Jump to content

pjf

Members
  • Posts

    272
  • Joined

  • Last visited

Everything posted by pjf

  1. Just a head's up that I've got a work-in-progress for a RealismOverhaul patch, which you can find here. It will require the latest ("pre-release") TACLS to run, and I have not yet *tested* said patch because I'm hungry and about to go for lunch. However it is full of sweet, sweet figures and maths for those who are curious. ~ pjf
  2. You rock! The power output these are modelled on is exactly what I'm after! Are the resources consumed by the UA cells modelled after the Apollo ones as well? Many, many thanks! ~ pjf
  3. I'm playing with the latest (from git) versions of TACLS and RealismOverhaul. At a glance It looks like all the volumes and resources used by US are great (assuming we're using LOX and LH2), but the fuel cell output of 16EC/sec is a lot in RealismOverhaul land, where 1EC = 1kJ, meaning a single fuel-cell can sustain a load of 16kW! The Apollo era cells had a nominal output in the range of 1kW (2.3kW peak), and they were pretty large (1.1m tall, 0.56m diameter), so 16kW represents some serious technology. The UA wedges are kerbal-sized, so for RealismOverhaul I'd suggest they can sustain loads up to about 1kW (1EC/sec) each at most. That's plenty more tha the RO solar-cells, my current ones of which can sustain 110W per fold-out array. So, before I go patching away (and making suggestions to the RO folks), has someone already done these calculations? I haven't looked much into how much the UA fuel-cell consumes resources compared to the Apollo missions. Paul, do you have this information at hand? I'd *love* to just supply a straight multiplier to make things RO compatible. Many, many thanks, ~ pjf
  4. I can confirm that I'm seeing this as well, or at least what I presume to be this. Starting with an Apollo command module, I have a 2710 litre tank with 2450 litres free space, and the rest containing N2OH, NMH, ElectricCharge, and Oxygen (2038 units of O2). The craft *also* contains a 27 litre tank with life support supplies, which includes the *same* 2038 units of oxygen, and -6.1 litres (yes, negative litres) of free space. At the very least, things seem confused. Going to launch, the craft does appear to have all the resources loaded on it. I haven't launched it or tried further yet. (Using TAC-LS 0.9 pre-release 2, and RealismOverhaul c315140e01326a5ee6d2da2bffe4acc067f7cd65 (latest dev))
  5. We love you, MN! Thank you for an awesome tech tree and being totally cool! <3 ~ pjf
  6. I'm not yet using procedural parts, but I *am* collecting RPL patches. When you say the next tech node will set it back, are you saying that one would need multiple `@TECHLIMIT,N` sections, one for each tech level?
  7. Hmm, is this an RT2 only issue? (Ie, if RT2 is not installed, does it go away?) If so, then https://github.com/RemoteTechnologiesGroup/RemoteTech/issues would be the place to report it. The RT2 team are *very* responsive. (I've had some reported bugs fixed in a matter of hours!) ~ pjf
  8. Hmm, I'm not sure if RPL supports Procedural Parts. It definitely supports StretchyTanks, but you'll want to add this patch to your GameData directory to get them to work properly. I don't yet use Procedural Parts myself; it may be adding tech to nodes that either don't exist in RPL, or don't unlock as part of your initial set-up. (I'm slowly writing compatibility patches as I stumble across problems, but my hope is that MedievalNerd will return and I can throw all my changes at him.)
  9. steve000: You're not the only one. Nathan will be able to give you the technical reason why (and maybe some better pointers for fixing it), but if you set `wrap = false` in RealSolarSystem.cfg, that should eliminate the sphere. Technically you can turn it off just for the moon. Here's a file (RSS 6.2) that already has that done for the moon only. With that changed, you might find that the kethane grid now appears beneath part of the lunar surface. If you edit your Kethane/Grid.cfg file and change `Mun = 1.012` to `Mun = 1.05` you should find it sits at a good height. Hope this helps! ~ pjf
  10. Providing a link to some of my RPL tweaks, provided as-is, without support. Use at your own risk, etc etc. At the time of posting there are two files: Science.cfg: * Tweaks sensor instruments (Geiger Counter, Magnetometer, etc) to have 100% science transmit value. * Tweaks same instruments to always give 100% science on first reading (no more having to triple sample). * Tweaks material lab experiments (Science Jr and Mystery Goo) to require return for science (0% transmit value) Tree.cfg: * Adds the SCANsat multispectral scanner to the SpecialisedScience node (previously this would not appear in the tech tree) * Moves the rovemate body to advanced landing, where its wheels are (NB: requires you *delete* roverBody from your save-game's tree.cfg) * Adds support for UniversalStorage (to the survivability node) * Adds support for missing Modular Kolonisation System (MKS) (to the advScienceTech node) At some point I'll probably break these out into their own downloadable and easier-to-install mod, but right now these are lifted from patches I'll hacked directly into my GameData directory. Both of these require a recent version of ModuleManger. I've been testing them with 2.1.5. ~ pjf
