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Everything posted by Grassland

  1. What is the most popular sector of the forums, by the frequency of new posts? What if by the sum of views or posts? If it’s hard to answer then I’ll quit asking it.
  2. I just took a look at the wiki again. Here it shows the mass, thrust, crash tolerance and all the values {temporarily} needed for this mod to function and has some penalty for less mass. I will write the config files myself. Also, I have learned that, in fact, Module Manager can give you a system to get values from config files via “some way”, so I will finish all the necessary cfg editing when I have time, and I shall only need the internal part names to make it work. I will acquire the cfg names later.
  3. This mod is currently not complete and I will listen from the community. I’m starting school so future updates will be slow as I will take my time to learn advanced mathematics and also deeper into Physics.The trust cut was to have some sort of “penalty” for less mass. The cut may be lower if I can figure out the best way to deal with drag. I will work on the thrust and Isp curve though. All the figures just came out of nowhere in my brain as of now, and I will examine them after completing most of the mod’s features. That check should be based on the engine’s IRL analogs, if they weren’t created completely by KSP. It could be in late October that I finally release the mod as V1.0 in the release sub forum, and anything can change significantly while a mod is under development. But for now I’d like to put things like 3D modeling for parts on the list, since these figures could edited in less than an hour if needed. Thanks for your advice and I sincerely hope to make this mod better with all you guys!
  4. I suddenly found out that the wiki does not provide internal part names for MH engines. That is provided for stock ones though. So I need help. If you would like to contribute, fork me on Github! See this if you would like to help me with this mod. (Or skip some parts of it if you already know a lot about module manager and B9PS.)
  5. I have released Variant Mass Effect V0.2! ChangeLog for V0.2: Bugfix. Add separate config files for Poodle. Add patch for mk2LanderCabin_v2. Download: https://github.com/Grassland-CN/Variant-Mass-Effect/releases/tag/V0.2 Source: https://github.com/Grassland-CN/Variant-Mass-Effect
  6. I will add VME behavior to Mk2 Lander Can and have a version update. Monoprop will be cut according this poll voted by 4 members. And monoprop cut makes more sense than EC cut, anyways. Because there is a "service bay" on either side of the lander can, the mass will be cut by 15% and monoprop cut by 15%.
  7. I think I now understand where these warning came from. ModuleEngines is different from ModuleEngineFX. I’ll try to fix it.
  8. There are “B9 Part Switch Serious Warnings”. But the intended changes are applied. I suppose there are no bugs with this release.
  9. Release made at Github: https://github.com/Grassland-CN/Variant-Mass-Effect/releases/tag/v0.1 I still consider this mod a WIP though.
  10. The issues are fixed with B9PS and I'll upload new patches later. The original post have been updated. However, the stock variants and B9PS Subtypes are not merged together so you actually have two rows of choices in the VAB now. One for stock variant, which changes the engine graphics, nodes, etc.. Another is B9PS subtypes, for actual numerical changes of mass, cost, etc..
  11. I think I have to post here for help. I hope to replace stock variant modules with B9PS, for stock parts. The problem is, I doubt if B9PS can deal with stock variant module for stock parts. VARIANT { name = TrussMount displayName= #autoLOC_8007113 primaryColor = #999999 secondaryColor = #000000 sizeGroup = GroupA GAMEOBJECTS { TallShroud = true ShortShroud = false Toroid = false LgTruss = true SmTruss = false } NODES { node_stack_bottom = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 1 } } This is taken from the config file of stock terrier (liquidEngineLV-909_v2.cfg), somewhere near the end in ModulePartVariants I particularly want to replace this with B9PS because I aim at adding more changes to the stock variant choice, more than just node/texture/shader switch (So I finally turned to B9PS after writing some failed MM patches). But I don't know how to deal with GAMEOBJECTS and sizeGroup. I believe B9PS can handle changes of other parameters as I can just change the name but leave the value there. [for instance, I know I can change displayName into title but leave the string there, the same with nodes but a bit more complex. (And I also don't know how to change nodes into B9 style, that means. to transfer 7 values into 3 coordinates...)] I don't know what GAMEOBJECTS and sizeGroup are for. Is there a way of using B9PS to completely replace the stock variant module? If they were related with textures, then how do I write a patch to replace those lines? [I read some posts on page 30 to 31 but it was about mod parts, so ther were different (I suppose)] BTW, this is what I intended to merge with the stock graphics variant. (or part switch, if successfully changed.) I hope moduleengines and modulegimbal are supported and not so “highly experimental”
  12. The test was worth it. Only the Ant, the Spider, the Spark, and the Terrier showed changes in mass. The 2.5m parts didn’t work. At least that’s what was seen in the VAB. There seems to be a problem. I’ll still try to upload the files but no release now.
