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ialdabaoth

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Everything posted by ialdabaoth

  1. For thermal damage, and for sound effects, please feel free to use the code and sfx from Deadly Reentry. (I'm the one that added those bits)
  2. Incidentally, I've been thinking a lot lately about RealFuels / MFS, and how I'd do things differently if I could start over. One thing I've been considering, is tearing out NathanKell's excellent 'engine upgrade' code and forking it into its own mod. I think ideally, we'd have three different mods: - ModularFuelTanks, which just handles fuel tanks. - ModularEngines, which just handles engines that can have their fuel types switched in the VAB. - UpgradeableTech, which allows existing parts (not just engines) to be 'improved' when new tech nodes are unlocked. At which point, RealFuels just becomes a package installation of those three mods, plus ModuleManager and a bunch of .cfg files - rather than having to maintain a forked code base. Now that I have the time and resources, I'm thinking of getting back into modding full-time. Starwaster, how would you feel about me reclaiming MFT/RealFuels?
  3. So it's just a change to line 328 of ModuleFuelTanks.cs, right? What's the new variable called?
  4. Cool. Are you going to reenable fire damage? (Please reenable fire damage)
  5. Haven't played with Kerbal Engineer since 0.90. Man, I am LOVING the little readouts on the top of the screen that tell me my orbital info and surface info. Is there any way to get a vessel info mini-display on the lower left, between the navball and the docking controls, if there's an engineer on board? Just to save clutter.
  6. Thank you! As soon as you do (and RF 1.05 compatible comes out), I'll release my own K64 RealFuels configs.
  7. If I can make a request, right now RealFuels integration assumes the standard RealFuels resource list and adds resources as appropriate. This makes it very difficult for a modder who wants to use the RealFuels.dll, but roll their own configs for resources. Is there any way that specific references to resources (such as LqdMethane) can be removed from AJE, so that RealFuels itself is responsible for adding them?
  8. Hrm. I have FAR, AJE and RealFuels installed, and I'm trying to build my own set of resources from scratch. I'm trying to set up: LiquidFuel (with the same stats as RealFuels' Kerosene) Oxidizer (with the same stats as RealFuels' NTO) CryOx (with the same stats as RealFuels' LqdOxygen) CryoFuel (with the same stats as RealFuels' LqdHydrogen) MonoPropellant (with the same stats as RealFuels' Hydrazine) XenonGas (as modified by RealFuels) I've got all the tank types set up, and after wrestling with AJE's attempts to insert LqdMethane and Ethanol back into the fuel mix, I've got that resolved. But now I keep getting an error at various parts (as I use modulemanager to comment out one part, it appears in another): MissingMethodException: Method not found: 'PhysicsGlobals.get_SkinInteralConductionFactor'. Any idea what I'm doing wrong?
  9. Now that 1.0X stock handles thermal stuff so well, should DRE maybe fork into a damage-only mod? i.e., just handle fire damage and g-force damage, and trust stock to deal with the rest?
  10. The three nuclear engines you've released are amazing, but I feel like the vacuum TWR and ISP are too high compared to the stock NTR. Maybe try 80 kN for the Masamune and 60 kN for the Short, and reduce vacuum ISP to 720 on each? AIr-breathing thrust might need an adjustment too; maybe 115 kN for the Masamune and 85 kN for the Short? The sounds are just the best, btw. Just... perfect.
  11. This is necessary for building streamlined ships with proper 'escape pods'. TweakableEverything manages to make this work pretty seamlessly.
  12. I'm really liking this. Once 1.1 comes out, I'll see about building an RSS-lite for it.
  13. Ack! *twitch* okay, looking at the AJE configurations... A primary mod should NEVER use :Final in its ModuleManager CFG! Ever ever! You should be replacing 90% of those :FINALs with :FOR[AJE] If you really need stuff to happen AFTER RealFuels makes its pass, those nodes (and only those nodes!) should have :AFTER[RealFuels] Otherwise people who distribute third-party MM cfg mods have NO WAY to apply deltas without them getting overwritten by your mod! Other than that, really impressed with the work here.
  14. You can do it really easily without the firespitter dll, actually. Something like TweakEverything would be a much better inclusion into stock.
  15. Note to admins: the original Module Manager that sarbian's is based on is hereby released as CC-by-SA, in case it was ambiguous whether it was already. Sarbian is free to propagate that license forward to his current version.
  16. note: multiplying the size of all the planets by 3.2x would make them JUST plausible if somehow their cores were molten osmium. At 6.4x, they actually start looking like reasonable (if a bit on the heavy side) iron-core rocks.
  17. See all that right there? That's EXACTLY why I stopped maintaining ModuleManager. (Thanks to swamp and serbian for picking up the slack, you guys are awesome)
  18. Feature request for RealFuels: it would be AWESOME if, when I right click on an engine or RCS block with a ModuleEngineConfigs (or derivative), if it would give some kind of display of how much fuel it has available. That way, if it says "NO FUEL FLOW", I know that I've put it in the wrong spot BEFORE I launch.
  19. So, not things that Kerbals should have to worry about, then?
  20. Is there a particular reason why Kerosene and N2O4 aren't used together in our world, that would likely apply equally to Kerbin? Note: Germany apparently fielded a low-cost RP1/N2O4 engine in the 70's and 80's, until the Soviets pressured them to stop development.
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