  11. A little more bug hunting here... I set `warp = false` for the moon (and only the moon), to solve the "floating spheres" issue that has the moon being surrounded by semi-transparent spheres. Even with the kethane overlay turned off, the moon was looking like an indistinct sphere from a distance. Sure enough, `warp = false` made things better, except I've now hit two follow-on issues. First is that when close to the moon, the sun will shine *through* it, and even powers solar panels. I haven't tested to see if the sun will shine through the moon with `warp = true`. The second is that because a lot of the moon is fairly high, when I do switch on the kethane overlay, a number of hexes are now below the terrain. I have no idea if that's a known issue with older RSS versions; it's only recently I've gained enough science to start surveying other worlds. Neither of these are particularly game-breaking, and the kethane overlay isn't necessarily something RSS can do anything about, but I'd thought I'd check to see if there's an easy fix. Thanks again for being *totally awesome*, ~ pjf
  12. Can confirm that MechJeb manoeuvre planning (and other tools, like the warp helper) are not usually not available for me, but it sometimes shows up when I quick-load a game (F9). I haven't investigated mechanics. The repeatable science for Sputnik may have been an RT2 glitch. (And RT2 is kicking arse right now. If 1.4.0 didn't go out while I was flying, it should be out soon!)
  13. You rock so hard. I'm assuming aside from the visual effect that there's no actual harm in having the kethane spheres scaled incorrectly, so I'll leave things as they are for now. As another aside (and I've realised this may be better in the RSS thread), I've noticed that deleting all the *.obj files causes them all to be regenerated on game load, except for Kerbin.obj. Is that intentional? (I'm not exactly sure what the *.obj files are used for underneath, but I presume they're something to do with everything looking so beautiful and rendering so quickly.) The new ScanSat release candidate is actually next on my install list. Now if I only had the tech to detect kethane.
  14. Woah, the new 6.2 release looks beautiful. And my frame-rate seems to have jumped up since 6.1, so thumbs up all around! I've also upgraded to Kethane 0.8.6, and I've noticed the moon now has the kethane mapping sphere *around* it (just hanging in space), rather than on its surface. At first I thought it was a really cool effect showing the sphere of influence for a body, but when I toggle the kethane map overlay it shows the hex grid on it. The same can be seen for some other planets and moons (and others are drawn just fine). I upgraded both Kethane and ROv at the same time. The overlay on the earth looks just fine. I don't know if Kethane is making assumptions about the size of each body and drawing the spheres in the wrong spots, or if there's something else going on. I would have screenshots and a proper set of steps to reproduce, but I'm about to hop on a flight, so right now I'm just checking if anyone else has encountered this and if there's a known fix. Many, many thanks for your awesome work! ~ pjf
  15. I'm adoring RPL! I figured some of them weren't RPL related, but I wasn't sure how many things were RPL tweaks or not. (I presume things like parts being in the wrong categories and the gieger counter are from wherever those parts are.) I'm so glad to hear you've got some vacation time! Thanks again for the great work, and keep being awesome! ~ pjf
  16. STiKyt: If you're going to pick a RemoteTech2 release, you almost certainly want build-develop-13 (or whatever the latest dev release is now) which not only contains the community hotfix, but also solves a lot of other bugs as well. It's a precursor to the upcoming 1.4.0 release. As for the cut-outs, I've not seen that behaviour before, so I'm not quite sure what's causing it. Some experiments (like the geiger counter) are repeatable, giving smaller amounts of science each time. That's stock KSP behaviour, although I understand that MN has fixed it for a lot of experiments (so you get full science in a single shot), which I greatly appreciate! ~ pjf
  17. And continuing on, with just a few things about building... - The RCST-125 RCS tank appears in the 'control' tab, all other tanks seem to be in propulsion. - The LM-00 legs appear in the 'control' tab, rather than in utility. - Various nosecones and the AIES fairings appear in the structural tab, whereas most appear in the aerodynamics tab - Nanocone RCS Mk1 is in the utility tab, but feels it would be better in the control tab. Many thanks again! ~ pjf