  13. I failed to upload the file due to technical issues... OK, I am going to run another test for all engines to see if it really works, when I think about fixing the upload problem.
  14. Well, practically, not now. It may take some time to study how the stock aero system works... I looked into some engine configs and found out that all have: (This is from Terrier) dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 And for docking ports: (This is from the standard port) dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 MK3 Cargo Bay Long: dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 The drag feature seems a bit harder to understand than mass, cost and thrust, etc.. I may look into that in the future of several weeks. Actually, I also first thought about drag tweaks, but I got so confused... I may ask people for help for this. If you know what these values mean and tell me how to edit them, what about I add you to contributors? Basically and straightforwardly, (I think) Shroud/Full drag < Truss/Mid drag <Bare Drag. Adding it to the to-do list. I have completed editing the patch for stock engines applying the current features, and I will upload it to Github right away.
  15. I thought there should be some "penalties" when using variants with less mass, so I chose to lower thrust. The idea was, I think the shroud also includes robotics parts inside the engine [which is very complex IRL as we all know]. So I thought removing some parts of the engine will lose its capabilities, such as thrust and gimbal. Crash tolerance was because the engine lost shroud and truss for protection. Thrust decrease should not affect TWR on a large scale as it's just a 90% cut at most. But you could get a little more Delta V and save some cash. Also: issue fixed by testing on the poor terrier, and currently re-writing patches for every enginge.
  16. I will make a release in Add-on Releases when I succeed to change values as expected, and finish writing MH patches. I do not own MH and have no intention of buying it. I will read values and config names from the wiki, and turn to YOU to test it.
  17. Q:为什么无法通过人机验证? A:对于中国大陆用户,请翻墙完成人机验证。 (答疑帖上Icecovery的内容) 然而我就最近注册的,咱也没有VirtualPrivateNetwork。可能是现在没有封禁呗。。。 这边forum我用Mac,iPad,iPhone的Safari也能登上,GitHub换火狐也行。
  18. Description: This is a KSP mod to change mass when choosing variants. Currently, you have to choose a variant as well as the intended B9PS subtype to make it work, in the part’s Part Action Window by right-clicking in the VAB or SPH. “Full” and “Shroud” are left unchanged. “Mid” and “Truss mount” have mass, cost, and max thrust cut by 5%. Gimbal range and crash tolerance are cut by 50%. “Bare” have mass, cost, and max thrust cut by 10%. Gimbal range and crash tolerance are cut by 75%. The new Poodle Variant (single bell) also gets 50% more mass, max thrust, crash tolerance and cost, with gimbal cut by 50%. The Rover Variant of Mk2 Lander Can gets 15% less mass and monoprop capacity. Dependency: Module Manager. B9 Part Switch. This mod will not work without them. Contact me at forum thread: https://forum.kerbalspaceprogram.com/index.php?/topic/196551-wip-variant-mass-effect/&tab=comments#comment-3844770 Source: https://github.com/Grassland-CN/Variant-Mass-Effect Download: https://github.com/Grassland-CN/Variant-Mass-Effect/releases/tag/V0.2 To-do list: 0. Merge stock variants with B9PS. {Unknown} 1. Add Making History engines support. {Soon} 2. Add feature of more drag when bare/mid/truss instead of shroud/full. {Later} 3. Add “Bare” part variants or subtypes to “Thud”, “Twitch”, “Rhino”. {Later} License: MIT Thanks: Module Manager and B9 Part Switch. @michafor giving me a start of touching mods. @Xt007 and @hemeac for giving me a guide of writing this mod. Contributors: @Grassland Changelog: I suddenly found out that the wiki does not provide internal part names for MH engines. That is provided for stock ones though. So I need help. If you would like to contribute, fork me on Github! See this if you would like to help me with this mod. (Or skip some parts of it if you already know a lot about module manager and B9PS.)
