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Raptor831

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Posts posted by Raptor831

  1. 5 hours ago, jdub3350 said:

    @Raptor831 I started messing around with the config generator last night...is the "mass" value in kg?  Is it a fools errand to plug in real world values and expect them to work out, or is there some massaging required? 

    The mass is in KSP mass units, which should be tons (i.e. 1 mass = 1000 kg). And no, it's not a fools' errand. I can't claim coming up with the maths (that'd be NathanKell mostly, I think), but the generator under the hood should give you approximate real-world numbers for engines. So, if you drop the Merlin 1D engine specs in the generator, it should be green or yellow on the TWR. Generator assumes that the mass includes the thrust plate, IIRC, so make sure if you pull numbers that it matches that (or adjust accordingly).

  2. 41 minutes ago, jdub3350 said:

    Is anyone currently working on configs for ProbesPlus engines or the new NF:Spacecraft engines?  If not I'm considering trying my hand at them, it would be cool to actually contribute for a change.   

    I can say I haven't worked out configs for those yet, so take a shot! That's what the generator is for (http://bit.ly/rfstockalike).

    My strategy has always been to match the thrust of the "stock" engine, then adjust the mass to fall in line with the right TWRs. Also try and match fuel options with similar engines from similar mods. I'll also be happy to answer questions about things. I'm not always as timely as I could be, but I'll get there. :wink:

  3. On 2/23/2017 at 5:38 PM, eberkain said:

    When I run across an engine that does not have a config, should I just post here?    Lets say I wanted to create configs for the SuperDraco engines in Kerbal Reusability Expansion, where would I start? 

    If you want to set up configs, go here: http://bit.ly/rfstockalike

    Best way to get them included is to make a pull request on the GitHub repo, after you use the generator to build configs.

    3 minutes ago, Cratzz said:

    Im using RealFuels so the former, RFStockalike configs.

    Ok, I'll try and see what's up.

  4. On 2/14/2017 at 5:27 AM, demol said:

    Have a slight midgame problem: Ore converter still produce liquid fuel, oxidizer and monopropellant instead of usable resources.

    Can ore converter be modified too?

     

    One more fix needed. Some "SpaceY Heavy lifters" orbital monopropellant engines are untouched too. (as well as solid boosters but solids are not critical).

    I don't touch the converters. To get them to work right you'd need to do the maths/chemistry to get all of the RF resources (kerosene, LOX, LH2, methane, N2O4, hydrazine variants) into the converter. And the fact is, "Ore" is a mythical substance that effectively uses magic to get kerbal fuels out of. Balancing that against real resources is one heck of a job, and I already don't spend enough time with this as it is.

    On the SpaceY engines, can you give me a quick list of ones that I missed?

    14 hours ago, Cratzz said:

    Hey @Raptor831 i have some issues with some tanks that cause negative mass with Real Fuels and Tweakscale. The C7 Brand Adapters, and the MK3 Parts are the ones that don't work. With a fresh install + Tweakscale all is good.

    https://dl.dropboxusercontent.com/u/5191989/KSP.log

    Any input would be much appreciated!

    EDIT: Made a video too from VAB and launch. - https://youtu.be/R_3zAvel9-M

    As @Starwaster mentioned, there's not much I can do about that kind of error. Tweakscale and RF haven't always played nice together. Honestly, I'd stick with Procedural Parts instead, especially for tanks. But bottom line, I'm only leveraging Real Fuels' system to make the engines and run a tank catch-all for ones that the standard RF configs miss. Nothing I can change about the way mass is calculated.

  5. On 1/29/2017 at 9:33 PM, GingerPhysics said:

    I am having that problem where the engines do produce thrust but nothing comes out of them, is there a way to fix this? Also that only happens with some of the engines, not all. Plz help

    Yeah, that's an effects "issue". Short version is that the RF features are based on the ModuleEnginesFX module, so anything that was plain ModuleEngines (which used an older effects setup) will have no effects. Use Real Plume with the configs attached to the RF Stockalike release and you should get most (if not all) effects back.

    EDIT: Uh, yeah, what @blowfish said in the post right after, which I missed because it was on a new page. :rolleyes:

  6. 23 hours ago, westamastaflash said:

    RCS thrusters seem to get a bunch of mass added to them when you pick a config. RV-105 0.029t thruster turns into 0.329 tons. Any idea why it's getting 300kg of extra mass added to it? Seems like a LOT to add for something so little...

     

    This may not be a specific Real Fuels issue. Seems like when I even add a thermometer, it adds 300 kg to the part mass???!!?

    I'll need to hack my mod list apart to find the culprit I think. Ugh :-(

    OK. Looks like it is the DISPLAY of the mass that is wrong in the Real fuels window. It's adding 300 kg to the mass of the part for some reason, as is Kerbal Engineer. But MechJeb Delta V stat window seems to be correct, as is the stock engineer report readout.

