drhay53

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About drhay53

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  1. From what I can tell, the mod patches any part with a B9 part switch module to include its resources. This includes many of the parts in Station Parts Expansion Redux. It and KPBS are dependencies
  2. Just wanted to give some encouraging words to keep you going in development.... this looks really interesting and if I start playing again after this long break, I'll definitely be trying it out. Kinda hoping to wait for some more resource integration as teased in the OP.
  3. drhay53

    Progress in Theoretical Rocket Cost Optimization

    I'm an experimental astrophysicist myself (supernova cosmology to be exact) though at the moment I work on HST and JWST data from a technical standpoint rather than mostly research. Once I learned python back in graduate school I found that solving a problem quickly with a monte carlo or empirical approach was usually good enough for me outside of work I like a low TWR for liftoff because it "feels" the least "wasteful". I haven't optimized that this is true, but it seems like it's the right combination of engine cost with necessary fuel; too much TWR and you're probably overspending on the engine, and a cheaper option should be available. That's only true if the engines in your save are well balanced in terms of ISP, thrust, and cost though. I also like the low TWR because it works well with mods like GravityTurn for the ascent profile; typically my launchers are SSTO (occasionally requiring SRBs) and the circularization burn is less than 100 m/s. I feel like a low TWR and a small circularization burn is more "realistic". Since I've been playing with SSTU, I've noticed I frequently don't need SRBs for typical launches, but as you're going through the tech tree, the annealing frequently picks SRBs to punch up that initial TWR while using a more efficient engine once they come off. I don't simulate the ISP atmospheric curve in my procedure, but I do keep track of how long the burns are and the rate of fuel consumption, so the code knows how much sea level TWR will be there when the SRBs come off. I require it to be > 1, which in practice means it's a bit higher than that since usually the SRBs burn for 30-45 seconds and the ISP and thrust have come up a bit. My philosophy for this particular code was "don't let perfect be the enemy of good enough" With SSTU and my code I can build a launcher for any payload in < 10 minutes and I don't have to build a collection of payload-rated subassemblies. I did that once and it took me weeks. And then I wanted to change mods for my next career and most of my launchers didn't work. So I wrote this to be flexible about the options available in any particular save and so that I could build the most cost-efficient launcher for any payload super fast.
  4. "This source code has been transcribed or otherwise adapted from digitized images of a hardcopy from the MIT Museum. The digitization was performed by Paul Fjeld, and arranged for by Deborah Douglas of the Museum. Many thanks to both." Also: https://www.ibiblio.org/apollo/assembly_language_manual.html
  5. drhay53

