Dr. Jet Posted April 28, 2015 Author Share Posted April 28, 2015 My mod is pretty well broken in 1.0...- Squad have changed the node treatment. Now direction DOES matter. Need fixes for almost all my parts.- texture placement or names changed for SP+ parts. My SP+ extension parts were configured to borrow their texures... not good.- Squad at last have put Probodobodyne Rovemate where it belongs... but still didn't orient it right. Will fix that. Work in progress... ETA will depend on further bugz discovered. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted April 28, 2015 Share Posted April 28, 2015 Dr. Jet,Best of luck and best wishes for your work on this mod.Very nice and essential mod.Thanks for all of your work. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted April 28, 2015 Author Share Posted April 28, 2015 (edited) Fixed everything... I hope... Now rebalancing experimental Impeller part. With new engine curves it should work great.ETA either tonight or tomorrov evening. Edited April 28, 2015 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted April 28, 2015 Author Share Posted April 28, 2015 Updated to 0.7.0- Patched for KSP 1.0, now incompatible with 0.90 and lower- Added experimental electric impeller "Li'l Buzzer". Flyable but still badly configured, need help with that.- New sample craft "Buzzer" using impeller. Other crafts may be broken, will check em later.No new pics yet, sorry. It's deep night here already.Any feedback is appreciated. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted April 28, 2015 Share Posted April 28, 2015 Thanks for all of the work. Testing now.many, many thanks again.cheers. Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 28, 2015 Share Posted April 28, 2015 Updated to 0.7.0- Patched for KSP 1.0, now incompatible with 0.90 and lower- Added experimental electric impeller "Li'l Buzzer". Flyable but still badly configured, need help with that.- New sample craft "Buzzer" using impeller. Other crafts may be broken, will check em later.No new pics yet, sorry. It's deep night here already.Any feedback is appreciated.The resource Airflow is unessesary- you can use the stock IntakeAir instead of Airflow.Altered CFG: PART{// --- general parameters ---name = lil_buzzermodule = Partauthor = Dr. Jetmesh = model.muscale = 1node_attach = 0.0, 0.0, -0.16, 0.0, 0.0, 1.0, 0// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,0,0// --- editor parameters ---TechRequired = electricsentryCost = 1200Cost = 400category = Propulsionsubcategory = 0title = Li'l Buzzermanufacturer = Dr. Jet's Chop Shopdescription = Tiny electric impeller, salvaged from RC model plane. Closely imitates the real jet sound. (Part is unbalanced!)// --- standard part parameters ---mass = 0.01dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.1angularDrag = 1crashTolerance = 7maxTemp = 1200 MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5 heatProduction = 0.1 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.8 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = ElectricCharge ratio = 5 DrawGauge = True } PROPELLANT { name = IntakeAir ratio = 1 } atmosphereCurve { key = 0 220 0 0 key = 1 200 -55 -55 key = 5 100 0 0 } // Jet params atmChangeFlow = False useVelCurve = False useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 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 } 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 } } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.04 0.3 volume = 0.7 0.7 pitch = 0.3 0.9 pitch = 1.0 1.0 loop = true } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.04 0.3 volume = 0.7 0.7 pitch = 0.3 0.7 pitch = 0.35 0.8 pitch = 1.3 1.3 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.7 pitch = 2.3 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.7 pitch = 2.3 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.7 pitch = 2.3 loop = false } } }MODULE{ name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = false area = 0.0005 intakeSpeed = 0.05 intakeTransformName = Intake }RESOURCE{ name = IntakeAir amount = 0.3 maxAmount = 0.5}}Yes, it works. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted April 28, 2015 Share Posted April 28, 2015 Hello.This seems very interesting. How is the tech tree integration though? I'm trying a career mode. