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Jatwaa

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Posts posted by Jatwaa

  1. 4 hours ago, voteless said:

    Just wanted to say that i loved your pure electric engine mod for KSP1.  It alone added hundreds of hours of  game play for me and i was just curious if you  plan to do the same for KSP2.  

     

    Hey Voteless! Glad you enjoyed it :) I do intend to migrate it over, just need to sort how they do EC (once they get it working) and then sort the importing of models and new systems it will need. 

    But yes! I have been planning on it. Stay tuned! 

  2. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: WIN11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 6800 XT | RAM32GB

     

    Shows the thrust changed when set to an AG, but the thrust does not occur, only the value changes

    Also, the value for the thrust, SNAPs to the new Thrust value instead of an increase in thrust to the new max and vice versa when toggled back. 

     

    Included Attachments:

    2023-06-2221-44-35.mp4

  3. 48 minutes ago, ElonsMusk said:

    The SinkEmAll Spacedock and the BALLISTANKS Spacedock both link here leaving me unsure of what I need to install at minimum. I reckon I install SinkEmAll to simply sink/float as the description indicates but it links here and that implies I need these parts as well as SinkEmAll. Which is correct? Do I need both or are BALLASTANKS and other parts for expanding the functionality of SinkEmAll?

    Ballistanks was the predecessor to Sinkemall, which was a predecessor to Moist. 

    Ballistanks only has one controllable ballast tank

    Sinkemall has no part mods, it reuses stock parts and adds features and resources to them to control ballast. 

    Moist is the updated version of Ballistanks that includes more parts to make ballast control easier and includes the ballast control from Sinkemall. 

    So depending on what you want to do, there is a solution. 

    Want to stay mostly stock, Sinkemall is best

    Don't mind mods? Moist is the best solution.

    With finesse, you can get perfect bouyancy with either, but Moist is, for me, the easier since it includes Keels that hold the ballast and can be placed at the bottom of the craft adding stability. 

  4. 17 hours ago, Nate Simpson said:

    What a week!

    First off, a huge thank you to all of the people who have decided to join us here at the beginning of Early Access. It’s been so exciting to see what you’ve done with KSP2’s new parts, and even though there have been some bumps in the road, it’s been so fun to explore the new Kerbolar System through your eyes. At the end of each day, our team has enjoyed camping out in the official Intercept Games Discord’s KSP2 screenshots channel and basking in the endless waves of creativity, innovation, and pure insanity. This community does not disappoint!

    Early Access has also yielded its first crop of bugs for us to fix, and we’re already making good headway. Our first Early Access update, which is planned to take place in the next couple of weeks, will contain the following fixes (as well as many other improvements that we’ll break down in more detail in our patch notes when the update goes out):

    Performance/Optimization

    • :1437623226_rocket_1f680(3):Optimization: Main menu loading time reduced for min spec machines
    • Optimization: runway light geometry simplified
    • Optimization: engine exhaust CPU usage reduced
    • Optimization: 50% reduction in main thread time spent on UI

    Flight/Physics

    • :1437623226_rocket_1f680(3):Fixed: KSC and other objects follow vehicle to orbit
    • :1437623226_rocket_1f680(3):Fixed: Engine plate floating node joints less rigid than other stack node joints (were not receiving multijoint reinforcement)
    • :1437623226_rocket_1f680(3):Fixed: Planned trajectory enters runaway state when switching between flight view and map while engine is burning
    • :1437623226_rocket_1f680(3):Fixed: Kerbals fall through ground when traversing ground near launchpad
    • :1437623226_rocket_1f680(3):Fixed: Spotlight/headlight parts have dim bulbs and low effective range
    • Fixed: Low-mass parts never stop moving on low gravity celestial bodies
    • Fixed: RoveMax TR4 wheels sink into ground and spring craft upward when returned to focus
    • Fixed: Loss of vehicle control when reverting to launch on runway
    • Fixed: Physics impulse occurs when engine runs out of one fuel type, causing loss of vehicle
    • Fixed: Game breaking when loading to VAB or loading a saved game with a vessel in flight
    • Fixed: Animation stutters when EVA Kerbal is running
    • Fixed: Large ladder disappears when base of ladder outside of camera view

    Environments

    • :1437623226_rocket_1f680(3):Fixed: Ground decal applies to vehicles traversing margin of KSC grounds (removes Predator camo effect applied to rovers at edges of KSC)
    • :1437623226_rocket_1f680(3):Fixed: Kerbin atmosphere and ocean vanish after returning to KSC from non-atmospheric celestial body
    • Improved: Floating rocks/mesh scatter (floating reduced)
    • Fixed: Kerbol lens flare still visible when observer is close to star
    • Fixed: Improved collision for structures around KSC, including parking garage and fuel facilities
    • Fixed: Clouds missing from celestial bodies when viewed from long distance
    • Fixed: Atmosphere missing from Kerbin when viewed from the Mun’s SOI
    • Fixed: Laythe atmosphere appears broken in map view

