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Raptor831

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Everything posted by Raptor831

  1. There are two different mechanics here: 1) Not being able to thrust limit is a "working as intended" issue. Real SRBs don't do that, so you need to pick the SRB(s) that suit your craft. It does kind of leave you in a bind, sometimes, but If you grab Procedural Parts there's a "stretchy" SRB that you can tune. I'm not sure it gets the same TWR as the rest, but that can be altered with MM if needed (and which I intend to test in the near future). 2) The explody SRBs is an actual bug that I am (unfortunately) aware of. You can read in the Real Fuels thread about what happened, but basically the thrust curves are borked. I don't know if this got introduced in 1.1.x or what, but the curves we have currently spike above 100% thrust, which causes them to overheat and explode. I just got finished creating new curves to replace the old but I haven't tested them out yet. The new curves are in the generator already, if anyone wants to try their own configs with them. If my tests are acceptable, I'll be rolling the new curves into the SpaceY SRBs ASAP. In the meantime, just use the stock "curve" (i.e. no curve) and the overheating problem goes away.
  2. @fallout2077 I've just now been able to start testing some things. So, no, I'm not 100% happy with the current state of ullage/ignitions (they're too closely tied to think about them separately), but I am making a bit of progress there. Mostly, I have to make a bunch of decisions on which engines to remove ullage (in the case of small engines like a probe OMS) and adjust the ignitions as appropriate (i.e. how many ignitions should this engine actually have, considering it's type and probable use). And then of course make sure everything is actually config-ed out. At least on that point, my generator is all set up to use the current syntax (and not EngineIgnitor modules that have effectively been depreciated within RF). So, really what it boils down to at this moment is me getting off of my duff and actually doing the work. But I would say I feel like ullage/ignitions is about 30% of the way there; works as advertised, but not rolled out fully.
  3. You're welcome. There should be a nitrogen gas mode to all of the RCS I have configured. There are a lot of RCS parts though, and I've not "officially" configured enough of them. Stock, B9, RLA, KW, and SXT should be fine. EDIT: Oh, and these should all be available as soon as you unlock the parts. So your N2 cold gas should be ready in early-game.
  4. Yeah, manual add/remove, edit each field manually. It also defaults to "0 0" tangents, so I can't see how KSP is interpolating the curve with no tangents defined, which is a bummer. But it's at least enough for me to see what the curves are doing and fix issues.
  5. @Traches Pressure fed engines probably should have more ignitions than their pump fed brethren, but they most certainly need ullage still. Just because you use helium to push the fuels out doesn't mean the fuels are near the bottom of the tank. Bring RCS along to push. RCS is, I believe, modeled on a bladder-fed idea, so they don't need ullage. Hypergolic mixtures do ignite on contact, but their engines still suffer from wear. Ignitions, as a metric, is a combination of fuel mixture and engine design. Proton launch engines only have 1 ignition, but they use hypergolic fuels. Especially turbopump-fed engines, you still have to spin up the pumps. And, then make sure they don't wear out or break. You only get so long before the bearings/lubricants fail. OMS engines are still rated only to a certain burn time, even if those times are quite long. All that said, ullage/ignitions are still new in these configs, so not all engines are set up. The Ant engine probably should be unlimited ignitions, pressure fed, and maybe not subject to ullage. LV909 should still need ullage, but maybe that one is pressure fed, and probably have around 12-24 ignitions. KW SPS should be pressure fed, 24 ignitions (possibly more), and require ullage (Apollo still needed that). None of those are set up, unfortunately because I haven't gotten to them yet. The newest SpaceX Launchers Pack has this, as does the Cormorant set I just added. Also, thrust curves for SRBs are a thing. Only a few SRBs have them, but it is configurable. (And right now the curves tend to blow up the rocket...) Also, SRBs should be using real solid fuels (PBAN, HTPB, etc) and not "SolidFuel". None of them do this currently. This is still an in-progress mod, and will probably always be. So, if there's things you find that should be different, submit an issue on the GitHub repo (or better, submit a PR). That way I can least keep track of what needs to be done, and have a reminder when I forget.
