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WuphonsReach

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Posts posted by WuphonsReach

  1. On 12/16/2019 at 4:28 AM, Ruedii said:

    I also noticed that the first dll found alphabetically is being loaded, not the newest version.

    Note for @Ruedii , I believe that's how KSP works - unless the DLL has special logic?  

    Anyway, I'm seeing the same exception as Ruedii -- in AddonInfo.IsKspExcludedVersion().  Somehow there's a NRE in there.

    (I say "somehow" because I was looking at the wong AddonInfo.cs in the KSP-APC folder.  I found the NRE in MiniAVC and submitted a PR.)

     

  2. 21 hours ago, Murdabenne said:

    Thanks, that's exactly what I needed to know. I will give it a go with 1.4.x versions, and if I run into problems I'll go to the experimental version.  Please don take time away from holiday activity and family, this can always wait.

    So far, I'm having no issues with Kerbal_Construction_Time-1.4.0.69 on KSP 1.5.1.  I've not tried to launch from desert/woomer yet (keep forgetting).

    I run a very slow preset. 8-12 day roll-outs, dozens to hundreds of days for builds and research.

    Spoiler
    
    KCT_Preset
    {
    	name = SYB Slower
    	shortName = SYBSlower
    	description = Vastly slower science & build, with costlier upgrades.
    
    	// It will probably take 4-8 years before you reach orbit.
    	// Expect to spend the first 20-30 years in the Kerbin SOI.
    
    	author = WuphonsReach
    	allowDeletion = True
    	career = True
    	science = True
    	sandbox = True
    	KCT_Preset_General
    	{
    		Enabled = True
    		BuildTimes = True
    		ReconditioningTimes = True
    		ReconditioningBlocksPad = True
    		TechUnlockTimes = True
    		KSCUpgradeTimes = True
    		TechUpgrades = True
    		SharedUpgradePool = False
    		StartingPoints = 15,15,90
    		MaxRushClicks = 0
    	}
    	KCT_Preset_Time
    	{
    		OverallMultiplier = 16
    		BuildEffect = 1.0 // Lower is longer
    		InventoryEffect = 60
    		ReconditioningEffect = 1250
    		MaxReconditioning = 29500000
    		RolloutReconSplit = 0.40
    	}
    	KCT_Preset_Formula
    	{
    		NodeFormula = (1.2^([N]+[R]) / 86400) * 1/([I]+1) / 3.5
    		UpgradeFundsFormula = min(2^([N]+4) * 1000, 4096000)
    		UpgradeScienceFormula = min(2^([N]+2) * 1.0, 4096)
    		ResearchFormula = [N]*0.05/86400
    		EffectivePartFormula = min([c]/([I] + ([B]*([U]+1))), [c])*[MV]*[PV]
    		ProceduralPartFormula = (([c]-[A]) + ([A]*10/max([I],1))) / max([B]*([U]+1),1) *[MV]*[PV]
    		BPFormula = ([E]^(1/2))*2000*[O]
    		KSCUpgradeFormula = ([C]^(1/2))*1000*[O]
    		ReconditioningFormula = (min([M]*[O]*[E], [X])*abs([RE]-[S]) / ([LM]-[L]+1)) + 150000
    		BuildRateFormula = (([I]+1)*0.05*[N] + max(0.1-[I], 0))*sign(2*[L]-[I]+1)
    		UpgradeResetFormula = 2*([N]+1)
    		InventorySaleFormula = ([V]+[P] / 10000)^(0.5)
    		RolloutCostFormula = 0
    		NewLaunchPadCostFormula = 250000*([N]^2.5)
    	}
    	KCT_Preset_Part_Variables
    	{
    		Part_Variables
    		{
    		}
    		Module_Variables
    		{
    		}
    		Global_Variables
    		{
    		}
    	}
    }

     

     

  3. Was the code to automatically trim out low-reliability parts from Scrapyard ever implemented?  (First post is a bit out of date. The posts that I've +1'd this week had information not in the first post.)  I don't see anything in DefaultSettings.cfg which would let me say "auto-recycle parts with a reliability under 2/10".  I'd still want the funds from StageRecovery, but would want them to be auto-trimmed instead of being put into Scrapyard's inventory.

