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Gordon Dry

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Everything posted by Gordon Dry

  1. @HansAcker it looks good, I just added clones of the modules to the KerbalismSupport profile and removed the original modules.
  2. Better explanation of "Attach altitude" needed As new features are not finding their way to the Wiki very quickly, the only information about what "Attach altitude" is I can find in the commit where it was implemented: https://github.com/MuMech/MechJeb2/commit/a4a058aa8568cc510bb97875b8e6b05f117d0972 There it says: I need a better explanation. Perhaps I have issues with understanding this shortened paragraph because english is not my native language.
  3. Thank you, I knew that I knew that Kerbalism works like that - but the hiatus... I just forgot that fact, also because I did not stumble upon the fact for some time that the profile is parsed before MM starts to work. Now I need to finetune my question: Does using the "KerbalismSupport" profile and putting in exact clones of modules but with slighly different contents (one or two variables) overwrite the original module? This would be the purpose, otherwise I would not have any chance to alter the Process as described here: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-110x-module-manager-414-july-7th-2020-locked-inside-edition/&do=findComment&comment=3857664 Edit: Hmm, it should be possible to delete a node within ProfileDefault ... MM works after it was created ... hmmm.
  4. Problem: I want to do a regex but it does not work. Inside Profile { name = default ... Process { name = monoprop fuel cell title = monoprop fuel cell modifier = _MonopropFuelCell input = [email protected] input = [email protected] output = [email protected] output = [email protected] output = [email protected] dump_valve = Nitrogen,Water,Nitrogen&Water } I want to replace MonoPropellant with HTP. I tried this @Profile[default]:NEEDS[Kerbalism]:FOR[ZZZ_REFUSE] { @Process[*],* { @input,* ^= :monopropellant:HTP: @output,* ^= :monopropellant:HTP: @dump_valve ^= :monopropellant:HTP: @input,* ^= :liquidfuel:Kerosene: @output,* ^= :liquidfuel:Kerosene: @input,* ^= :oxidizer:LqdOxygen: @output,* ^= :oxidizer:LqdOxygen: } } } with and without the ,* at Process and at the imput and output nodes. I also tried @Process,* And I started with uppercase for the first block in the regex and switched to lowercase. How many combinations of possibilities I have to try?
  5. There is a "small" issue with the R4D11 (R-4D-11) from SLS - that part got no ModuleEnginesFX in it ... I stumbled upon it because of a chain of actions that leads to 4 MM patching errors: GameData\RealPlume-Stock\Space Launch System\R4D11.cfg adds a PLUME node Hypergolic-OMS-White and tries to patch the non-existing ModuleEngines* GameData\RealPlume\000_Generic_Plumes\Hypergolic-OMS-White.cfg adds the EFFECTS node Hypergolic-OMS-White GameData\RocketSoundEnhancement\Patches\Hypergolic-OMS-White.cfg fails with "Cannot parse variable search when inserting new key volume = #$/MODULE[ModuleEngines*]/maxThrust$" on 4 occasions The patching chain assumes it's an engine, because RealPlume-Stock does @MODULE[ModuleEngines*] But it's an RCS thruster.
  6. Why does the mod use own variant of resources DDCarbonDioxide DDLqdHydrogen instead of using the CRP resources CarbonDioxide LqdHydrogen to be fully compatible to other mods? I'm just curious. Next step would be so make the return engines run with MethaLox, LqdMethane created by the ISRU (even in stock, LqdMethane + Oxidizer). With this approach only the LqdMethane is created by the ISRU, so Oxidizer needs to be shipped. Or let it create LqdMethane + Oxidizer, but with RealFuels to be patched to only create LqdMethane and LqdOxygen needs to be shipped.
  7. In that case do not try to put all calculations in one line, seperate it in multiple lines. Calculate one step after the other.
  8. Why? Please explain. I got a lot of mods, Kopernicus Bleeding Edge and no crashes.
  9. I guess the magic words are RealAntennas - also for stock Kerbalism. There is still a PR open from my branch with additional configs for generic patching (not only dedicated part patches): https://github.com/Gordon-Dry/RealAntennas/tree/RealAntennas-another-config-clean-up This branch contains no .dll - only the configs, .png files and an outdated version file. Take the official release and overwrite the .cfg files with those from my branch.
  10. of course, that's your post about and so is mine
  11. @vinix I got MechJeb and ReStock and a lot more - and no issues.
  12. Parts with multiple ModuleRCS or ModuleRCSFX benefit from this change: @MODULE[ModuleRCSFX],* Add ,*
  13. Oh, I consider trying the TETRIX out. The list of supported part packs became big, but unfortunately there still is no support for Bluedog Design Bureau ... Some work. And then there is the fact that the dev branch of BDB looks promising - and a lot of stuff is new and another lot of stuff is deprecated then. Another round of some work then. Perhaps­™ it would be wise to base a work like this on the dev branch of BDB.
  14. I second this - CommNetConstellations is not listed on https://github.com/Kerbalism/Kerbalism/wiki/Home-~-Mod-Support so I can assume that it's still the old state of knowledge that I gathered before my latest hiatus. In my CommNetConstellation archive from KSP 1.8.x which is in the subfolder "_not sure" I got a text file which says: I guess I got this from Discord, I forgot to add the info from whom and when I got this - the timestamp of the text file is Nov. 24, 2019 Edit: the second part of the quote are my own words, I remember.
  15. I use a stock atmosphere with FAR. I also tested it with RealisticAtmospheres (+ FAR), but the TWR stays high. > 2.5 with one long tank on the first stage.
  16. That orange text comes from a patch of my zFinal collection which is linked in my signature and always up to date via Dropbox: GameData\zFinal\zzz_AddClassDescriptionsToAntennas.cfg
  17. I'm missing the possibility to open the SR UI in the SPC to see the info about lost and recovered vessels. Actually only a small popup opens which tells the user that the settings are now in the career settings UI.
  18. As I already openen an issue there and you replied to it I think it's allright.
  19. I can give that a go but I try to avoid having light orange plasma around a rocket that is just lifting off ...
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