like to have symmetry

Yeah, IIRC, the mod's been like that since before KSP2 was even announced. I've never seen a true fix for it even though, IIRC, its been claimed multiple times. I don't think I've even tried using the chines in 5 years. 

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Hi there @Hank Kerman @Grenartia

This is not unique to the chines, it happens to stock stuff too. The shape of the chines just makes it more obvious.

Mirrored symmetry for surface attachment can only work on 1 side of a part. The location for surface attachment is determined in the config file. You can config multiple node attachmens but all parts can only have one surface attachment. As such you won't ever get a proper mirror if you try to add to the end of another chine.

Here is the config for the first standard chine you come to in the files.

    node_attach = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1
    node_stack_bottom = 0.2338864, -0.9372618, 0.0, 0.0, -1.0, 0.0, 0
    node_stack_standardtop = 0.2338864, 0.9372618, 0.0, 0.0, 1.0, 0.0, 0

The node_attach is the one that determines surface attachment. The first 3 sets of numbers determine where in relation to the world centre of the model, the attachment is. From this we can tell that the author created the mesh so that surface that attaches is at world centre. If they were creating a long wing and didn't want to have to configure the centre of mass, lift and pressure. Then they might have built it with the middle of the wing at world centre and then had different numbers to say where the attach point is. 1 whole number represents a metre.

The second set of 3 determine the direction of attachment. This gets a tad confusing because if this was a node attachment you would expect it to be 1.0, 0.0, 0.0 where 1.0 as the first number represents a node facing to the right when you are looking out the hangar door. As the dominant attach of most parts is to attach to the left side of fuselage. I have found that for some reason, surface attach seems to be reversed compared to node attach most of the time.

The last number is size of attachment. Mostly only needed for determining node sizes.

This config is also using node_stack_name, which usually is to determine the nodes you see when parts can snap together at a predetermined location. But in this case, because the part uses B9 part switch. They are used for determining the attach point when the part variant is changed in the editor.

Hope this helps with understanding why the parts act the way they do when building.

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On 1/31/2025 at 5:39 PM, Drew Kerman said:

There were a number of ReStock whitelist errors and texture copy errors in the KSP.log that I fixed with a new whitelist file that adds missing asset paths and removes the unnecessary paths - just replace the original file: https://drive.google.com/file/d/1pEregcfhH8Eld6Dz_T-fyLW6Lilzsvwa/view?usp=sharing

I have both the MK2 and Mk3 expansion, do I replace 1 or both? 

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