    User Interface

    • :1437623226_rocket_1f680(3):Fixed: Camera middle-mouse movement axis does not switch to horizontal when in horizontal build mode
    • Fixed: Launch Assembly tool breaks after repeated use in VAB
    • Fixed: Debris not targetable
    • Fixed: Time warp controls not accessible on KSC landing screen
    • Fixed: Debris trajectory lines only appear after switching to flight and back to map
    • Fixed: Some graphics settings adjust to “medium” after setting quality preset to “high”
    • Fixed: Game crashes when returning to the main menu from VAB
    • Fixed: Broken/empty Kerbal portraits in flight view
    • Fixed: No orbit line after loading a saved game
    • Fixed: Some difficulty settings don’t persist after ESC menu closure
    • Fixed: No portrait representation in flight for probe cores

    We appreciate your patience as we continue to bring improvements to the game, and we thank you for your help in continuing to identify bugs and report them to us via our Customer Support page.

    In addition to the above bug fixes, you’ll notice a number of refinements, including increased vehicle part polish and an updated map interface. Ongoing performance improvements will also surface in this and future updates. We will provide a more detailed blog post soon to give you a better view into the ways that we’re assessing performance data, as well as what steps we’re taking to improve framerates on all platforms. Hang in there, we’re working very hard on this right now!

    Finally, if you have any questions about the game, please check out the FAQ, which our community team has been diligently updating to address today’s most frequently-encountered questions.

     

    *:1437623226_rocket_1f680(3):- Highly requested by the community

    Fantastic work! It's alot to tackled, but the team is up to the task. 

  5. 1 hour ago, RB101 said:

    How does this add ballast to kerbals?

    Right click on the Kerbal and you can add or remove ballast

    2 hours ago, RB101 said:

    I think mod needs to significantly decrease the ballast weight per 0.01 unit of ballast liquid... 
    (as in make 1 units weight equal to what 0.01 currently weighs)

    This is because you can't meaningfully tweak tank balance with such small increments, making balancing near impossible....

    The liquid ballast added by the this mod is also not recognised by the mod PWB fuel balancer (which would have made balancing trivial if it worked)

    Actually I was able to get zero bubble and 0ms vert and horiz. 

  6. 1 hour ago, Zargachi said:

    So, i'm having a problem with the DriftR AWS wheel, for some reason it just spins in the same place, my vehicle don't move with them, even using RCS, as if the vehicle was stuck in the ground, but visually the wheels are rotating, they also don't turn to make curves, no idea why...

    It's my fault, the default position is rotated wrong. Pending to be fixed. For now, make sure that the black ball is rotated so it's towards the ground. 

  7. On 9/26/2022 at 12:02 PM, Stone Blue said:

    Yeah.. I figured it was just for the props.

    Unfortunately, the only other plugin I can think of that does propellers, IIRC, is WBI Tools, by @Angel-125.

    I've tried to remove dependencies on FS for years for mods... Unfortunately, there are a few things in FS (propellers for one), that no other plugins have replicated, so I could completely dump FS :(

     

    The way I did it is a bit strange, but works. to make them use only electricity, I basically modded EC to be a mirror of  jetpack fuel. That way, it can use only one fuel and not make the KSP system go nutty. 

    I used Module Manager to patch EC like: 

    @RESOURCE_DEFINITION[ElectricCharge] { @hsp = 3000 }

    HSP we didn't think would make the change, but it works and still does so I left it. If you want to use a single fuel, you can use that trick. it lets my engines and props use only EC. 

    FS is awesome though (and one of my fav mods) since I love propeller mods. 

     

    **edit* 

    This would only solve the fuel part. but the blur disc and other FS goodies are all in FS. I was just too lazy in my mod to add them LOL

  8. On 9/23/2022 at 2:09 PM, beez1717 said:

    Hey, is it possible for you to make all your parts Tweak Scale compatible? I'm wanting to use a bunch of your wheels but they are too small for the vehicle I'm creating. It would be super appreciated! Thanks! I understand if you don't want to do it though.

    Update is on SpaceDock, Enjoy!

  9. 47 minutes ago, beez1717 said:

    Hey, is it possible for you to make all your parts Tweak Scale compatible? I'm wanting to use a bunch of your wheels but they are too small for the vehicle I'm creating. It would be super appreciated! Thanks! I understand if you don't want to do it though.

    Sure, I'll take a look at it this weekend. I was updating the mod anyhow. 

