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Citizen247

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Everything posted by Citizen247

  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.
  16. I've been thinking for ages that decals should be done with texture projection. As with many of my bright ideas, someone else also has it and actually gets off their backside and does it. Thank you, have all my up-votes.
  17. So you have community category kit installed? On s cursory glance I can see my patches for it being applied, but no other reference to it. I'm wondering if you can't see some parts because they're having their categories removed but not being sorted by CCK.
  18. What mods do you have installed? The parts get their sizes from the original part, it's something I've been meaning to look at. For most parts it doesn't make much sense but when it's going up to 3m+ from 1.25m I should really adjust it.
  19. The larger intake is a new part added using the normal intake as a template, the normal sized one should still be there.
  20. @TranceaddicT The techlevels aren't relevant. Configs for normal engines work fine without them. They're only mentioned in the error log because techlevels is one of the parameters in the function throwing the exception. @Starwaster There's a lot going on with AJE-E configs, but I've picked out a bit of the relevant code for one of the parts throwing null refs: It uses templates: that are then inserted into "sanitised" part prefabs: This is what it looks like compiled in my modulemanager cache: To see everything in context source is up on github: https://github.com/seanyoung247/AJEExtended If you need anything from me please let me know.
  21. Yes, there appears to be a problem getting ModuleEngineConfigs from RealFuels to work with AJE part modules during partload. It doesn't seem to affect anything in-game, nor does it prevent parts being loaded, so is almost a cosmetic error. Still no errors is better than some, even ones that can be ignored. As mentioned in the RF thread, I think I'm going to actually delve into the RF code and debug it at runtime to find the root cause. Personally I'm not sure it's something I can fix at this end, ModuleEngineConfigs probably needs to be patched to deal with AJE engine modules. It assumes it's working with either a stock ModuleEngine* module or a stock RCS module, and I think that's the root cause somehow. Either way it's probably something I'll have to look at (I can't expect the RF guys to fix a incompatibility for my lone use case), be it submitting a patch to RF or writing my own AJE version of ModuleEngineConfigs for AJE-E.
  22. I'd be the whom, and it works in game. Configs are swapped as expected and change the engine properties. These errors only seem to appear during partload, I've not seem them thrown in-game and there doesn't appear to be any issues in-game. To my knowledge AJE-Extended is the only mod that uses Real-Fuels ModuleEngineConfigs and AJE engine modules together, so I tend to assume it's me screwing up somewhere. I've looked through the source code for ModuleEngineConfigs and honestly can't really see where these errors might originate. The code seems to do a good job of checking for null objects before trying to do anything with them. My next step would probably be to compile RealFuels myself with debugging turned on and try and hunt down exactly what line is throwing the exception. It's just low on my to do list at the moment because: I've not done really any coding for KSP nor debugging, so would need to spend a fair bit of time learning before I could start, I simply don't have much time at the moment, It doesn't seem to actually cause any problems in-game. Any way, I do want to delve in and try and solve this at some point, especially to find out if it's something that could be fixed my end. Or if there's some patch I can submit.
  23. They're designed that way. Spud is based on the Spad WW1 biplane, for instance, whose top speed was around 120mph, around 53m/s, which is where the Spud tops out. The Spud is meant for old and slow biplanes, so it can't go fast. SXT adds a fair few prop engines.
  24. The Mod? I'm currently working on the next release of AJE-Extended between course-work and being slammed as a key-worker. After the AJE-E update is up (adding a few WW1 engine models, got probably three more to do) I'll start working on MAD again.
  25. Currently patched gear: KS-H1 Fixed Landing Gear KS-V1 Fixed Landing Gear KS-X1 Assymetric Landing Gear KS-X1 Steerable Landing Gear KS-16 Slant Landing Gear
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