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Citizen247

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  1. If you have CCK the engines are added to custom categories lower down in the parts list. Are you sure they're not there? Most of the prop engines also require other mods, such as Airplane Plus.
  2. These are just configs for AJE. Compatibility is essentially dependent on AJE.
  3. I'm referring to these: The lower power engines (<100hp) don't currently generate their correct power level. I'm working on it. The Kuznetsov NK-12 turboprop (14,750hp) is currently "only" set to 11,000hp. When set higher the engine bugs out and causes craft to explode. I'm fiddling with config settings, but this may be a limit of AJE. ModuleEngineConfigs NullReferenceException errors. Part field warnings. They're issues I've identified with AJE-E configs. With exception of the the NullReferenceExceptions which are coming from realfuels.
  4. Those are issues with AJE-Extended, not AJE. Mostly they're issues with the configs provided by AJE-E and not relevant to AJE itself.
  5. I'm not sure if this stems from B9PartSwitch or Real fuels or is an inevitable interaction of both, but I thought I'd ask if there is a way around it: I'm trying to write some configs that apply realfuels to various mods, in this case Bluedog. Bluedog makes quite extensive use of B9PartSwitch to keep part count down. I've had great results working with engines, using B9PartSwitch's MODULE fields to switch engine configurations. So I tried a similar approach to change tank volume when B9 switches tank size in parts. Which appears to work, switch tank configurations increase or decrease tank volume as expected in the editor, and resources can be added. But, if the tank is set to anything but the default config when loaded in the flight scene all the resources are removed. I've tried some workarounds, like setting utilisation instead of volume, which still allows growing and shrinking the tanks in the editor, but resources are still deleted in the flight scene. I don't think this is a bug, it seems to be more intended behaviour. If you change tank volume in the editor the resources are removed, so I think what's happening is B9 is setting tank volume as the vessel is loaded in flight, and that's discarding the tank contents. Is there a way around this?
  6. I'm not sure if this stems from B9PartSwitch or Real fuels or is an inevitable interaction of both, but I thought I'd ask if there is a way around it: I'm trying to write some configs that apply realfuels to various mods, in this case Bluedog. Bluedog makes quite extensive use of B9PartSwitch to keep part count down. I've had great results working with engines, using B9PartSwitch's MODULE fields to switch engine configurations. So I tried a similar approach to change tank volume when B9 switches tank size in parts. Which appears to work, switch tank configurations increase or decrease tank volume as expected in the editor, and resources can be added. But, if the tank is set to anything but the default config when loaded in the flight scene all the resources are removed. I've tried some workarounds, like setting utilisation instead of volume, which still allows growing and shrinking the tanks in the editor, but resources are still deleted in the flight scene. I don't think this is a bug, it seems to be more intended behaviour. If you change tank volume in the editor the resources are removed, so I think what's happening is B9 is setting tank volume as the vessel is loaded in flight, and that's discarding the tank contents. My question is: Is there some way around this? Some field to target that will allow me to increase tank volume and preserve contents in flight? At the moment the only way I can see for getting around this would be to clone the part for each tank volume and remove the B9PartSwitch.
  7. I'll take a look, I'm getting back after a big absence due to "life". I think the only thing I could possibly desire from base AJE is a turboprop config, rather than trying to hammer piston engines to due turboprop engines. I keep meaning to have a look myself but the code is a little beyond me.
  8. I ain't dead. Just been deployed over seas, doing a university course in coding and I've not even fired up KSP for a year. It's a thing. The only reason for parts to be shiny is because there are configs for TexturesUnlimited. Delete that patch and they should go away. I really want to get back to this, but it's dependent on erm, everything being easier. In the meantime, I will try and at least do a bug fix for the latest version.
  9. I thought I'd give this a try, but I get an exception on loading. I've tried installing manually and through ckan, same result. I've tried loading with a bare minimum of mods to check that's not the issue. Trying to run on ksp 1.8.1. Logs and screenshot of gamedata in zip file linked below: https://drive.google.com/file/d/1iI6q_-Kw8Or9mgRueHWpR8munifRPFBq/view?usp=sharing
  10. Sorry it's taken me awhile to get back to you. I'm not on the forums much at the moment and I've stopped getting email updates for some reason. The only thing I can think of is that AJE-E removes categories from parts if CCK is installed, and moves them to various custom categories. A quick look at your log indicates the "miniIntake" part is getting the categories patch and that CCK is installed. Are you sure you're looking in the right place (i.e. under the new CCK intakes category)? The CCK patch is the only one AJE-E runs on the miniIntake part as it is configured already by AJE. For fault finding you can try temporarily removing the "Categories.cfg" file from the AJEExtended mod directory to see if the part reappears.
  11. This is an extension to AJE, which is the background engine that makes AJE-E work. Since AJE is a mod aimed at realism it focuses on realistic parameters. Thrust is an emergent property depending on the power of the engine and its operating conditions and environment, and so, with AJE, you can't know what the thrust will be until the engine simulation is running. Similar reasoning for fuel consumption. In any event what fields are shown is a decision of the AJE mod, not AJE-E. If all you want is more KSP engines that work the same as pre-existing KSP engines, this mod is not that I'm afraid. Given the modular nature of the configs and the way the engines are constructed it's conceivable that non-AJE configs could be added and applied if AJE isn't installed, but I personally have no interest in creating them.
  12. Just thought I'd drop a note. I'm sorry I've not been around for awhile, that's a situation that may continue until the end of the year I'm afraid. I've been given an overseas assignment and I'm currently in Florida, which is quite different from the UK... In any event moving to a new country, starting a new job there and trying to deal with a course is a great deal of work. It doesn't leave much time left over for modding. If there's any issues with current code please feel free to message me and I'll do me best to solve issues, but I can't promise any new features for awhile.
  13. Just thought I'd drop a note. I'm sorry I've not been around for awhile, that's a situation that may continue until the end of the year I'm afraid. I've been given an overseas assignment and I'm currently in Florida, which is quite different from the UK... In any event moving to a new country, starting a new job there and trying to deal with a course is a great deal of work. It doesn't leave much time left over for modding. If there's any issues with current code please feel free to message me and I'll do me best to solve issues, but I can't promise any new features for awhile.
  14. Pack up your troubles 2.0.5 is up. Added: Liberty L12 configs, part, model and sound effects. This is the first part to added new models. Bug fixes: Fixed squad shock cone intake being overwritten by the exotics patch if SXT or B9 Aerospace mods are not installed. This doesn't add much, more of an interim update really. I ideally wanted to have some more models and parts added, but didn't want a bugfix to be left waiting.
  15. That's weird. I could have sworn it was still in my install. I'll get it fixed asap. Thanks.
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