    I think SRBs are the lightning rod because of how they get used (radial, multiple) and how fatal to the launch that loss-of-thrust failure at lift-off is (due to imbalanced thrust combined with low altitude giving little to no time to recover).

    I've had a bit of luck adding more verns/RCS ports to the tail of the rocket.  In situations where I have 6 radial SRBs, it can be enough to overcome the loss of one off the pad.  But staging early can still be a better choice (and praying that the SRBs don't impact the stack as they fly away).

  4. Spoiler
    
    @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[SolidFuel]]]
    {
    	MODULE
    	{
    		name = SRBFailureModule
    		baseChanceOfFailure = 0.6
    		expectedLifetime = 5
    	}
    }

     

    I've head a gander (I'm using OS 1.4 release version), and the SRB base chance of failure is 0.6 compared to liquid engines of 0.11.  So a SRB is about 5x-6x more likely to fail.  

    Combine that with most SRBs being radially mounted, used at lift-off, in sets of 2-6; and it results in making SRBs noticeably less reliable.  If they were more subtle failures like off-axis thrust, broken/limited gimbal, 5-15% shorter burn time, part heating then that higher failure rate would be less noticeable.

    For now, since they don't have those additional failure modes, I've kicked my reliability down to 0.11 and boosted expected life to 8 (should probably be 10-12).

  5. Thanks.

    How many failure modes are there for SRBs?  So far, all of my failures have been complete loss of thrust.  Wonder if there are ways besides reducing the thrust to zero to represent a failure:

    • Crack in casing causes the casing to heat up (possibly causing nearby parts to overheat).
    • Thrust gets offset +/- 30 degrees
    • Represent loss of total dV performance by a "fuel leak" type mechanic so the fuel runs out early (maybe "poor casting of the propellant" as a cause)
    • Make it go boom sometimes
    • Muck with the Isp / thrust total values (-10% to -50%)
  6. I'd possibly agree that SRB failure rates might be a bit high, so far the rest feels ok but I'm still in Kerbin's SoI.  Still experimenting (only been using Oh Scrap! for 2 days now).  Took about 10 launches before I felt like SRB XYZ was reliable.

    (I run with Scrapyard and KCT.  My KCT is turned up to 11 with 100-300 day build times, 10-20 day roll-outs, takes years and years to research stuff.)

  7. On 6/28/2018 at 6:15 PM, mechanicH said:

    Hey guys ... i havent used this mod in a long time, i was wondering do i still need to restart the game every time i weld a part?...of if someone has time can u guys give current directions on how to use this mod If anything has changed from OP.  Thank you for your time. 

    I usually create a copy of my KSP directory with just UbioZur Welding installed along with just the part mod (if non-stock) that I want to weld.  It cuts down loading time drastically.  Once I have the part finalized and I'm happy with it, I'll copy it over to my primary play directory.

  8. (running BDDB master branch in 1.4.5) 

    I don't use the kicker SRBs because I find it easier to just use LF/Ox engines that have more control.  Even when I'm low in the tech tree I have not used the kicker SRBs.  I do heavily use the 0.935/1.875 radial SRBs along with a 1.5-1.8m central core LF/Ox tank.  Seems like I have enough LF/Ox engines unlocked (even in CTT).

    I'm not one for building replicas though, so it's a mix/match of Tantares, stock, MRS, SpaceY, BDDB.

  9. Wishlist items:

    • An "empty" button that would drain the selected part of all of the selected resource.  Pushing it to other parts of the same vessel (according to flow priority?).  I like to empty out various resources from a ship prior to returning to Kerbin in order to maximize the amount of resources in orbit.
    • Increase the height of both windows so that I can see more like 8-10 things at a time to select from.
  10. 11 hours ago, CYoungCS said:

    As an aside, how did you get KRASH to work? It won't work for me. There doesn't seem to be an output log and I'm reasonably certain it, and its dependencies are installed correctly, but I get no simulation button to test my craft out.

    There are two or three other packages (listed in the KRASH thread) which are dependencies and have to also be installed.

