Manul Posted May 10, 2024 Share Posted May 10, 2024 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. Quote Link to comment Share on other sites More sharing options...
Pauver Posted May 10, 2024 Share Posted May 10, 2024 1 minute ago, Manul said: How many air intakes do you have and what type? Only shock cone intakes work well at high mach numbers. radial pump intakes. That might be the problem Quote Link to comment Share on other sites More sharing options...
Manul Posted May 10, 2024 Share Posted May 10, 2024 8 minutes ago, Pauver said: radial pump intakes. That might be the problem Of course. They are tiny and they choke above Mach4 Quote Link to comment Share on other sites More sharing options...
pingin Posted June 1, 2024 Share Posted June 1, 2024 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? Quote Link to comment Share on other sites More sharing options...
Manul Posted June 1, 2024 Share Posted June 1, 2024 (edited) 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 Edited June 1, 2024 by Manul Quote Link to comment Share on other sites More sharing options...
CensoredUsername Posted July 19, 2024 Share Posted July 19, 2024 I ran into, and managed to fix the issue with the tricouplers occasionally forgetting their centre node exists. Here's the pull request https://github.com/SuicidalInsanity/Mk2Expansion/pull/69 for anyone interested. Seems KSP doesn't like mixing bare stack_bottom and stack_bottom[number] nodes in the same part. Quote Link to comment Share on other sites More sharing options...
alberro+ Posted July 20, 2024 Share Posted July 20, 2024 Quote Link to comment Share on other sites More sharing options...
Kimera Industries Posted August 22, 2024 Share Posted August 22, 2024 Beautiful! Might get this just for the chines. Quote Link to comment Share on other sites More sharing options...
Retsof Posted December 9, 2024 Share Posted December 9, 2024 The sledgehammer isn't making any sound for me. I'm guessing it doesn't play nice with Rocket Sound Enhancement. Any ideas to make them work together? Quote Link to comment Share on other sites More sharing options...
BGYT Posted December 29, 2024 Share Posted December 29, 2024 I've got a parts request if possibe half fuselages i.e fuselages that basivally split from top to botyom instead of the ones from airplanes plus that are split from side to side Quote Link to comment Share on other sites More sharing options...
Hangdog Posted January 27 Share Posted January 27 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. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 1 Share Posted February 1 (edited) 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 19 hours ago by Drew Kerman Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted February 1 Share Posted February 1 (edited) 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 February 1 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Hank Kerman Posted Friday at 10:34 PM Share Posted Friday at 10:34 PM I am having an issue where the chines don't like to have symmetry Quote Link to comment Share on other sites More sharing options...
Grenartia Posted Saturday at 02:08 AM Share Posted Saturday at 02:08 AM 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. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Saturday at 01:49 PM Share Posted Saturday at 01:49 PM @Hank Kerman@Grenartia What are you trying to use them on? I just downloaded the latest and tried them on stock Mk2 and Mk1 fuselages, and they all happily mirrored in symmetry. Quote Link to comment Share on other sites More sharing options...
Hank Kerman Posted Saturday at 06:35 PM Share Posted Saturday at 06:35 PM 5 hours ago, ColdJ said: @Hank Kerman@Grenartia What are you trying to use them on? I just downloaded the latest and tried them on stock Mk2 and Mk1 fuselages, and they all happily mirrored in symmetry. I think it happens when attaching a chine segment to another chine segment Quote Link to comment Share on other sites More sharing options...
Grenartia Posted Sunday at 06:02 AM Share Posted Sunday at 06:02 AM 11 hours ago, Hank Kerman said: I think it happens when attaching a chine segment to another chine segment Yeah, looks like what I've seen in the past. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Sunday at 01:35 PM Share Posted Sunday at 01:35 PM 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. Quote Link to comment Share on other sites More sharing options...
luckycobble Posted Sunday at 10:07 PM Share Posted Sunday at 10:07 PM 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? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted 19 hours ago Share Posted 19 hours ago 21 hours ago, luckycobble said: I have both the MK2 and Mk3 expansion, do I replace 1 or both? replace both. And I updated the link to my post to actually point to the Mk2 whitelist not the Mk3 one Quote Link to comment Share on other sites More sharing options...
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