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Iodyne

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Everything posted by Iodyne

  1. I'm guessing they put the system around Grannus or Robau (for GEP) and for GPPSecondary just made Ciro not in the path of Soden. But it's certainly publicity. I definitely have a weakness for planet packs and MPE just fits so well with stock and OPM. Would love to see MPE-E! Cannot get enough of all the different worlds to visit. It might be a bit before I add more additions but I definitely will.
  2. No problem. Ah okay knowing that makes me feel more okay But there is the discrepancy that the separate RCS part does display exhaust.
  3. How would one go about making the resources filter compatible with ARPI?
  4. @JadeOfMaar Okay, awesome! Thanks for all the clarification. Maybe I'll try to add the nuclear functionality to the LV-N engines. Shouldn't be harder than copy-pasting the modules, right?
  5. Thanks for the thorough reply, I know it was a lot... 1. Yeah makes sense. I have Kerbalism installed too; with RR is the kerbalism oxidizer pathway made available / is the oxygen->oxidizer disabled when kerbalism is installed? (Or should/can it be?) 2. Hmm, I thought it was a super cool idea! Although not sure how to manage the heat output in atmosphere (I guess there's some in-line coolers). Maybe make it an optional patch? I don't know but I feel like most people who use RR also use stuff like Kerbalism or don't mind realism. 3. Gotcha. (Fertilizer?) 4. Yeah, saw the Dawn engine too; looked cool! Yeah bugs sure do like to come back. I installed the extra just yesterday (don't have GU installed yet but will) and had the issue too. So I put that in and it fixed it. No problem; I didn't put the drills in the category but I'm sure they can be grabbed either manually or with a broader search than manufacturer=Kenron. Look forward to seeing this mod expand! Also, I forgot to ask about the SRBs; it seems a little weird that there's no oxidizer included and that additional tanks need to be strapped on (is this intended/realistic?). Honestly a bit surprised there's no halogens (although I guess they wouldn't really have a purpose).
  6. Yeah well I wouldn't make it EVERY mod If I did it I would probably just have the ones of the last two or three versions and have them listed in a way that makes it easy to apply lots of mods without conflicts. I'm essentially already keeping lists like this for myself so I just figured making it public and making it more readable could be useful. But I totally understand the thankless nature of it and I very well may not do it at all. Thanks for the feedback.
  7. I've just recently installed and have been playing around a bit. Really loving the variety of fuels. ------------------------ Sorry if this is a lot but I have a few questions... 1) Is there currently a distinction between Oxidizer and LqdOxygen/LOX? It seems from previous posts there wasn't but now they're separate if I understand correctly? On one hand it oxidizer could work as a general term (like with the RR SRBs), but the fact that the resource conversion is the same as for LqdOxygen implies it is specifically so. Is LqdOxygen only kept around so it's name is more inline with the other resources? I can't seem to see any instance in which it is different than Oxidizer. 2) I don't know a lot about the internal workings of rocket engines but I noticed that the "Maine Coon" and has the built-in uranium->thermalPower module while the two LV-N engines do not, despite them all being "nuclear thermal" engines. 3) Is phosphorus intended for other modmakers to use (are there any now?) or is it just supposed to be a moneymaker? 4) Can water be made available as a tank switch for all the other thanks instead of just in the storage/holding/ore tanks? (For the LV-N-O water). ----------------------------- Additionally, I'm having a bug with the NERV-O and -R's fairing texture. The two fairing texture variants are overlapping (I'm not sure whether the variants are squad, restock, or both). Here's log and screenshots. --------------------------------------- Also, I know this is a relatively old post @TackleMcClean made, but couldn't this: be solved by just changing the last section in the config from @PART:HAS[@MODULE[ModuleB9PartSwitch]]:NEEDS[B9PartSwitch,CryoTanks,RationalResourcesSquad]:AFTER[zzz_CryoTanks] { to @PART:HAS[@MODULE[ModuleB9PartSwitch]]:NEEDS[B9PartSwitch,CryoTanks,RationalResourcesSquad,Kopernicus,GU]:AFTER[zzz_CryoTanks] { since the B9TankType at the beginning relies on GU and Kopernicus as well? ---------------------------------------------------------- Lastly, I made a patch to add a CCK category for RR and I put these icons in not knowing if that is okay (I can totally remove them if need be). https://drive.google.com/drive/folders/1jrVcj6euQU9AWcNuhZlW7OanDnnaU9Cq?usp=sharing
  8. Here's also a patch for Luciole: @PART[_Luciole_KickStage_0625]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 50 type = ServiceModule } !RESOURCE[MonoPropellant] {} } @PART[_Luciole_Avionics_0625]:FOR[RealFuels] { MODULE { name = ModuleFuelTanks volume = 25 type = ServiceModule } } Fixes a bug in which while the tanks are created with 50L, they can be filled up to 1300L. Also tweaked the latter part to 25L (bc it's a smaller part than the former). Made these on Luciole's side and posted in their thread, so might need to change the syntax? I also had manually changed the Kickstage's engine to use Hydrazine, so I didn't write up a dedicated patch for it (although it should be fixed in the next RF-Stock update?).