    I checked this on my game and I didn't notice anything odd. The RF config window didn't display anything other than the expected mass, and MechJeb dV displays were good (as you mentioned). It definitely isn't supposed to be adding 300 kg from nowhere.

  7. I'm going to post this as a PSA here, just so it's "on record", so to speak.

    If you use Real Plume - Stock and RF Stockalike together, you're probably going to run into issues.

    I can't say for sure, since Real Fuels actually has some nice fallback code in there. But, I do know that Real Plume - Stock changes all of the engines to be ModuleEnginesFX. RF Stockalike is assuming you'll be using ModuleEnginesRF, since that includes ignitions, ullage, and all of the RF goodies. I can't say everything will break, but I can say something won't be right there. I've been thinking of possible ways both can play nice together, but I'm wary of just stomping on configs like I'm imagining I'd need to. Open to ideas here, as well.

  8. On 1/23/2017 at 11:16 AM, Cratzz said:

    Is there a config for RF to use Kerosene for Firespitter engines?

    Engine fuel settings are handled by the engine configs. Basically, either the RO configs or by the Stockalike configs. If you're using Stockalike, all engines using just LiquidFuel should switch to Kerosene (for better or worse).

    20 hours ago, Cratzz said:

    Craft is glued to the ground when tweakscaling C7 Brand Adapter Slanted tank. Anyone else getting this? And no, iv'e checked and it's not Tweakscale.

    As pellinor mentioned in the Tweakscale thread, logs would be nice here. Check out this thread for details: 

    Anecdotally, I've gotten stuff "stuck" in the launchpad if I don't use launch clamps to move it just off the ground. I suspect physics loading in has something to do with it, but I couldn't say for sure.

  9. 3 hours ago, Dermeister said:

    ..snip..

    Always pluming on the Cryo engines I disabled mods to narrow it down and it seems like Realplume and or realplume that comes with the engine configs of this mod seems to cause it! I might be wrong but I figured i'd post to let the experts fix this because I don't know much about moddiong!

    May I assume that updating SmokeScreen fixed it? Saw your other post in the Real Plume - Stock thread as well.

  10. 11 hours ago, Iso-Polaris said:

    Problem is I have no idea how to edit modded part and overwrite other moddings

    You should check out eh ModuleManager thread. It'll show you how to do basic things with a MM .cfg file, which should get you on the right path.

    9 hours ago, DJ Reonic said:

    What would I have to put in an mm patch to allow for a hydrazine tank and a regular RF "whatever-fuel-applies" tank, as in a service module?

    The ServiceModule tank type will allow you to put almost anything in it. Then, as @jdub3350 says, you can adjust what goes in within the VAB/SPH. For example: https://github.com/NathanKell/ModularFuelSystem/blob/master/RealFuels/SXT.cfg#L161 Do be aware, though, that doing this will make the whole part act as a tank for mass. So if you're doing this to a pod, you'll need basemass = -1 to undo that.

  11. 2 hours ago, Thomot512 said:

    Hi, just a small question.

    The LV-10-104 is 600 kg and the LV-10-37 is 54 kg, other than that both engine seems pretty close in stats and size. Is it normal ?

    They are configured in RealFuels-Stockalike/Stockalike_SXT.cfg just so you don't spend too much time searching for it.

    First off, thank you for the helpful directions! Second, they're not quite as similar as they appear on the surface. The LV-10-104 is a TL 3 upper stage engine for 15 kN of thrust and an IspV of 330. LV-10-37 is a TL 0 launcher engine with 10 kN of thrust and an IspV of 257. So, the 104 is a much more efficient engine, for 50% more thrust, at a much higher tech level. So, it seems reasonable to have the mass be much higher.

    That said, I'd need to run these through the generator again to check, since 600 kg seems a tad high on the mass for that. But it might be right on.

    1 hour ago, Errol said:

    Does using this mean that the RF ullage, limited ignitions and limited throttle are all available as well? I'm never actually played with RF, so I'm not sure what all it does have, but I currently have mods for all of those things in stock and don't want to give them up.

    RF has ullage, limited ignitions, and limited throttle built-in. The configs do need to set those up per engine, but they do exist for the plugin.

  12. 2 hours ago, flack said:

     

    Ahhh I removed RealPlume - Stock and it fixed a lot of the phantom plumes! Thank you!

    But I still have some phantom plumes with :

    -All the engines of Cryoengines
    -MRS Liquid fuel engine "hound"
    -LV-0 "ant"
    -MRS "Flingatron"

    Misplaced plumes are still there on previously mentioned engines.

