baldamundo

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About baldamundo

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  1. How would I write a patch to add hydrogen fuel cells as an option in the Kerbalism life support pod configuration options? I tried to work it out from what was in the default.cfg, and came up with this: @PART[*]:HAS[#CrewCapacity[>0],!MODULE[KerbalSeat]] { MODULE { name = ProcessController resource = _FuelCell title = Fuel Cell capacity = #$/CrewCapacity$ running = false } @Module[Configure] { SETUP { name = Fuel Cell desc = An emergency fuel cell that burns <b>Hydrogen</b> and <b>Oxygen</b> gas, producing <b>Water</b>. tech = engineering101 mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _FuelCell } } } } But it ends up adding the fuel cell to every pod in addition to the configurable life support slots, rather than being an option for one of those slots.
  2. Been really enjoying playing through the Soviet missions on here. I wonder if it's worth changing the Vostok 3/4 & Soyuz 3/4 missions to each be single-contract orbital rendezvous missions. It's a bit odd how at the moment they're two separate regular launches. It also seems like it's bugged with the current implementation - and possible to fulfill both contracts with a single launch. I even tried to do a proper rendezvous, but had both contracts auto-complete as soon as I brought Vostok 4 out onto the launchpad, because it misinterpreted it as Vostok 3 (and 4) having landed. I also wonder if it's worth cutting out some of the Kosmos missions in the pocket edition - they do end up getting extremely repetetive. (and maybe add in the first unmanned Soyuz test flights?) Would you ever include any of the planned but ultimately cancelled missions like the 7K-L1 and 7K-LOK lunar soyuz missions? And do you have any plans to add any of the later missions?
  3. Did anyone ever find a solution to the folder toolbar icon resetting issue? https://github.com/linuxgurugamer/ksp_toolbar/issues/18 Also how do you move a folder back from inside another folder? Can't for the life of me work out how. Even editing the settings file doesn't seem to make a difference - just seems to get reset.
  4. Have tried both of these, and it's still not working. And the .cfg extension is definitely right. I can even see the patch being applied in the logs, but they still come out in-game with the original prices.
  5. turns out it's in system/reliability.cfg // this calculates ignitions from thrust, and vac/atm ISP ratio: // - the lower the thrust, the higher the ignition count. // - the higher the difference between vacuum and atmosphere ISP, the higher the ignition count. // thrust 0-350 gives 64-1 ignitions (custom exponential-ish scale). // vac/atm ratio gives no bonus if below 150%, and then a linear bonus of +1 ignitions for every extra 20%. // some specific engine types will receive further bonus. @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[#maxThrust,@atmosphereCurve]]:NEEDS[FeatureReliability]:FOR[KerbalismDefault] { @MODULE[Reliability] { // Parse and store atmosphere ISP as a temporary value __tmp_isp_atm = #$../MODULE[ModuleEngines*]/atmosphereCurve/key,1$ @__tmp_isp_atm ^= :^[\d\.]* (\d+) *.*$:$1: // Parse and store vacuum ISP as a temporary value __tmp_isp_vac = #$../MODULE[ModuleEngines*]/atmosphereCurve/key,0$ @__tmp_isp_vac ^= :^[\d\.]* (\d+) *.*$:$1: // Give ignitions based on the ratio between vacum and atmosphere ISP // ---- // Example results for typical stock engines: // Spider => 1 // Ant => 13 // Twitch => 1 // Terrier => 13 // Thud => 1 // LV-T30 => 1 // Poodle => 12 // Mainsail => 1 @rated_ignitions = #$__tmp_isp_vac$ @rated_ignitions /= #$__tmp_isp_atm$ // Get the ratio between vacum and atmosphere ISP @rated_ignitions -= 1.5 // Zero the curve to a ratio of 1.5 @rated_ignitions ^= :^-.*$:0: // If negative, set to zero @rated_ignitions *= 5 // Give a power of 5 to the curve @rated_ignitions += 1 // Set a minimum value of 1 // Give extra ignitions the smaller the engine is // ---- // Example results for typical stock engines: // Spider => +64 // Ant => +64 // Twitch => +32 // Terrier => +10 // Thud => +8 // LV-T30 => +4 // Poodle => +2 // Mainsail => +0 __tmp_thrust_factor = #$../MODULE[ModuleEngines*]/maxThrust$ @__tmp_thrust_factor ^= :^[0-9]$:_64: // if thrust between 0 and 9, give +64 ignitions @__tmp_thrust_factor ^= :^1[0-9]$:_32: // if thrust between 10 and 19, give +32 ignitions @__tmp_thrust_factor ^= :^[2-4][0-9]$:_16: // if thrust between 20 and 49, give +16 ignitions @__tmp_thrust_factor ^= :^[5-9][0-9]$:_10: // if thrust between 50 and 99, give +10 ignitions @__tmp_thrust_factor ^= :^1[0-4][0-9]$:_8: // if thrust between 100 and 149, give +8 ignitions @__tmp_thrust_factor ^= :^1[5-9][0-9]$:_6: // if thrust between 150 and 199, give +6 ignitions @__tmp_thrust_factor ^= :^2[0-4][0-9]$:_4: // if thrust between 200 and 249, give +4 ignitions @__tmp_thrust_factor ^= :^2[5-9][0-9]$:_2: // if thrust between 250 and 299, give +2 ignitions @__tmp_thrust_factor ^= :^3[0-9][0-9]$:_1: // if thrust between 300 and 349, give +1 ignitions @__tmp_thrust_factor ^= :^[^_].