  9. Yeah. I was thinking sort of a manual alternative to CKAN.
  10. Okay thanks Oh like a patch to make MkIVSystems and Luciole work. For some reason I figured RealFuels-Stock was more for engines and RealFuels for tanks (but I see there are some tank configs in RealFuels-Stock so I guess I should just put that there). Hmm it says I have 12.8.4.1; I could try a fresh install...
  11. Yeah I get that it didn't exist at the time... just wondering if now that it does Eeloo can get some love. I could try to write the config but not really sure I'd get it all too realistic.
  12. Mmm I think I'll try SMURFF; RealFuels has been requiring me spend quite a bit of time making configs. Ha, I haven't done that much (yet); just love any mod that adds planets well (especially those that fit the kerbal-analogue format). I just noticed GPP added support for MPE so how about that!
  13. Thanks; yeah if I were to it'd probably be somewhat like this but with better readability and ease. Although I'm not keeping up to date on my kerbal versions rn (on 1.8) so probably won't get to this for a while.
  14. Does Sigma Tweakchutes fix this? (I assume its bundled in GPP for Hox and Leto?)
  15. Ha I didn't mean you had to answer lol; just laughing at how it got 30 views and noone seemed to have an answer. I guess it shows that it indeed does not exist. Yeah launchpad works fine, just thinking maybe it'd make a useful mod and not having to deal with loading times... Or even to allow RCS to act within VAB so one doesn't have to resort to editing into orbit (although I guess now that I think about it, KRASH kind of does this) although again with loading times, but perhaps switching from editor to physics requires such. Thanks anyways for the reply.
  16. Thanks @Astrion, especially for the quick reply (unlike my other thread lol)
  17. https://github.com/Bellabong/RealFuels-Stock/releases here you go Also @Bellabong, your github link isn't working; it doesn't match the name of your repository; should be https://github.com/Bellabong/RealFuels-Stock/issues
  18. I'm not sure if this is the best place to ask this but I didn't see a general FAQ nor this answered in the guidelines (it is very possible I'm just blind), but... Is there anything against posting a thread containing links to other mods (forum, github/spacedock/etc., and/or even direct DLs) without explicit permission from the mods' OPs? Asking with the idea of a recommended mods thread in mind (specifically not a modpack that redistributes modowners' work, rather just links to it). Perfectly fine if answer is "NO;" just wondering.
  19. Ah, okay. Knew about * just not , Okay, so the patch won't be necessary in the next update? So how exactly should the configs look? I guess I'm a bit confused; I get that !tankType might not work but how is the tank switching disabled then? Does it need to target the B9_TANK_TYPE? ------------------ Also, just noticed the main post says not to use RealPlume-Stock (I've had them both installed...); what about all the mods supported there that aren't in RealFuels-Stock? Would it work if I just remove the duplicates from RealPlume but leave the others?