  19. Thanks for the help! I looked into MM wiki and its handbook at Github, and now I consider I should have started the #1 mod now. I can also start the #2 mod, but put something on the to-do list. Or, I don't have an adequate time though. Maybe I can finish #1 first. Thanks @hemeac !
  20. So, I can first try to (learn to) write MM patches for the first mod I want to make. And... a bit different for the 2nd, you may mean. I just saw another thread saying that dll files are also loaded only once, or serious issues occur. Maybe I can find a way to let the mod write and read a cfg or some other file multiple times in-game... Perhaps... OK, I’ll learn to write MM patches. I suppose it is considered legitimate to download some patches based on MM and Module Manager itself to get a clue of how patches are written. Thanks @Xt007 !
  21. 随便翻翻中文论坛区: 这是怎么做到0replies加上几千views 点击得太frequently了吧。。。
  22. I am a student. A serious student. Not so serious as a gamer. But... I’d like to do some serious programming, with this game, the only entertainment for me other than serious studying. With this, I’d like to do some modding, contributing to my and your experience with KSP. But I am not so good at programming. Want to learn it myself. I want to start with two simple(?) mods that: 1. Variant Mass Effect. [Utility Mod] What I want to do: change the mass of engines when switching between variants of bare or shroud. To put it another way, give engine shrouds mass. Optionally, give decoupler shrouds mass as well, based on its height and radius. (Like structural tubes and engine plates) For example, to make the shrouded Terrier weigh 0.5t, the [whatever-is-in-between-I-forgot] one weigh 0.475t, and the bare one weigh 0.45t. 2. Rolling Reaction Wheels. [Utility Mod] Do not mention RO in front of me. What I want to do: (all of them) A. Limit reaction wheel torque to roll axis only. B. Make all reaction wheels radially attachable. So that you can have 3-axis control of the spacecraft. C. Make an in-game configurable torque limiter. This is because real wheels are weaker than KSP ones. D. Make reaction wheels more delicate. A whole bunch of (unmanned) spacecrafts failed due to reaction wheel failure. To specify: D1. Lower impact tolerance and max temp. D2. (in-game configurable) Random reaction wheel failure. E. Remove reaction wheels from all crewed pods. Why is there a wheel in the middle of the hatch... ( I think Scott Manley has got at least two videos featuring reaction-wheel-related things.) I plan to start writing these mods a couple of weeks later, when I finish all my term-start tests. Also, I will make separate threads in the add-on dev sub forum when I truly get started. BUT, What kind of programming/modeling/whatever techniques should I learn? I want to acquire a brief to-do list from this forum, so that I can get started learning things on the internet elsewhere and then go on modding. PS: Due to political restrictions I cannot access YouTube, Facebook, Twitter, whatever, and imgur and google drive, but I surly can access github and spacedock and many other sites I think modders use. I suppose that I should learn how to write MM patches, as well as UI coding. Is that enough, may I ask?
  23. Yeah your signature seems pretty animated now. It’s working fine.
  24. 如果我去翻译,是不是把新增一个字典的cfg,然后翻译过来就可以了?还是说某一段代码也需要被更改以使使用者可以激活本地化? Edit: 解决啦,翻译中
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