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted April 29, 2015 Author Share Posted April 29, 2015 (edited) I CAN NOT use IntakeAir! Because this engine must work in EVERY atmosphere - even oxygenless. It's ELECTRIC. Airflow resource doesn't look for oxygen. Same solution is used by Firespitter as FScoolant resource. I'm not using FS for this part... yet. If I will - it will be FScoolant instead.What I need help with - is curves.1) Using velCurve as it is leaves Buzzer (1 impeller only craft) barely crawling in the air. Should be "able to reach 0.8 Mach but not 1 Mach".2) Proper usage of atmCurve is still a secret for me. Impeller have too much thrust in thin atmosphere (Duna) and too low thrust in dense one (Eve), while I was hoping to configure it in reverse. The denser atmosphere is - the more thrust (and less ISP) impeller should get.- - - Updated - - -Hello.This seems very interesting. How is the tech tree integration though? I'm trying a career mode.Haven't tried 1.0 TechTree yet. My parts still belong to old 0.90 nodes. Will look at it today evening. Edited April 29, 2015 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
Svm420 Posted April 29, 2015 Share Posted April 29, 2015 If it is a float curve are you using this? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted April 29, 2015 Author Share Posted April 29, 2015 If it is a float curve are you using this?Yeah. Was using that tool to fix tangents and achieve something smooth.The problem is I don't understand how KSP treat those... When I write 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 }I expect to have full thrust at 5 atmospheres (Eve ASL), half thrust at 1 atmosphere (Kerbin ASL) and somewhere near 1/10 thrust at Duna. It doesn't work like expected.P.S. Barometer part which I used as a reference in 0.90 now shows something strange like 77 atmospheres pressure at Kerbin ASL. Quote Link to comment Share on other sites More sharing options...
MIC132 Posted April 29, 2015 Share Posted April 29, 2015 (edited) Latest version has some very strange bug. If I have the mod installed (and use some parts from mod, I think it happened when my craft had the skycrane, modular ladner fuel tank and the aerospike adapter) and I go from VAB to launch, and then revert to VAB the whole parts menu on left side breaks and shows no parts. Problem stopped when I removed the mod, so I'm quite sure it's causing it.EDIT: Apparently it's something else, as the problem continues. Edited April 29, 2015 by MIC132 Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted April 29, 2015 Author Share Posted April 29, 2015 (edited) Have checked for TechTree integration. All parts are available (which is better then expected) thus 0.7.0 is career-play compatible, though a couple of parts now have more accurate nodes to be moved to. I'll do it in next patch.Stock Techtree itself is... shoudn't swear in public... UNBALANCED! All 64 existing nodes cost 16.918 in sum, while Kerbol system has 306.881 science potential from stock experiments only, not counting vehicle returns... P.S. Alt+F12 techtree instrumentary however is brilliant! How did they ended with such... bad design for techtree while having such a powerful tool, I wonder? Edited April 29, 2015 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 3, 2015 Share Posted May 3, 2015 (edited) There is a typo in "lil_buzzer"Cost = 400 shut becost = 400 PartLoader: Compiling Part 'ChopShop/Propulsion/Impeller/impeller/lil_buzzer'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)PartLoader Warning: Variable Cost not found in PartAnd in "RtgRoverBody":rescalefactor = 1shut berescaleFactor = 1PartLoader: Compiling Part 'ChopShop/Rovers/RTGRover/RTGrover/RtgRoverBody'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)PartLoader Warning: Variable rescalefactor not found in Part Edited May 3, 2015 by Kolago Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 3, 2015 Share Posted May 3, 2015 "explosiveNodeID" in Part "LTS1_side" and "LTS05_side" has value "front". http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleDecoupleshut be "top" or "srf"PartLoader: Compiling Part 'ChopShop/Propulsion/LTS/side_tank/LTS1_side'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Cannot find fx group of that name for decoupler(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Cannot find fx group of that name for decoupler(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)PartLoader: Compiling Part 'ChopShop/Propulsion/LTS/side_tank_tiny/LTS05_side'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Cannot find fx group of that name for decoupler(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Cannot find fx group of that name for decoupler Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted May 4, 2015 Author Share Posted May 4, 2015 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 - - -"explosiveNodeID" in Part "LTS1_side" and "LTS05_side" has value "front". 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. Quote Link to comment Share on other sites More sharing options...
