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captinjoehenry

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Posts posted by captinjoehenry

  1. So I have made some versions of the thermometer that weigh 0.1, 1, 10 and 100 tons for purpose of testing my space craft.  The main reason I made these is I use the RCS build aid and I want it to ignore some of the resources in my space craft for calculating the dynamic center of mass.  You can't actually do that so I made these instead.  As they are physicsless and radially attach I can remove the resources from the parts and then just slap these on to represent the mass.  

    So I found these to be rather useful so I would like to know if others are interested in simple weights that apply to the parent parts before I put in a bit more work so you don't just have thermometers that weigh tons as if there is interest out there for these I would be happy to release them.

  2. Hi I am trying to use this for my mod but even though I have everything set up as it is in the demo it doesn't work.  The patches show up in the patchmanager folder but even that doesn't quite work as changing the patches in game doesn't do anything.  Also even though the patches are in the folder they don't take effect in game.  Also in the patchmanager folder there are two copies with one having a _ before it's name.  Code wise they are identical.

    Link to the patchmanager version of the mod on google drive: https://drive.google.com/file/d/1BHsjTmLGcBtc6zvwjsntshRlKG5utoRC/view?usp=sharing  It is just 

     

  3. On 11/1/2017 at 11:09 PM, linuxgurugamer said:

    Regarding the packaging of the mod, I have two suggestions:

    Look at this thread for some scripts that I use when writing and adopyting mods:

    Look at this thread for a way to allow the player manage the patches:

     

    Thanks!  I should have this mod set up with patch manager later today.  Really glad this is a thing!

  4. 8 minutes ago, Shadowmage said:

    This part is almost done with its PBR texture reworking:

    dX5Wtvh.jpg

    That is a render out of SP, but it looks nearly identical in-game (minus the self-reflections).

    Might decrease the warp/ripple noises a slight bit in the texture, will have to see how they come across in-game (they are often more subdued in-game due to texture resolutions/differences in sampling).  Also still have a bit of detail to add to the door, something other than a flat material.  Finally a very thin layer of inconsistent dust will be added for a bit of variation across the surface.  The geometry under the parachute cap is already all detailed up; various materials, colors, lots of normal map detailing, and some AO based dirt buildup.

    Had some... fun.. figuring out how to get the textures done for the RCS ports.  My previous hand-painting methods wouldn't work in SP.  So... baking to the rescue -- create some proxy meshes the size of the port interiors and port exteriors, and bake those to vertex colors, import as an ID map into SP... and then its just a couple clicks to use the imported IDs as masks for layers.  So in the process I learned a new technique that should help me line up details like that a lot faster in the future (spent like 3 days trying to figure out the RCS ports; and then did it in an hour or so last night after I figured out what I needed to do).

    I like the way that looks but it would be nice to still have the stock like texture for the pod that the pod currently has

  5. 17 minutes ago, JadeOfMaar said:

    I'm aware of something like that. It assumes the vessel runs on LH2, not stock LF which is believed to be bases on RP-1 (a form of Kerosene, unsuited for this kind of job). I believe the warmed up Hydrogen may not make it to the engine and would be vented before it can more likely damage the plumbing.

    Anyway, I'm okay with everything staying unchanged. As for the configs for alternate versions, put them in an Extras folder on the same level as the GameData folder.

    Awesome thanks for the advice!

  6. 5 minutes ago, JadeOfMaar said:

    Ah, well the workings of this mod may have to change entirely then. All of the electric stuff and generator stuff would have to come out. Parts with ModuleLiftingSurface would just need to gain ModuleAblator and you'll have to decide where and how to handle tanks for the coolant:

    1. Whether adding to existing parts that would make sense to be able to contain a tank;
    2. Making existing parts no longer hold their resource (which may upset players);
    3. Or cloning parts and having them hold the resource instead of LiquidFuel or MonoPropellant (but then this becomes a bit of a parts pack).

    Technically the active cooling that is in right now is supposed to represent running fuel through the wing surface to cool the part.  Effectively using the fuel of the ship as a massive heatsink.  I know I've read about some thing or another using their fuel like that but I can't recall what. 

    Effectively it is closed loop cooling where the excess heat is dumped into the fuel of the plane or some other heat sink before being disposed of in the engine.  

    I also want to add open loop cooling which would be using water as the ablator. 

  7. 1 minute ago, JadeOfMaar said:

    @captinjoehenry Decide on just the main/default version and delete/archive the rest. Pick the way you want to go and expand on just that. This mod itself is small enough that you can put the resource definition in the patch file and there you have it. A single file mod. GameData > ActiveCooling > ActiveCooling.cfg

    Make the file structure on the repo to be like this so anyone who browses and even downloads has a sense of direction to what means what.