*$:_0: // if thrust is 350 or more, give +0 ignitions @__tmp_thrust_factor ^= :_:: // remove the "_" prefix // Combine the two ignitions values // ---- // Final sum for the previous examples: // Spider => 65 // Ant => 77 // Twitch => 33 // Terrier => 23 // Thud => 9 // LV-T30 => 5 // Poodle => 14 // Mainsail => 1 @rated_ignitions += #$__tmp_thrust_factor$ @rated_ignitions ^= :\.\d+:: // Floor value to get an integer // Remove all temporary variables !__tmp_* = dummy } } What's got me confused is that the 'Vorona' engine from Coatl ProbesPlus (analogue of the Soviet 4MV/Venera/Mars probes) comes out only rated for one ignition. Its ISP is 200-315, thrust 11-17. If the comments in the config are accurate, it ought to have a minimum of at least 32 ignitions, surely ("if thrust between 10 and 19, give +32 ignitions"
  6. What is it that determines the number of ignitions an engine has in Kerbalism? Most of the engines I have available have like 20+, but some have less than 5 or even just 1. It seems like it tends to be roughly correlated with atmospheric vs upper stage vs vacuum engines, but not always consistently - and it seems to be done automatically for unpatched modded engines, so I'm curious how it's determined.
  7. What engine is the Soyuz service module intended to be used with?
  8. okay, who can tell me what obvious rookie mistake I've made that means this engine patch isn't working
  9. When I try to install Kerbalism via CKAN, although it displays each as compatible, when I try to install the main mod it says "Kerbalism 3.11 depends on Kerbalism-Config, which is not compatible with the currently installed version of KSP", and when I try to install the config it says "Kerbalism-Config-Default 3.11 depends on Kerbalism, which is not compatible with the currently installed version of KSP"
  10. If anyone's interested, I made some patches for personal use - one for compatibility with RealAntennas, and one to try to balance some of the engine costs. Mainly the Proton 1st & 2nd stage engines looked significantly too expensive compared to Stock, but also made the Zenit first stage a bit pricier, and the RD-0120 a bit cheaper. Didn't touch the N1 engines in the end because they're so unlike anything in Stock it's hard to know how to compare. Are the NK-33 stats historically accurate? Because they're pretty insane - no wonder the Americans brought them back and are still in use today! //Tantares-RealAntennas compatibility patch @PART[lepus_low_gain_antenna_srf_2]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 350 @mass = 0.005 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 3.0 } } @PART[lepus_low_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 315 @mass = 0.005 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 2.0 } } @PART[Andromeda_Antenna_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 350 @mass = 0.001 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 2.0 } } @PART[Andromeda_Antenna_2]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 350 @mass = 0.001 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 2.0 } } @PART[atria_antenna_srf_1_1]:HAS[@MODULE[ModuleDataTransmitter]] { !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.3 } } @PART[atria_antenna_srf_1_2]:HAS[@MODULE[ModuleDataTransmitter]] { !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.3 } } @PART[atria_antenna_srf_1_3]:HAS[@MODULE[ModuleDataTransmitter]] { !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.3 } } @PART[atria_antenna_srf_2_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 200 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 3.0 } } @PART[atria_antenna_srf_2_2]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 200 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 3.0 } } @PART[atria_antenna_srf_2_3]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 200 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 3.0 } } @PART[octans_whip_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @mass = 0.005 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 2.0 } } @PART[octans_whip_antenna_srf_2]:HAS[@MODULE[ModuleDataTransmitter]] { @mass = 0.005 @cost = 415 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 3.8 } } @PART[vela_high_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @mass = 0.03 @cost = 1000 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.6 } } @PART[lepus_high_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @mass = 0.018 @cost = 800 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.4 } } @PART[lepus_high_gain_antenna_srf_2]:HAS[@MODULE[ModuleDataTransmitter]] { @mass = 0.02 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.4 } } @PART[octans_high_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.3 } } @PART[octans_high_gain_antenna_srf_2]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 300 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.3 } } @PART[octans_basic_high_gain_antenna_srf_2]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 150 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.3 } } @PART[eridani_low_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 350 @mass = 0.001 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 2.0 } } @PART[eridani_low_gain_antenna_srf_2]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 200 @mass = 0.001 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna referenceGain = 2.0 } } @PART[Ara_Antenna_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 1200 @mass = 0.035 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.9 } } @PART[eridani_high_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 900 @mass = 0.04 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 0.7 } }} @PART[1mv_high_gain_antenna_srf_1]:HAS[@MODULE[ModuleDataTransmitter]] { @cost = 2000 !MODULE[ModuleDataTransmitter],* {} MODULE { name = ModuleRealAntenna antennaDiameter = 1.3 } } //Tantares engine balance patch //Proton first stage. compared to twin-boar (17k): 1.3x thrust, slightly better ISP, 2x fuel, much better gimbal. compared to mammoth (39k): 0.7x thrust, same ISP, much more fuel, much better gimbal @Part[ALV_1_Engine_1] { @cost = 40000 } //Proton first stage, light. compared to twin-boar (17k): slightly weaker thrust, slightly better ISP, more fuel, much better gimbal @Part[ALV_1_Engine_2] { @cost = 25000 } //proton second stage. part-way between mainsail (13k) and skipper (5.3k), but with higher gimbal. @Part[ALV_2_Engine_1] { @cost = 10000 } //proton third stage. already roughly in line with poodle //@Part[ALV_3_Engine_1] //zenit first stage. compared to mainsal (13k): 1.33x thrust, lower mass, significantly higher ISP, higher gimbal @Part[HLV_1_Engine_1] { @cost = 20000 } //zenit second stage. already roughly in line with poodle //@Part[HLV_2_Engine_1] //N1 first stage. compared to Mammoth (39k) 3x thrust, 2x mass, higher ISP, lower gimbal. kind of impossible to balance because no stock engine is comparable. //@Part[libra_lv_engine_s7p5_1] //R-0120. near-identical stats to the vector (18k), but with lower gimbal @Part[RLV_1_Engine_2] { @cost = 16000 } //R-0122. near-identical stats to the vector (18k), but with significantly lower gimbal, 1.5x thrust, lower ISP //@Part[RLV_1_Engine_2]
  11. Ohhhh. That figures - now that I think about it, all the failures were on my launches where I had to timewarp to a specific launch window. On an unrelated note, does anyone know what the current state of compatibility is with RealAntennas?
  12. Oh of course. Thanks. Actually forgot I had that installed.
  13. How exactly does the engine malfunction system work? Have been having a really uncanny run of bad luck where every single one of my Mun/Minmus probes has an engine failure on launch, and it's gotten to the point that it can't just be coincidence. It's the same model of engine I've been using for all my other launches, and has worked fine before - but I've had four failures in a row with a specific model of rocket.
  14. Really fantastic mod. The Vostok/Soyuz/etc parts in particular are brilliant. Just some thoughts re balancing. Have been playing around designing Vostok-style craft, and I'm finding it very hard to find a use for the Bulkhead version of the 1.5m Cylindrical fairing. I think the issue is that it has a 3t (!!!) dry mass (compared to 0.09t for the Quad version). This means you get better Delta-V (and the same, or even a shorter size) even with just an empty fairing with the Toroidal tank than using the Bulkhead. If you use a Triple size fairing, filled with liquid fuel tanks, you still get a craft of the same height, but with far more fuel and far lower weight. As far as I can see, currently there's really no advantage in using the Bulkhead versoin (other than getting the exact visual look of a historical Vostok - but you can achieve that with the Quadruple version and a bit of clipping) and huge drawbacks. Then just one other thing to note. Parts like the 1.5m Cylindrical Fairing or the Vostok Fairing which have two separate options for fuel tanks (as in fuel tank options in the Toroidal Tankage choice and the Current Variant choice), they only seem to add the fuel from one of the two, while still adding the dry mass from both. Which can make it a bit confusing and very easy for an unsuspecting player to accidentally saddle themselves with some extra weight for no benefit. I don't know if this is a stock issue with the interface that can't be resolved better, but I figured it was worth flagging up.