    Progress in Theoretical Rocket Cost Optimization

    As is typical for me, I went for the Monte Carlo like approach. The discrete nature of rocket building makes it a little harder so I had to learn something new to do it. I have tables of engines and fuel tank properties (mostly for SSTU), including SRBs, and I use simulated annealing to minimize the cost that will successfully launch a payload of a given mass. I have grown to love simulated annealing as an algorithm in place of brute force combinatorics in a large discrete parameter space. Launch vehicle is considered valid if dV > 3600 and sea-level TWR is between 1.2 and 1.3. I commend you for the work in your post, but I'm a better empiricist than theorist
  6. The comments are awesome, thanks for that
  7. I thought some of you software folks might find this interesting: https://github.com/chrislgarry/Apollo-11
  8. Yeah, I figured out the ratio by looking at the volume and units in the SSTU GUI. I went a step further though and used the MM arithmetic; I need to change a fair number of parts and some of them will have different multipliers (edit: guess pretty much everything has a multiplier of 5?) so I didn't want to have to write everything down and calculate it somewhere else! Here's what it looks like (this version confirmed working): MMCONFIG { vol_liter_per_LFO_unit = 5.0 } @PART[KKAOSS_Rocket_Fuel_Tank]:NEEDS[PlanetaryBaseInc]:AFTER[PlanetaryBaseInc] { MODULE { name = SSTUVolumeContainer enableContainerEdit = true enableFuelTypeChange = true subtractMass = false subtractCost = false baseContainerIndex = 0 CONTAINER { name = Main Tank conversion = #$@MMCONFIG/vol_liter_per_LFO_unit$ LF = 0 OX = 0 @LF += #$../../RESOURCE[LiquidFuel]/amount$ @OX += #$../../RESOURCE[Oxidizer]/amount$ @LF *= #$conversion$ @OX *= #$conversion$ volume = 0 @volume += #$LF$ @volume += #$OX$ -conversion = DELETE -LF = DELETE -OX = DELETE useStaticVolume = true tankageVolume = 0 tankageMass = 0 defaultModifier = standard defaultFuelPreset = LFO resource = LiquidFuel resource = LqdHydrogen resource = Oxidizer resource = MonoPropellant resource = Aerozine50 resource = NTO resource = ElectricCharge resource = RocketParts resource = XenonGas resource = Ore modifier = standard } } -RESOURCE,* { } }
  9. @Shadowmage Sincere thanks for spending your valuable time helping debug my messed up MM patch. Sorry that it was a simple miss. I confirm it's working now. There's more LFO in the part than there is without SSTU, so now I've got to figure out conversion rates for all of the parts and whatnot to keep the intended balance. But I'll figure that out now that it works. Thanks again!
  10. There's nothing in the log. A couple of simple info messages from MM saying the patch was applied and a message saying the part was compiled. No Errors. Nothing when the part is pulled out of the editor. The part in the MM Cache looks fine I think? UrlConfig { name = KKAOSS_Rocket_Fuel_Tank type = PART parentUrl = PlanetaryBaseInc/ContainerSystem/tank_rocketFuel PART { name = KKAOSS_Rocket_Fuel_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = fuelSystems entryCost = 4000 cost = 550 category = FuelTank subcategory = 0 title = K&K T400 Fuel Container manufacturer = K&K Advanced Orbit and Surface Structures description = The big brother of the "K&K T200 Fuel Container". It also is not really accepted by the engineers because of its unusual shape, although they say it has more "BOOM" than it's little brother. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_rocketFuel } MODULE { name = SSTUVolumeContainer enableContainerEdit = true enableFuelTypeChange = true subtractMass = false subtractCost = false baseContainerIndex = 0 CONTAINER { name = Main Tank tankageVolume = 0 tankageMass = 0 volume = 5.4868 defaultModifier = standard defaultFuelPreset = LFO resource = LiquidFuel resource = LqdHydrogen resource = Oxidizer resource = MonoPropellant resource = Aerozine50 resource = NTO resource = ElectricCharge resource = RocketParts resource = XenonGas resource = Ore modifier = standard } } } } I don't know. Maybe I'll have to use another addon to apply switchable configs. My main save will have configurable containers by Allista in the addon list (this test save does not), but the configs look much harder to update IMO. And B9 would require a whole new mod installation which I wanted to avoid. I just thought using the SSTU module looked like the easiest MM patch.
  11. @Shadowmage I actually first tried the Volume in the Container object, because I started working directly off of the MFT-A config, just trying to plug in the SSTUVolumeContainer stuff into the patch; in that case the SSTU stuff doesn't show up in the right click menu at all (in fact, moving the Volume to Container and removing the default resources, this part now does nothing at all when I right-click on it). Only things I see in the log that seem relevant at all, are innocuous: [LOG 20:02:10.737] Config(@PART[KKAOSS_Rocket_Fuel_Tank]:NEEDS[PlanetaryBaseInc]:AFTER[PlanetaryBaseInc]) /kpbs_patch/@PART[KKAOSS_Rocket_Fuel_Tank]:NEEDS[PlanetaryBaseInc]:AFTER[PlanetaryBaseInc] [LOG 20:02:11.802] [ModuleManager] Applying update /kpbs_patch/@PART[KKAOSS_Rocket_Fuel_Tank] to PlanetaryBaseInc/ContainerSystem/tank_rocketFuel/PART
  12. @Shadowmage @Jimbodiah I'm trying to put together a set of MM patches that add the SSTUVolumeContainer to KPBS tanks. I worked on it for a couple hours last night and a bit more today. The MM config below is intended to add the configurable tank to the K&K T400 Fuel Container. However, the Configure Containers GUI comes up totally empty and the FuelType slider doesn't do anything (https://imgur.com/a/0yYJgvG). Can you see easily what I'm doing wrong? @PART[KKAOSS_Rocket_Fuel_Tank]:NEEDS[PlanetaryBaseInc]:AFTER[PlanetaryBaseInc] { -RESOURCE,* { } MODULE { name = SSTUVolumeContainer volume = 5.4868 enableContainerEdit = true enableFuelTypeChange = true subtractMass = false subtractCost = false baseContainerIndex = 0 CONTAINER { name = Main Tank //default placeholder volume; set by MFT module below tankageVolume = 0 tankageMass = 0 defaultModifier = standard defaultFuelPreset = LFO,1 resource = LiquidFuel resource = LqdHydrogen resource = Oxidizer resource = MonoPropellant resource = Aerozine50 resource = NTO resource = ElectricCharge resource = RocketParts resource = XenonGas resource = Ore modifier = standard } } }
  13. I've been trying for the last 2 hours to get the "Weld" button to show up on two welding ports that I've been docking over and over. Is there anyone who has insight into how to get it to actually show up?
  14. Renamed the folder and still see the error...technically it looks like an info message that starts with ERROR, but who's paying attention
  15. In Kerbal Planetary Base Systems there is a Configs folder where individual MM patches are in individual folders, one of which is called ModularFuelTanks. Do you think that could be causing it? I can remove the folder and try testing things but I won't be able to get to that for an hour or two.