    In the spirit of the original mod, I'd suggest naming the resource AblationForce or something similar to an energy as the idea of the mod seemed sci-fi to me and breaks the law of conservation of mass.

    Finally, make a zip file for yourself like you would expect to see as a player, just like I'm suggesting above, then go to the releases tab on the repository site, hit Draft New Release, and upload the zip.

    Ok thanks.  It wasn't supposed to be any sort of sci-fi mod it was supposed to just represent active cooling methods for space planes and such.

    I do want to offer other types of active cooling though.  Should I host those separately and have links to the releases on this thread?

  8. 1 hour ago, JadeOfMaar said:

    @captinjoehenry I highly doubt you'll be brought before a firing squad for cloning a stock part and making it hold Water. :P Anyway, be sure to tidy up the final folder structure with/within its own GameData folder on the repo. Those separate version folders are kind of discouraging, heheh.

    Any suggestions for making this an all in one download?  As it is I don't know how to do that and prevent all the aero parts from all the modules :/

    Also would putting a game data folder inside of the version folders help out?  I am not sure how to go about distributing the alternate versions I'm afraid

  9. Just now, vossiewulf said:

    Thanks. And LOL. Need to mount a giant cone-shaped procedural tank on it that narrows down to a single command seat.

    KSP%202016-03-27%2021-03-20-19.jpg

    No kidding!  It's a good thing you already have hanger extender as you'll need it to work with a sea dragon!  Also the first stage and tank is fully recoverable.  Just make sure the first stage engine is charged and inflate the ballute.  As long as it lands in the water you can recover it just fine without any other attachments.  It will probably also survive landing on land but I haven't tested that.

  10. 1 minute ago, vossiewulf said:

    Yeah but that's Hydrolox, needs giant fuel tanks :) And I do the same, I have a zillion engines and I try to use them, but when it comes to landers at least the Omicron is nearly perfect: it's short, and you can load out your lander and at the end dynamically resize it to exactly the TWR you want at an ISP of 355.

    What mod has a Sea Dragon? I want to launch it from KSC :)

     

    Actually the RS-25 that I use uses liquid fuel and oxidizer :D 

    Get it here along with a bunch of other glorious real performance engines running off of stock fuels: 

     Same guy also made the Sea Dragon!  It's 23m in diameter so it is quite a lot wider than the launch pad and much taller than the VAB!

     

  11. 1 minute ago, vossiewulf said:

    I just flew this to Ceti, less of a first landing, more of an invasion. Four two-man landers, each with a scientist riding side saddle and numerous one-use experiments doubled for multiple landings. I hit all five biomes plus did a three-star contract to do certain experiments on the ground at four locations. I've landed one with the other three inbound from Ceti, and I'm at 2500 science and there has to be 1k or so still loaded each on the three still inbound. That seems to be a reasonable science haul. But the point was the challenge of designing a good solid-flying launcher for a payload that tall, and then dropping those landers onto three different orbits and landing them at 8 locations (4 on the dark side) and then fly them back out with all of them hitting reentry one after another.

    BTW, anyone noticed that the Omicron dual mode engine is almost one engine to rule them all, at least for LFO? ASL 275 Vac 355 and infinitely resizable in the editor. Both these landers and the stage that got them here are using different sizes of the Omicron.

    yv2JIBE.png

    GXmES0x.png

    TvPMmyC.png

     

    I see your Omicron engine and raise you the RS-25 Space Shuttle engine!  1844 kN at 366 ISP at sea level, 2279 kN at 452.3 ISP vacuum with a measly weight 3.39t in a fully scalable 2.5m base size.  Admittedly it is for real scale systems but meh :P  I honestly find myself looking for other engines to use as it makes life too easy at times.

    Do note though that I use the real scale Sea Dragon for launching huge fully assembled space stations as it is rated for 500t to low earth orbit XD

  12. 16 hours ago, Pappystein said:

    You might want to check out REALCHUTE by stupid_chris

    Not only does it add new chutes almost all parachutes can be adjusted after installation of this mod.   IE material, Altitude vs pressure  deployment, what altitude you deploy at etc.   Designed so parachutes will function close to real life.

     

    True but I honestly don't want or need all the other features of REALCHUTES.  In addition I have a bunch of mod added parachutes that don't have configs for REALSHUTE

    3 hours ago, Temeter said:

    You can setup deploy altitude and arming for stock parachutes too.

    Yes but the issue is them deploying.  The pressure setting for that is hugely annoying to deal with and if you come down on high alt terrain it'll kill you.  Just having it all set at an altitude above the ground works a lot better and easier.

  13. My favorite part from this mod is the reentry orion esk capsule.  It is all in one command module which is easy to use and is all in one.  

    My favorite part though is the parachutes being set to trigger at altitude not pressure.  Honestly I would adore having some parachutes and drogue shoots that are stand alone as having them trigger at an altitude makes them so wonderful to use.  You can arm them during reentry and not spend a year waiting to land.

