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Everything posted by Jso
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It sure does. Thank you! I'm going to have to play with this.
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It does. Looks like either way works. Much to my surprise, this syntax works as well to hit everything at once: @DSNRange[*] *= x
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Try this. Note the case in antennaPower. @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:Final { @MODULE[ModuleDataTransmitter] { @antennaPower *= #$@SigmaDimensions/Rescale$ } } @CUSTOMBARNKIT:Final { @TRACKING { @DSNRange[0,,] *= #$@SigmaDimensions/Rescale$ @DSNRange[1,,] *= #$@SigmaDimensions/Rescale$ @DSNRange[2,,] *= #$@SigmaDimensions/Rescale$ } }
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Yes/probably. Good idea. That project is done. What specific changes did you have in mind? Keep in mind we just hit the highlights, rather than every variation of every engine. That would be RO territory. Those are based on the RS27C and MB-3-3. I'm not a fan of the upgrade system when applied to engines. The upgraded stats don't show up in the vab pallet and you can't select an earlier model. I would love a ModuleEnginesRF type switcher for stock engines. That's a contributed file. Feel free to submit any proposed changes.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
New game, old game it's the same. I could see changing nodes getting iffy, but even changing something simple like the title doesn't stick. -
I made a real fuels config many many many moons ago but it's so out of date it shouldn't be used. There isn't another one to my knowledge. We need to add some !RealFuels to the B9PartSwitch section to let you use the RealFuels tank switcher. You can change the rate in settings. There's no active cooling on these tanks, this is 60's/70's technology - it's lightweight thin walled steel. If the tank is in a cargobay or shielded by a fairing the rate will slow down quite a bit. Sort of pretend insulation.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
I had trouble with that as well. The changes appear in the cache but not in game. I think the tech tree needs to be reloaded or something. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
It's MODULE, not Module. This is mine, it works. -
Got that. I'm looking to set the individual resource fill amounts at the part level, to avoid making part specific tank definitions. Right now it's (parent object added for clarity - correct me if I'm wrong) PartModule.subtype, Definition.resource, Definition.tanktype. I'm looking for PartModule.subtype.resource, PartModule.subtype, Definition.resource, Definition.tanktype.
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Haven't tried to break it but percentFilled on a SUBTYPE at least works great! This might be messy, but one more thing to cover the bases. Could we define it per resource under a subtype? An example would be a service module tank that can hold either LFO+MP or all MP. The small amount of MP in the LFO+MP tank would be percentFilled separately from the fuel:
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Look in the Saturn_Rescale.cfg in the extras folder. It's not intended for use above 6.4x. Since each model has different fuel/mass ratios there's no single answer to how to do the mass adjustments for a rescale. What's going on in there is approximations and it will fall apart if you go too far. You would need to adjust each rocket by hand to go all the way to a 10x system. To protect your sanity while you tinker you can prevent the mass adjustments with this (or you can just delete BlueSmurff.cfg): With your full size Saturn you want the real dry mass, and real fuel mass (and real thrust). An Apollo service module holds over 18 tons of fuel. About 1,656 LF and 2024 Oxidizer.
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Actually partially filling tanks does work, we were just missing the obvious. If you leave the resources from the default tank type defined in the part.cfg rather than deleting them as is customary the amount you have in there will be left alone. Apparently this is unintentional so perhaps care should be taken not to break it. I would definitely not use a "filled = X" parameter on the tank type since I can't think of a scenario where I would want that on all tanks of a type. On second thought, ore tanks and life support waste products are generally empty by default, so maybe that would be useful. This works for a half full tank when placed in the vab, at least initially. Once you switch types it goes to full, but I would call that expected behavior.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
@PART[turboJet] { @MODULE[ModuleEnginesFX]:HAS[#engineID[Dry]] { @atmosphereCurve { @key = 0 4000 0 0 } } @MODULE[ModuleEnginesFX]:HAS[#engineID[Wet]] { @atmosphereCurve { @key = 0 1500 0 0 } } } Alternatively you can use @MODULE[ModuleEnginesFX],0 for the first one, and @MODULE[ModuleEnginesFX],1 for the second. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jso replied to sarbian's topic in KSP1 Mod Releases
Should this work? I can see the changes in the ModuleManager.ConfigCache, but the upgrade in the tech tree doesn't change. @PARTUPGRADE[my_upgrade] { @title = New Title @techRequired = precisionPropulsion } -
The what? For a slightly more complicated way to do what Venom said, you can make a copy of this spreadsheet and figure it out exactly. I use a SmartParts timer to stage. In stock 1x it's not real important when, you have plenty of deltav. In higher rescales it matters. At around 10,000 meters the sustainer becomes more efficient than the boosters, so not before then. After that it's just a question of having enough velocity and low enough remaining mass the sustainer can carry you the rest of the way.