  11. 2 hours ago, CYoungCS said:

    Not sure, still new to ksp. Default settings actually seem good, I just changed a few things though.

    Well, my personal settings are: https://gist.github.com/WuphonsReach/c350695cff3cc11f59772f0da5f2cdb7

    • Four to eight years before you get a vessel into orbit (if you start with 15k funds and zero science).
    • Twenty to thirty years to escape Kerbin's SoI.  I usually have comm sats and science probes at Duna/Eve by about year 25.
    • I do play with CTT, so upgrade points are more plentiful, but I need more science to unlock everything.  But I also have various part packs installed that add more science experiments.
    • The upper limit on purchasing upgrade points is higher (money/science sink for late game).
    • Vessel build times are measured in hundreds of days for the first build, gradually going down to 50-250 days (part re-use, more VAB build lines, faster VAB build lines).
    • Rolling out to the launch pad will take tens of days.
    • It will take more upgrade points to get science speed up to 1/day (300 point node takes 300 days).  If you're researching multiple nodes at once, the lower priority nodes research slower.
    • Stage Recovery + Kerbal Alarm Clock + KRASH + Scrapyard + ScienceParamModifier (to nerf Mun/Minmus values) work well together for this.

    You're going to be jumping time forward 100-300 days at a time the first 20-30 years.  On the flip side, you spend more time in the lower nodes of the tech tree, which forces me to be creative.  This also makes using life-support mods harder because you can't build a rocket to re-supply Jeb on a day's notice.

    (There's a folder in "GameData/KerbalConstructionTime/KCT_Presets/" where you can put additional preset files or keep your own copies of the existing presets.)

  12. 5 hours ago, JoE Smash said:

    Someone has a question in the Antenna Helper thread about an antenna that seems to not have the correct range, but it is about an antenna on your Sienna (spelling?) probe.

    He says it is supposed to have an antenna power of 62.5K, but the maths are not working out as intended.

    I managed to find the cfg for that probe and noticed it has TWO data transmitter modules. One is an internal 5k power antenna and one is a Direct antenna of 62.5K power, but it says antennacombinable = False.

    I'm wondering if maybe the internal 5k antenna is being defaulted to and should be deleted....or maybe the other one should be set to antennacombinable = True....

    I'm  no modder, so honestly I have no idea really what's up with it....

     

    Looking at the part, that probe core does indeed have two antennas.

    The 5km antenna is used during lift-off, then once you get above ~50km, you'd right-click the part and extend the 2nd antenna which is the one with 62.5km power.

  13. Parse results for the master branch as of today.  Nothing stands out at the moment, but I'm still looking at it.

    https://docs.google.com/spreadsheets/d/1axgs3b5hIq_haGTgmcuim6GYd4HfIxlqHBECQ7DI49M/edit?usp=sharing

    This has antenna data and probe core information, from a vanilla copy of KSP 1.4.4 w/ just ModuleManager and BDDB installed.

    Spoiler

    Longer boring stuff here:

    This is produced using my little parser project that reads the MM config cache file and lets me search through the nodes to extract information and create CSVs.  While not guaranteed, it's giving me a way to quickly scan hundreds of parts files and layout the values in a way that they can be compared and contrasted.  After which I can calculate things like EC/Mit, Mit/sec, EC/sec, crew capacity per unit of dry mass, etc.

    It runs on .NET Core 2.1, so will run on Windows, macOS and Linux (I run Linux) if you have the .NET Core 2.1 run-time installed.

     

     

  14. @CobaltWolf Ah, that makes sense.  It just looked odd in the change log to see a fuel tank with a probe core.  I'd lean towards making it a probe core with some fuel rather than categorizing it as a fuel tank with a probe core?

    (Currently running off the BDDB master branch in my save.)

    The omnis with the long range and low EC/Mit (most KSP antennas use 5-7 EC/Mit) is tricky.  Adding a bit of EC storage here or there may be what is needed (so that there's enough EC to transmit a 2Mit packet).  Maybe I should parse the config files, looking for command cores along with their EC storage values (plus mass, costs).  I have a tool to do so.

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