  10. On 8/13/2022 at 4:50 PM, QuikSilver said:

    Thank you for taking care of it so quickly, my Kerbin rover project kinda depends on those wheels right now ;)

    I think I see the problem, the wheel is mounted on the chassis wrong. It's sideways. On the model there is a black ball, that goes towards the ground.  Sorry it took me so long to look and see that. But yeah, rotate the wheels till the black ball is towards the ground

  11. 5 hours ago, QuikSilver said:

    Hi @Jatwaa, first of all, I love your mod and agree with everyone else it is a godsend to ease up some missions and achievements in a minimalistic and elegant way. I have run into what seems to be a bug with the DriftR AWS rover wheels (I think they are the 'RacingWheel' part). When I am in the runway with a roverMate core featuring two pairs of them attached (I want to use them as they are wider than the rover core and thus, no matter which way it flips they will still touch the surface) I can make them spin by pressing WASD but they will not apply traction. It seems as if they do not touch the ground. When I warp at "four arrows" (100x) speed and keep pressing W or S, the rover still sitting at the starting point on the runway, Physics suddenly break and the rover teleports to several kilometers up into the atmosphere (I got values between 1.2 Km and 2e6 kM in different runs) at a random speed spanning from 0 m/s to several fold the speed of light (>1.150e6 m/s). Other parts from this mod behave normally, and this is why this specific issue struck me with surprise at the beginning. It seems to me like there could be a problem with how the in-game "real"dimensions of the wheel model (in Dr1ftWheel.cfg?) interact with its collision box. I uploaded a vide of the issue here and a complete KSP.log file, initiated immediately before running the game to reproduce the issue here.

    Hey Quicksilver! Glad you all are enjoying this mod. That error is odd. I recall that happened in testing but was since resolved. I'll have to look into it.

     

    Thanks! 

  12. On 2/19/2022 at 9:21 AM, moose102 said:

    Hi guys,  just came back to KSP after being gone for awhile. I notice now that the electric engines no longer function. Says status: flame out. If the only engine i have at launch is electric, it works. If I launch with a chemical rocket, with an electric powered probe, after separation the electric engine doesn't work. Any suggestions?

    Which engine?

  13. 2 hours ago, awsumguy76801 said:

    Are you able to drive underwater with this mod?

    Yes! Just add ballast to your rover or wheels to your underwater craft and it would keep your rover down enough to drive. Also it will allow ballast for Kerbals to allow those underwater bases

  14. 7 hours ago, Rakete said:

    Compatible to 1.12.3?

    How are they balanced? How many ECs do they consume? Some more pictures of them in action?

    Should remain compatible as long as Module Manager is available. 

    Balance wise, they go from comparable to stock to OP sci-fi engines

    EC usage can be high in atmo, but eases up in space. There are included converters to support the engines that burn lfo or fuel/air, it is vastly more efficient than stock. You can also try rtgs or solar, but gonna need a whole army of em in the atmo.

  15. 18 hours ago, Reverend0120 said:

    I'm really enjoying this mod, thank you for making it.

    Is it possible to add an attach point to the bottom of the ec6 engine? Would like to attach a decoupler to the engine.

    Glad you are enjoying it! I can add in the node. I'll see if I can add it in this weekend 

    6 hours ago, kennyc222 said:

    Very enjoy this mod so much...save my time and money for not having fuel...just eletricity! i use it all the time

    :D love that people enjoy this mod. It's the greener solution to aerospace hahah

  16. On 5/12/2021 at 4:58 PM, ColdJ said:

    Great Minds! I have now. I found it when checking to see how well my mod would turn up in searches. Thankfully my ballast tanks seem to be more comprehensive and don't require any new meshes, so I am crossing finger. :P

     two versions MOIST! and SEA (Sink Em All). 

    MOIST! adds parts, SEA doesn't, just resources and functions. I love to see more ideas out there for submarines so I still think it's awesome :)

     

    edit: If I can help, just let me know!

  17. 16 hours ago, etmoonshade said:

    @Jatwaa - so. I've been fiddling around with this, because the whole "MJ won't calculate proper burns" thing was annoying the hell out of me. It took me a while, but I hit upon a solution that (roughly) keeps your intended balance while fixing the issue with MJ and possibly making the patch for ElectricCharge unnecessary.