SaintWacko Posted May 12, 2015 Share Posted May 12, 2015 First: I love your mod. There are so many parts in this that just make sense! The STS tanks are brilliant, the decoupling blisters are beyond useful, and I'm really looking forward to unlocking the solar panels. the only issue I've run into is with the decoupling blister and Tweakscale. If I place a blister and right click on it, it suddenly shrinks to .62m, and sets that to the maximum size it can be. I've seen some debug messages relating to the scaleFactor of it, if that helps you look into the problem. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted May 13, 2015 Author Share Posted May 13, 2015 the only issue I've run into is with the decoupling blister and Tweakscale. If I place a blister and right click on it, it suddenly shrinks to .62m, and sets that to the maximum size it can be. I've seen some debug messages relating to the scaleFactor of it, if that helps you look into the problem.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. Quote Link to comment Share on other sites More sharing options...
SaintWacko Posted May 13, 2015 Share Posted May 13, 2015 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.Yeah, I looked at the tweakscale config and didn't see anything odd about it. I have a lot of mods installed, so it's possible there's some interference, but I can't think of anything that could cause this, especially on only one part. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted May 13, 2015 Author Share Posted May 13, 2015 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. Quote Link to comment Share on other sites More sharing options...
micha030201 Posted May 16, 2015 Share Posted May 16, 2015 (edited) "Pimp my rover" parts break my previously build rovers. Probe core start turned but other parts don't, and all I can do is rebuild the rover. It also breaks RemoteTech interaction.Here, I have a screenshot: Edited May 16, 2015 by micha030201 Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted May 17, 2015 Author Share Posted May 17, 2015 (edited) That's not my fault that Squad always messed rover orientation, concidering that FRONT is pointing UPWARDS rather then actually front (and that made MechJeb crazy when trying to pilot such rovers). My mod fixes that, so that front is front and top is top. Of course any rovers built without that fix will seem "broken".You are free to delete corresponding config (/ChopShop/Rovers/PimpMyRover/pmr_StockRover.cfg) if you don't want to have proper navball orientation and MJ compatibility on your Probodobodyne-using rovers.As for RemoteTech - no config in my mod touches it - except for DAS-1 and Drone Nosecone support. Search elsewhere. Edited May 17, 2015 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 17, 2015 Share Posted May 17, 2015 That's not my fault that Squad always messed rover orientation, concidering that FRONT is pointing UPWARDS rather then actually front (and that made MechJeb crazy when trying to pilot such rovers). My mod fixes that, so that front is front and top is top. Of course any rovers built without that fix will seem "broken".You are free to delete corresponding config (/ChopShop/Rovers/PimpMyRover/pmr_StockRover.cfg) if you don't want to have proper navball orientation and MJ compatibility on your Probodobodyne-using rovers.As for RemoteTech - no config in my mod touches it - except for DAS-1 and Drone Nosecone support. Search elsewhere.I'll try and build a few rovers.Also, is your avatar pic anything related to the Kzinti? Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted May 17, 2015 Share Posted May 17, 2015 Hi, today I tried this beautiful mod for the first time. I have an issue with the parts. They works correctly, but they are completely messed up in the editor. I found engines in Control&Command and other parts all around in the editor.Is it a know issue? Quote Link to comment Share on other sites More sharing options...
micha030201 Posted May 17, 2015 Share Posted May 17, 2015 As for RemoteTech - no config in my mod touches it - except for DAS-1 and Drone Nosecone support. Search elsewhere.Note that in the description please. I will try to make some RemoteTech configs for probes to work properly, but I can't promise anything. Quote Link to comment Share on other sites More sharing options...
Artfact Posted May 17, 2015 Share Posted May 17, 2015 Love the spaceplane parts, awesome work! Quote Link to comment Share on other sites More sharing options...
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