  14. How do I set up a contract pack to work with Kopernicus?  As it is I have the Bases and Station contract pack installed and it all works but I don't get any launch space station missions.  It's odd as all the other contracts work so any help for getting it working would be great.

    Config in question:

    Spoiler

    CONTRACT_TYPE
    {
        name = StationCore
        group = BasesandStations
        title = Launch the @/targetBody1 Space Station!
        genericTitle = Launch a New Space Station
        description = In order to aid our efforts of exploring @/targetBody1 we'd like you to launch a space station.
        genericDescription = We'd like you to deploy a new space station.
        synopsis = Launch the @/targetBody1 Space Station!
        completedMessage = Station Complete!
        
        // Contract min/max expiry in days.
        minExpiry = 1
        maxExpiry = 7
        // Contract can be cancelled and declined.
        cancellable = true
        declinable = true
        targetBody = @/targetBody1

        // Contract rewards - no science random other rewards.
        rewardScience = 0
        rewardReputation = Random(1.0, 10.0)
        rewardFunds = Random(100000.0, 150000.0)
        failureReputation = Random(1.0, 100.0)
        failureFunds = 50000.0
        advanceFunds = 50000.0

        // Failsafe Data.
        DATA
        {
            type = List<Vessel>
            requiredValue = false
            stations = AllVessels().Where(v => v.VesselType() == Station)
        }
        DATA
        {
            type = CelestialBody
            requiredValue = true
            uniquenessCheck = GROUP_ACTIVE
            targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique()
            //targetBody1 = Kerbin
            title = Must have orbited a Celestial Body, but not have any stations deployed.
        }


        //Checks all vessel parameters are correct
        PARAMETER
        {
            name = NewStation
            type = VesselParameterGroup
            title = Launch a new Station Core into the specified orbit around @/targetBody1.
            notes = The station must include 1 Docking Port and support 4 Kerbals.  This can be done in one launch, or multiple launches.

            //Checks station is in orbit
            PARAMETER
            {
                name = LKO
                type = Orbit
              
                targetBody = @/targetBody1
                situation = ORBITING
                maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold()
            }

            //Check for a Docking Port
            PARAMETER
            {
                name = PartValidation
                type = PartValidation
                
                partModule = ModuleDockingNode
                minCount = 1
            }
            
            //Check for crew capacity
            PARAMETER
            {
                name = HabModuleChild
                type = HasCrewCapacity
                title = Support 4 Kerbals
                
                minCapacity = 4
                
            }
            
            //Checks that vessel can generate power, accepts solar panels or RTGs
            PARAMETER
            {
                name = RTGSolar
                type = Any
                title = Have one of the following power generators

                PARAMETER
                {
                    name = PartValidationRTG
                    type = PartValidation
                    title = 1 or more solar panels
                    hideChildren = true

                    partModule = ModuleDeployableSolarPanel
                    minCount = 1
                }
                    
                PARAMETER
                {
                    name = PartValidationSolar
                    type = PartValidation
                    title = 1 or more generators
                    hideChildren = true
                    
                    partModule = ModuleGenerator
                    minCount = 1
                }
                
                PARAMETER:NEEDS[NearFutureSolar]
                {
                    name = PartValidationNearFutureSolar
                    type = PartValidation
                    title = 1 or more curved solar panels
                    hideChildren = true
                    
                    partModule = ModuleCurvedSolarPanel
                    minCount = 1
                }
                
                PARAMETER:NEEDS[NearFutureElectrical]
                {
                    name = PartValidationNearFutureReactors
                    type = PartValidation
                    title = 1 or more fission reactors
                    hideChildren = true
                    partModule = FissionReactor
                    minCount = 1
                }
                
                PARAMETER:NEEDS[NearFutureElectrical]
                {
                    name = PartValidationNearFutureRTGs
                    type = PartValidation
                    title = 1 or more radioisotope generators
                    hideChildren = true
                    partModule = ModuleRadioisotopeGenerator
                    minCount = 1
                }
                
                PARAMETER:NEEDS[Kopernicus]
                {
                    name = PartValidationRTG
                    type = PartValidation
                    hideChildren = true
                    title = 1 or more solar panels
                    partModule = KopernicusSolarPanel
                    minCount = 1
                }
            }
            //OPTIONAL Checks for cupola
            PARAMETER
            {
                name = PartValidation
                type = PartValidation
                title = Include a cupola (optional)
                optional = true
                hideChildren = true
                
                part = cupola
                minCount = 1
                
            }
            
            //Checks for Supplies (USI Life Support)
            PARAMETER:NEEDS[USILifeSupport]
            {
                name = Supplies
                type = HasResource
                title = Have Supplies on board your vessel
                
                resource = Supplies
                minQuantity = 1
            }
            
            //OPTIONAL Checks for science labs from various mods
            PARAMETER
            {
                name = ScienceModuleValidation
                type = Any
                optional = true
                completeInSequence = true
                