  6. This is what I'm working with now: It'll get the job done. It's a bit finicky, but at least I can get a visual on the curve. I did successfully try out one from this tool and it didn't blow up. Honestly, I'm not sure why my original curves don't work, since they should be leveled (key = 0.95 1 0 0), but apparently the curve is too steep at that point or something. Or Unity 5 changed the default tangents or interpolation.
  7. Curve came from Felbourn a ways back in this thread, here: Also, here's the MM cache for the offending one: UrlConfig { name = SYSRB_25X23 type = PART parentUrl = SpaceY-Lifters/Parts/SRBs/SYSRB_25/SYSRB_25L23 url = SpaceY-Lifters/Parts/SRBs/SYSRB_25/SYSRB_25L23/SYSRB_25X23 PART { name = SYSRB_25X23 module = Part author = NecroBones scale = 1.0 rescaleFactor = 1.0 node_stack_top = 0.0, 11.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -11.5, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 1.25, 0.0, 0.0, -1.0, 2 TechRequired = giganticRocketry cost = 7935 category = Engine subcategory = 0 title = SpaceY S223 Super Heavy Lift SRB manufacturer = SpaceY Technologies Corporation description = When Kerbodyne boosters just aren't enough, go with a wider design! This SRB is designed to balance lifting ability and burn time. tags = spacey moar (more motor rocket srb solid boost attachRules = 1,1,1,1,0 mass = 12.1 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2200 bulkheadProfiles = size2, srf heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 breakingForce = 20000 breakingTorque = 20000 stagingIcon = SOLID_BOOSTER entryCost = 39675 MODEL { model = SpaceY-Lifters/Parts/SRBs/SYSRB_25/SYSRB_25L23 scale = 1.0, 1.0, 1.0 } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 0.9 pitch = 0.0 0.5 pitch = 1.0 0.8 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokeTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/SRB_Large transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } MODEL_PARTICLE { modelName = Squad/FX/SRB_LargeSparks transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = fxTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesRF thrustVectorTransformName = thrustTransform engineID = SYSRB25X runningEffectName = running_closed throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 3.0 allowShutdown = False fxOffset = 0, 0, 0.35 EngineType = SolidBooster PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 289 key = 1 265 key = 7 0.001 } thrustCurve { key = 1.00 1.0 key = 0.05 1.0 key = 0.00 0.1 } PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.75 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateHeat animationName = SYSRB responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True ThermalAnim = SYSRB useTemp = False } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = TweakScale type = stack defaultScale = 2.5 } MODULE { name = TestFlightInterop } MODULE { name = TestFlightCore maxData = 10000 } MODULE { flightDataEngineerModifier = 0.25 name = FlightDataRecorder_Resources flightDataMultiplier = 10 } MODULE { name = TestFlightReliability reliabilityCurve { key = 0 0.00015 key = 10000 0.00002 } } MODULE { name = TestFlightFailure_ResourceLeak weight = 32 resourceToLeak = random failureType = mechanical failureTitle = Tank is leaking initialAmount = 5 duRepair = 50 duFail = 25 perSecondAmount = 1 severity = failure } MODULE { failureTitle = Explosion! name = TestFlightFailure_Explode weight = 2 duFail = 400 failureType = mechanical severity = major } MODULE { name = USI_ModuleRecycleablePart Menu = Disassemble Part ResourceName = MaterialKits Efficiency = .5 } MODULE { name = tjs_EngineLight isDebug = true lightPower = 0.75 lightRange = 40.0 maxLightPower = 23.