    Thanks a lot!
     

    If you're having issues with those engines with RF Stockalike (and not Real Plume - Stock), hop on over to that thread and I can help troubleshoot those. I'm sure @Nhawks17 would appreciate me not fixing my stuff in this thread. :wink:

  13. 2 minutes ago, The-Doctor said:

    Ah, so if I want to get to orbit, I need tweakscale? 

    I'd avoid Tweakscale with RF/RSS or RO, unless it's fuel tanks or structural parts. I seem to remember hearing about a lot of odd behavior using Tweakscale, but I can't confirm that.

    I'd suggest Procedural Parts. It's not "officially" updated for KSP v1.2.2, but there is a dev build if you are willing to go find it. But Procedural parts will give you much more control over fuel tanks and some structural things. In fact, all of the procedural mods (PWings, Procedural Parts, Procedural Fairings) I would consider almost required for 6.4x scale and above. Your computer will thank you for the reduced part counts.

  14. 14 minutes ago, The-Doctor said:

    does your mod make a normal KSP sized rocket be able to reach orbit in RSS? I'm thinking of having another go at RSS

    RF+Stockalike configs gives engines realistic TWR, which makes RSS much more doable with stock-ish parts. Stock-sized orbital rockets will not get you to orbit in RSS with or without RF Stockalike configs. RSS delta-V to orbit is just under 3 times more than stock Kerbin dV to orbit. RF will give you better TWR on tanks and engines, so a Mainsail with a single orange tank will get you more dV on RF, but not enough to simply take Kerbal X and get to orbit in RSS.

    26 minutes ago, Dermeister said:

    http://imgur.com/a/ms8Bs

     

    Any of you guys know what's causing that  Puffiness escaping my Rocket?

    If you're using Stockalike, make sure you grab the latest version. I had some RCS effects issues that just got fixed. If it isn't that, I honestly don't know.

  15. I'm a derp. I didn't have the right files in the last release, so even though the RCS effects glitch was taken care of, it wasn't fixed in the release .zip file. Corrected, and now updated. CKAN should update soon-ish (i.e. whenever it checks), but you can download from GitHub again.

    Also, please let me know if there are any major issues with the configs and RF v12/KSP v1.2.2. I'm working through my own install and making sure everything is running, but extra eyes always help.

  16. 12 hours ago, requimrar said:

    Having reinstalled RealPlume + RealFuels + these configs using CKAN, the phantom engine plumes have been eliminated. Not sure if the order mattered?

    However, thing is, stock RCS thrusters still have this phantom effect problem. Non-squad ones have no such issue...

    Stock RCS thrusters use a new module I believe, which I've heard isn't reflected in my configs yet. I've also only just gotten my install ready to play on 1.2.2 after being on hiatus*, so I haven't had time yet to test and troubleshoot anything. I'll check on the RCS, though. My install is pretty mod-heavy (70+ mods), so if it works on mine it should work on most everyone's.

    * Been playing Rimworld, Factorio, and Cataclysm DDA. Would recommend any of those for people looking for non-KSP games.

  17. 6 minutes ago, delta wee said:

    What are the units for "IspSL" and "IspV" in the configs? I'm seeing that a value of "1.2573" corresponds to an ISP of around 440 seconds when viewed in KSP.

    Those are ratios with respect to the base Isp for the part. Now that I'm thinking about it, I can't remember if that's the baseline Isp for the part at a given tech level, or if it's the original Isp in the default fuel mixture. Either way, those numbers are unitless. You can check the config generator to see how those things change: http://bit.ly/rfstockalike

  18. 5 hours ago, Dermeister said:

    nice so it's basically only the mass of the pods and satelites that are not scaled well for RSS. because they are over massed for the engine perfoemances. The parts did this just to Balance the game in a stock solar system.. SO even a smaller pod weights more than what Apollo did even doe the kerbal pod is smaller? is what you're saying?

    Pretty much, yes. The Apollo CM was just under 4 tons with ~4m diameter (http://nssdc.gsfc.nasa.gov/nmc/spacecraftDisplay.do?id=1969-059A), and the kerbal Mk1-2 is like just over 4 tons with 2.5m diameter. Kerbal stuff is dense.

    Here's a good explanation of the difference between "real" stuff and stock stuff: 

    So when you only adjust the tanks and the engines, your mass fractions get thrown off compared to Real LifeTM. But if you're on 6.4x size, it kind of comes out even. I haven't run the math, but I think you still get really good mass fractions on 6.4x with RF Stockalike, just not as insanely good as stock. dV to orbit in 6.4x is like 7.5 km/s. Stock is like 3.5-4 km/s, and it's like ~10 km/s for Earth. (If I'm off, smarter people please correct me! :wink:)

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