                PARAMETER
                {
                    name = ScienceLab
                    type = PartValidation
                    title = Include a Mobile Processing Lab MPL-LG-2
                    rewardFunds = 75000.0
                    hideChildren = true
                    
                    partModule = ModuleScienceLab
                }

                PARAMETER:NEEDS[StationScience]
                {
                    name = PartValidation
                    type = PartValidation
                    title = Include a TH-NKR Research Lab
                    rewardFunds = 85000.0
                    hideChildren = true
                    
                    part = StnSciLab
                }
                
                PARAMETER:NEEDS[Kerbalism]
                {
                    name = PartValidation
                    type = PartValidation
                    title = Include a Science Laboratory
                    rewardFunds = 75000.0
                    hideChildren = true

                    partModule = Laboratory
                }
            }
            
            PARAMETER
            {
                name = VesselIsType
                type = VesselIsType
                
                vesselType = Station
            }
        
        }

        //Begins a 2-day countdown. Station must be in orbit for 2 days for contract to complete
        PARAMETER
        {
            name = Duration
            type = Duration
            duration = 2d
            preWaitText = Orbit time required:
            waitingText = Time to completion: 
            completionText = You survived!
            startCriteria = PARAMETER_COMPLETION
            parameter = NewStation
        }
        
        
        REQUIREMENT
        {
            name = PartModuleUnlocked
            type = PartModuleUnlocked

            partModule = ModuleDockingNode
        }

        REQUIREMENT
        {
            name = Any
            type = Any
        
            REQUIREMENT
            {
                name = PartModuleUnlocked
                type = PartModuleUnlocked
                
                partModule = ModuleDeployableSolarPanel
            }
            
            REQUIREMENT:NEEDS[Kopernicus]
            {
                name = PartModuleUnlocked
                type = PartModuleUnlocked
                
                partModule = KopernicusSolarPanel
            }
            
            REQUIREMENT:NEEDS[NearFutureSolar]
            {
                name = PartModuleUnlocked
                type = PartModuleUnlocked
                
                partModule = ModuleCurvedSolarPanel
            }    
        }
        
        // REQUIREMENT
        // {
            // name = CompleteContract
            // type = CompleteContract
            // contractType = StationCore
            // minCount = 0
            // checkOnActiveContract = false
            // cooldownDuration = 5d
            // title = Must not have completed this contract in the last 5 days.
        // }

        REQUIREMENT
        {
            name = PartUnlocked
            type = PartUnlocked
            
            part = crewCabin
        }
        
        REQUIREMENT
        {
            name = SunCheck
            type = Expression
            expression = !@/targetBody1.IsSun()
            title = Target body must not be the Sun
        }
    }
        
     

     

  15. Just now, Galileo said:

    I would bring it up with the contract pack dev. We aren’t responsible for whether or not they work. I know that that pack was confirmed to work, but seeing as how it was last updated for KSP 1.2.2, something could have changed. I disable all contracts when I play, so I have no idea if any contract packs actually work besides strategia.

    Thanks for the quick reply

  16. 7 hours ago, JadeOfMaar said:

    I've tested it now.

    
    @PART[*]:HAS[@MODULE[ModuleLiftingSurface],#CrewCapacity[>0]]
    {
    	//holds crew and is aerodynamic
    }
    
    @PART[*]:HAS[@MODULE[ModuleLiftingSurface],@RESOURCE[*],~CrewCapacity[*]]
    {
    	//holds resource, no crew, and is aerodynamic
    }
    
    // The no crew is to prevent multiple instances of an added module to cockpits (as they hold crew and resources.

     

    Ok I have updated V2 with those changes.

  17. 13 minutes ago, JadeOfMaar said:

    That's easy. I even have ablation strengths differ by ranges of mass of the part.

    
    @PROPELLANT[*],#CrewCapacity[>0],

    Add this to the HAS condition. Also, remove the :FINAL tags. It's bad practice to distribute mods with :FINAL in the configs. Replace it with :AFTER[ZZZ]. Everyone does it.

    Ok that is now up as V2 just check the github page.  I haven't tested it but it should work.

  18. 4 minutes ago, JadeOfMaar said:

    @captinjoehenry Alright. That's all good to know. Yes, my suggestion was to have the converter module not in the wing panels. The stock ones (at best) don't have the volume to contain anything other than piping.

    Yeah. Cockpits, cabins, tanks with lifting surface.

    Ok I get what you are asking for.  I should have a version of that up as soon as I get a response in the mm thread as I don't know how to check for fuel tanks or crew capacity :P

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