soundnfury

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  1. Nope, if you're trying to recreate an existing rocket just whomp up a .cfg (clone a part / engineConfig and give it the stats you want). SPE is aimed at the career game and thus needs to be balanced, and I haven't been able to come up with a decent balance formula for changing Isp. Merely calculating Isp vs Pc curves for all the propellant combinations would be a major project in itself, never mind coming up with cost and mass formulae. Given that @ferram4 tried it and burnt out, and he knows more about the relevant physics than I ever will, I think it's a bridge too far. tl;dr: "the S stands for Simple".
  2. TestLite 0.2.2 now available. Main changes: For KSP 1.6.1. Cost of Extra Telemetry reduced from 3x to 2x. Various bugs fixed. Download TestLite 0.2.2.
  3. Now out: S. P. Engine 0.2.0. Adds another four engine families, and retargets to newer versions of KSP and RO. O-class: Staged-combustion hypergolic vacuum engine. (Like RD-0210 — Proton upper stage.) P-class: Staged-combustion hypergolic engine. (Like RD-253 — Proton lower stage.) V-class: Kerolox vacuum engine. (Like LR91 (Titan I) and Merlin1Vac.) W-class: Kerosene/peroxide pump-fed vacuum engine. (Like the British Gamma 2.) This has been split out from the X-class sea-level version (Gamma 8), the configs of which have also been overhauled. For KSP 1.6.1 with RealFuels 12.6. Download Simple Proc Engine 0.2.0.
  4. I think all you need to do is to use reflection to get the TestLiteGameSettings type, then (somehow) the equivalent of: TestLiteGameSettings settings = HighLogic.CurrentGame.Parameters.CustomParams<TestLiteGameSettings>(); if (settings != null) { /* Do things with: * settings.preLaunchFailures; * settings.determinismMode; * settings.disabled; */ } as per the code in TL that does this. However I don't know exactly how one does that in looking-glass-land, as I've never really used reflection.
  5. TestLite has two (relevant) difficulty options, `disabled` and `determinismMode`. See `TestLiteGameSettings` in Core.cs. I don't know how to alter these from another mod without a hard dependency, you'll have to work that out yourself. I think Krash should have a three-way setting: default behaviour: in sims, set determinismMode to true. full TestLite: leave TL options unchanged. no TestLite: in sims, set disabled to true. If you still have questions, consider asking me on the RO discord for a quicker response.
  6. I've done what I can towards that already — there are difficulty options to disable or set deterministic mode; Krash just needs to prod them on entering a sim. That'll be up to @linuxgurugamer to do; I would suggest that by default sims ought to use deterministic mode (but with a setting in Krash to change that to fully disable or leave enabled).
  7. It will need a recompile for 1.6, which will happen when I get around to KSP things again (no idea when that'll be). @pap1723 did a build and reports that it works fine there, maybe he can hand out his DLL...
  8. It's since occurred to me that I ended up with a fully PAW-based interface, never used the GUI window bits, so don't actually need them. Latest push removes them, which might conceivably solve your problem.
  9. Is this the DLL I shipped, or the one you built yourself? If the latter, are you sure you included UI/AbstractWindow.cs in your build sources? (It's rather hard for me to debug, sight unseen, a build process I'm unfamiliar with — I've never used VS.) The DLL I shipped ought to work for you; it was built against 1.3.1.1891 and RealFuels 12.6, which appears to be exactly what you have. I also notice from your log that you appear to still have TestFlight installed. While that's not likely to cause this error, it's a bad idea: install either TF or TL, not both.
  10. At least in RO, the reliability configs were all written on the assumption that "0 du" is after static firing. TestLite does not accrue du until you leave PRELAUNCH. So if you want additional testing before launching payloads, the realistic thing to do is test flights with boilerplate payloads, battleship upper stages etc. Those are usually quite quick & cheap to build (payloads are expensive!) and you can turn on Extra Telemetry to get even more du. Historically, most rockets were first tested in this manner — one of the better-known exceptions was Ariane 5, and we all know how that turned out.
  11. It won't use the same du, no (they're stored in different SCENARIO nodes with a different format). If you really want to convert a save over, it should be possible to do it (either by hand or with a script); the TestFlightManagerScenario will need to be turned into a ScenarioTestLite. A short example follows: SCENARIO { name = TestFlightManagerScenario scene = 7, 6, 5, 8 saveData = partData { partName = WAC-Corporal partData = flightdata:11086.69,flighttime:610.5604, } partData { partName = SolidFuel partData = flightdata:6414.666,flighttime:188.1555, } } would become SCENARIO { name = ScenarioTestLite scene = 7, 6, 5, 8 du { WAC-Corporal = 11086.69 SolidFuel = 6414.666 } } Technically this won't be perfectly correct, because TF and TL handle techTransfer differently, but it should be mostly close enough.
  12. Interface screenshots The SPEngine browser; examine families, and designs within each family. Note the tooltip showing Isp, mass and cost. Configuring an engine with a specific design.
  13. TestLite 0.2.1 fixes the cost calculations for the Extra Telemetry and Extra Preflight Check options. Download TestLite 0.2.1.
  14. Now out: S. P. Engine 0.1.1. With six new engine families, and a bunch of quality-of-life bugfixes. E-class: Large hypergolic vacuum engine. (Like LR91, Titan II and later.) N-class: Large staged-combustion kerolox engine. (Like NK-15 family.) T-class: Large hypergolic atmospheric engine. (Like LR87, Titan II and later.) X-class: Kerosene/peroxide pump-fed engine. (Like the British Gamma and Stentor.) Y-class: Large staged-combustion kerolox vacuum engine. (Like NK-15V family.) Z-class: Throttleable hypergolic vacuum engine. (Like LMDE.) Supports TestLite ≥ 0.2.1. For KSP 1.3.1 with RealFuels 12.6. Download Simple Proc Engine 0.1.1.
  15. TestLite 0.2 now available. Main changes: More reasonable UI (still PAW-based, but now human-readable). Extra Telemetry: option to instrument an engine to get more du out of it. Useful for development test flights of new engines. Doubles dataRate, trebles cost. Extra Preflight Check: option to carefully check out an engine before launch; useful for manned flights, crucial probe launches etc. Reduces failures (within burn time) by 25%, doubles cost.