  20. I noticed a typo in _Luciole_KickStage_0625.cfg; was MODULE { name = ModuleRCSFX staginEnabled = false should be stagingEnabled = false ------------------------------------------------------ Also here's a patch to fix a realfuels bug that allots 1300L to the KickStage and Ladybug when it should be 50L. (The part will start with 50L but the bug allows it to be filled up to 1300L) I also lowered the Ladybug's volume to 25. @PART[_Luciole_KickStage_0625]:AFTER[RealFuels] { MODULE { name = ModuleFuelTanks volume = 50 type = ServiceModule } !RESOURCE[MonoPropellant] {} } @PART[_Luciole_Avionics_0625]:AFTER[RealFuels] { MODULE { name = ModuleFuelTanks volume = 25 type = ServiceModule } } ------------------------------ Lastly, I'm having a bug where Kickstage's RCS thrusters' plume isn't showing. They still work and drain fuel; there's just no VFX (not sure whether the audio is working or not either, but I didn't check). Here's log and screenshot (I placed an RCS on the flag to compare to the ones that come with the kickstage). ------------------------------- EDIT: I noticed I had also manually changed Kickstage to run Hydrazine. Not sure if I needed to do that and did not test w/o as I'm trying out SMURFF+RationalResources in place of RealFuels.
  21. Is there a way to be able to copy and paste tank configurations (when in the VAB)? Obviously alt/option-click can copy it with the part but for a different tank I mean. ------------------------------ Also I think I'm having a bug in that when I fill a tank with a fuel, the GUI disappears, but in the PAW it still thinks it's active, so I have to click "Hide Tank UI" and then click "Show Tank UI" to be able to see it again. Then everytime I make an adjustment to the values it disappears again. I don't think it should disappear in the first place. It's especially tedious even when simply trying to manually split a tank in half for two different fuels. If it's not a bug feel free to correct me. Here's log. ------------------------------ I've made a few patches; should they be made RealFuels side or on the side of the individual mod?
  22. @ValiZockt not sure if it applies to BDB but b9 mesh switches that just change tank composition can be made compatible with RealFuels by just disabling the "tankType" line; i.e. see my post here. Of course I didn't write it on RealFuels end but I'm guessing its possible with different syntax. Maybe something like?: @Part[mk4*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[moduleID[meshSwitch]:HAS[SUBTYPE]:HAS[tankType]]]:AFTER[MarkIVSystem] { @SUBTYPE { !tankType } } or maybe?: @Part[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[SUBTYPE:HAS[tankType]]]:AFTER[RealFuels] { @SUBTYPE { !tankType !addedMass !addedCost } } ---------------- Anyway, posting this here: made a 'quick' fix for Coatl Aerospace's ca_torekkaPM engine (there's possibly other engines that need fixes but I saw this first): @PART[ca_torekkaPM]:AFTER[CoatlAerospace] { @MODULE[ModuleRCSFX:HAS[thrusterTransformName[RCS_transform]]] { @resourceName = Hydrazine } @MODULE[ModuleRCSFX:HAS[thrusterTransformName[RCS_transformL]]] { @resourceName = Hydrazine } } Have to do it twice like that because of the two RCS modules with the same name. Just doing @Module[ModuleRCSFX] only applies to one of the RCSs, not both. Is there a syntax for ALL so it applies it to both? Here's the section of the part file for reference: //Small rotation nozzles (Aerojet MR-111) MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCS_transform thrusterPower = 0.1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running atmosphereCurve { key = 0 250 key = 1 100 key = 4 0.001 } } //Large nozzles (Aerojet MR-104) MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCS_transformL thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = runningL atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } Link to post in Coatl Aerospace thread. Is it better to make these patches RealFuels-Stock side or on the side of the individual mod?
  23. Here's a realfuels patch for the torekkaPM engine to make both RCS modules use hydrazine: @PART[ca_torekkaPM]:NEEDS[RealFuels] { @MODULE[ModuleRCSFX],* { @resourceName = Hydrazine } } that is for within Coatl's folder here's for within Realfuels-stock folder: @PART[ca_torekkaPM]:AFTER[CoatlAerospace] { @MODULE[ModuleRCSFX],* { @resourceName = Hydrazine } } Pick one or the other. Will likely be included/fixed in RealFuels-Stock by default in next version (current version = 5.0.1)
  24. Figured. No problem! Yeah sure; just have to comment it back in... Here's log/configcache/photos. Yeah doesn't FOR force other mods to think the targeted mod loaded and so should mainly only be used within the mod's own files. NEEDS is what is intended, right? Wonder if there's some of those floating around... Yeah I was thinking this too, seeing as it fixed it easily for me by just commenting it out. Although perhaps there's a decent portion of ReStock models that don't need new light locations? I guess they could be selectively defined though... ...or force ILCE to do models for every part.
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