  18. So, feedback time! If there's a bug/issues tracker I'm happy to post these there (I worry about things getting lost in 170+ pages of thread). A lot of these are personal preferences, although some I think are actual bugs or balance issues. I'm still doing things around Earth, but here's what I've got on the tech tree thus far: - The LR18-4 engine that seems to arrive a tech node too early, as it requires a 6m tank, which is not available until the next node. - I was surprised to find rover bodies down the manned spaceflight side of the tech tree. I would have expected them in with the landing legs (that's where the wheels are). - The Sputnik I experiment can be repeated for extra science, unlike most other custom experiments which return 100% science on completion. - The geiger counter requires recovery for full science value. I'd suggest tweaking it to return 100% science on transmission. - The LM-00 and LM-00a landing struts have a crash tolerance of 160m/s! This is an order of magnitude higher than other landing legs. - Advanced Science Tech has refineries, these might make more sense in the off-world mining tree. - The cyrostat and IR telescope feels like it would be more at home in the science tree, rather the electronics tree. - The first radiator node contains a 70" RCS tank, which seems misplaced. - The first radiator node contains two battery packs. I'd suggest putting them in the electronics branch. - Gemini unlocks the Manned Orbital Laboratory cargo bay. I'm not sure where the modules are for this, I suspect in the science tree. I'd have them both unlock at once. - The various storage tanks and bins in the "unsorted" nodes feel most at home in the off-world mining tree. - FASA pod flags have a very low crash tolerance. They sometimes explode when accelerating at high-g. - Nosecones seem to be spread throughout the tech tree. - The only conic procedural fairings are German. Egg-shaped fairings come in various flavours. - Goodness me there's a lot of parts! May I suggest moving fairings, aerodynamic surfaces, and tanks into zero-cost nodes that hang off their original parent nodes? This means people using the various procedural packs can have less cluttered build screens. - There seem to be very few reaction wheels; is this intentional? - Various MechJeb features (notably the node planner) seem to be disabled, but are enabled if using the WAC Corporal Experiments core, which can also be radially mounted. - Currently we seem to get all the probe cores at once! I know it's planned but it would be lovely to have them spread out a bit; perhaps some in electronics (low-power cores), and some sprinkled back into the existing probe tree (so not every launch needs to be a Sputnik/Vanguard/Luna core). - Flying High on the moon seems to result in some collisions with terrain, making the impact probe experiment more realistic, but more challenging. Thanks again for a great tech tree, I'm reallying enjoying this! You rock! ~ pjf
  19. @RN: D'oh! Apparently I searched everywhere, but looking in the first few nodes of the thread were beyond me! @gunnyfreak: Stretchy Tanks are determined by your tech level in engines, so if you put more science into engines, you'll get bigger tanks. Having said that, I know a few people have mentioned there's a 9K/6m engine in about the 3rd or 4th node, but stretchy tanks only go up to 4.5m at that point, but I'm guessing that engine is misplaced. Oh wait, there was a patch to not starting with stretchy-tanks being large enough. I don't have the post it was in, but I have it in my git history: diff --git a/StretchyTanks/Parts/tech.cfg b/StretchyTanks/Parts/tech.cfg index ec2e092..510a9c3 100644 --- a/StretchyTanks/Parts/tech.cfg +++ b/StretchyTanks/Parts/tech.cfg @@ -1,7 +1,7 @@ STRETCHYTANKMAXRAD { name = Default - start = 0.1 + start = 1000 basicRocketry = 0.25 advRocketry = 0.5 heavyRocketry = 1
  20. Oh, Venera 2 is also a completely empty node (I just unlocked it), so I'm guessing I've accidentally nuked a probe part somewhere... D'oh!
  21. Firstly, MN, thank you so much for RPL. It's been awesome, and has very much been giving me the experience I've been after! I'm hesitant to add to a 174 page thread when I think that my questions may have already been answered elsewhere, but alas my search-fu hasn't been successful in bringing anything up. My apologies if I'm re-asking an already answered question here. I've just unlocked "Luna 1 & 2", but the node only contains Luna 1. I'm worried that either I've missed installing a pack, or deleted the part unintentionally. I nuked a lot of parts as recommended by Nathan, and I'm worried I might have caught a probe accidentally. I'm happy to do digging to find where that might be, but I just want to check there is supposed to be a Luna 2 in the tree. As an aside, is the RPL code up on Github or elsewhere? I'm happy to fix spelling mistakes and report what looks like misplaced tech (eg: batteries and RCS tanks in the radiators node), but I figure a large thread isn't ideal for that (especially spelling fixes, where a pull request is likely to be easier all round).Many thanks again for a great mod! ~ pjf
×
×
  • Create New...