    I modified the following in EC6.cfg (the TeeslaKannon):

      Hide contents
    
    
    	RESOURCE
    	{
    		name = spACE
    		amount = 100
    		maxAmount = 100
    	}
    
    	RESOURCE
    	{
    		name = ElectricCharge
    		amount = 1000
    		maxAmount = 1000
    	}
    
    	MODULE
    	{
    		name = ModuleGenerator
    		isAlwaysActive = true
    		
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 0.0001
    			FlowMode = STAGE_PRIORITY_FLOW
    		}
    		 
    		OUTPUT_RESOURCE
    		{
    			name = spACE
    			rate = 100
    			DumpExcess = false
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleEnginesFX
    		thrustVectorTransformName = thrustTransform
    		exhaustDamage = False
    		ignitionThreshold = 0.1
    		minThrust = 0
    		maxThrust = 1357
    		heatProduction = 0
    		fxOffset = 0, 0, 1.5
    		EngineType = Electric
    		flameoutEffectName = flameout
    		powerEffectName = running_thrust_Perf
    		runningEffectName = running_turbine_Perf
    		engageEffectName = engage
    		disengageEffectName = disengage
    		spoolEffectName = running_thrust
    
    		PROPELLANT
    		{
    			name = ElectricCharge
    			ratio = 1025
    		}
    		PROPELLANT
    		{
    			name = spACE
    			ratio = 1
    		}
    		atmosphereCurve
    		{
    			key = 0 138328
    			key = 1 118567
    			key = 9 0.001
    		}
    	}

     

    Changed the definition of ACE to the following (unit cost can probably go to 0 - messing with that was part of some misguided troubleshooting that turned out to be stupidity on my part):

      Hide contents
    
    
    RESOURCE_DEFINITION
    {
      name = spACE
      displayName = Accelerated Counter Emmissions
      abbreviation = ACE
      density = 0.001
      unitCost = 0.1
      flowMode = ALL_VESSEL
      transfer = PUMP
      isTweakable = true
      isVisible = true
      hsp = 3000
      volume = 1
    }

     

    And removed the patch for ElectricCharge, since it's no longer needed (at least, for this engine - I'm not sure why it's there in the first place, and there may be another reason for it. I'm sure I broke something unintentionally...)

    Long-winded explanation of what I did below:
     

      Reveal hidden contents

     

    Based on what I found while looking around, you can figure out your Isp for electric thrusters by plugging your Thrust (in kN) and fuel density (for spACE, in this case) into the following equation:

    Isp = <thrust> / (9.81 * <fuel density>)

    ... which is a massive simplification of all the equations I did find, since everyone wants to explain the theory behind it AND use a bunch of very precise terms (which is usually good, but frustrating when you mostly know what it means, you're tired, and you just want to plug in some numbers because it's making your head hurt :V)

    Leave the consumption of your fuel (spACE) at a ratio of 1, change the EC consumption to the amount/second you desire, and Bob's your Kerbal. You consume 1 unit of fuel/second, and whatever amount of EC/s you specify (give or take - it's actually showing 1025.383 or something, and I seem to recall it being 1023.something before.) Stick on a generator for the fuel, and you

    To get the ASL Isp, I just multiplied by 6/7 (or 120/140, which were the original ASL/Vac ISP values). I may actually divide the density of spACE by 10 and multiply the Isp values given by 10, which should give me a decent-looking buffer on my current craft (1 engine, ~106t, 1270 m/s dV currently - 12700 would cover pretty much any intended burns I might do, and keep MJ from going into the red.)

    Additionally, this would further reduce the impact of ACE on ship mass - currently 100 units weighs 100kg. It has to have SOME mass, but you can probably keep it as low as possible - bump the storage down to 5 or 2 units or so (I wouldn't go lower than 2, and feel like 5 would be smart just to cover physics hiccups where you might run your tank dry between ticks) and give it even less mass. Maybe something to play with next time I restart the game. I'm not restarting again for a while, because I've spent WAY too long messing with this...

     

    Side note - the mounted RCS thrusters (the TN-E, I think?) don't work for me when I try to do translation with them. :(

    But looking at them is what gave me the inspiration to use ACE since it's already in the mod and only seems to be used on those thrusters. :P

    ACE was around because RCS thrusters couldn't use EC in the way I wanted, just wanted pure EC to generate the thrust, RCS is like "nah". So I created ACE to work as a stand in till I could figure it out. The game does NOT like me using EC only since no density and it breaks logic I suppose. The EC patch actually makes EC viable as a fuel source with a minor, albeit nonsensical edit. A funny technicality, its actually the same as EVA pack fuel. But RCS still refuses thus far to use it. I was planning an update soon with new engines and toys, so, I maaay look back into it.

  18. 14 hours ago, NewsDude said:

    Hey, I just tried installing MOIST, and the only parts that came up in the parts list were the intake valves and the aquajets. For some reason, the game wasn't reading any other parts. Help?

     

    I'm running KSP 1.10 on a 2014 Mac with Catalina (10.15.5).

    Interesting, do you have the ksp log from the load?

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