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 jitterMultiplier = 10.5 multiplierOnIva = 0.5 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = Malfunction min_lifetime = 432000.0 max_lifetime = 43200000.0 malfunction_msg = On <b>$VESSEL</b>, an engine malfunctioned$NEWLINE<i>Overheating increased to $OVERHEATING</i> repair_msg = Engine repaired$NEWLINE<i>A powerkick did the trick</i> status_msg = $OVERHEATING Overheating } MODULE { name = KOSNameTag } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 7 origTechLevel = 7 engineType = S origMass = 12.1 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 5000 heatProduction = 100 IspSL = 1.0000 IspV = 0.9950 throttle = -1 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } } CONFIG { name = SolidFuelSteadyDip maxThrust = 5000 heatProduction = 100 IspSL = 1.0000 IspV = 0.9950 throttle = -1 curveResource = SolidFuel PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.20 1.00 6 -0.2 key = 0.95 1.00 0 0.0 key = 1.00 0.50 } } CONFIG { name = SolidFuelDecreasingDip maxThrust = 5000 heatProduction = 100 IspSL = 1.0000 IspV = 0.9950 throttle = -1 curveResource = SolidFuel PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.05 0.50 0 0 key = 0.95 1.00 0 0 key = 1.00 0.50 } } } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } MODULE { name = ModuleFuelTanks basemass = -1 volume = 78751 type = Solid TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } MODULE { name = FSmeshSwitch objects = SRB_Default;SRB_SLS;SRB_Titan;SRB_Black objectDisplayNames = Default;SLS-CDR;Striped;Black affectColliders = false buttonName = Next Paint Scheme previousButtonName = Prev Paint Scheme } } } Did some more testing, and it seems to definitely be something with the curves being bad/wrong/messed up. I hadn't noticed these until now, unfortunately. See screenshot below. Craft is probe core, antenna, clamp (behind) and SRB. SRB's thrust in the editor says 4591kN at sea-level. Obviously, the thrust is above that mark: So, yeah, it should explode with that thrust. I'm probably going to just have to roll my own curves or simply grab from RO what I can.
  8. Well, as an additional head scratcher, the only time it seems to want to blow up is when it's using a thrustCurve{}. Same part, same session of KSP, I could switch the config to one without a curve and no problem; as soon as I switched to one with a curve, it explodes. Funny, though, in the right-click menu the rated thrust label is reading above 100%. I haven't hit the highest thrust in the curve yet though. I'll get the MM cache or something with the finalized node, though, and post it here.
  9. I've got an SRB that seems to blow up simply from running. I'm not sure what's going on, but if I set it on the launchpad, ignite it, I can just watch the engine temp climb steadily toward its 3600K limit and just blow by it (and kaboom!). Other SRBs I've configured don't do that, so I gotta believe something's in my config that's breaking it. It's a SpaceY large SRB: @PART[SYSRB_25X23]:FOR[RealFuels_StockEngines] //SpaceY S223 Super Heavy Lift Solid Rocket Booster { @mass = 12.1 @cost = 7935 %entryCost = 39675 @maxTemp = 1800 @description = When Kerbodyne boosters just aren't enough, go with a wider design! This SRB is designed to balance lifting ability and burn time. @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 5000 @heatProduction = 100 @atmosphereCurve { @key,0 = 0 289 @key,1 = 1 265 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 7 origTechLevel = 7 engineType = S origMass = 12.1 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } } CONFIG { name = SolidFuelSteadyDip maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.20 1.00 6 -0.2 key = 0.95 1.00 0 0.0 key = 1.00 0.50 } } CONFIG { name = SolidFuelDecreasingDip maxThrust = 5000 heatProduction = 100 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 0.9950 throttle = -1 ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } curveResource = SolidFuel thrustCurve { key = 0.00 0.01 key = 0.01 0.01 key = 0.05 0.50 0 0 key = 0.95 1.00 0 0 key = 1.00 0.50 } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 78751 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } SRB that works that I've tested is a KW Thor II large variant, config here: @PART[KWsrbGlobeX10L]:FOR[RealFuels_StockEngines] //Globe X-10L “Thor II” SRB { @mass = 6.75 @cost = 4330 %entryCost = 21650 @maxTemp = 1800 @MODULE[ModuleEngine*] { @name = ModuleEnginesRF @maxThrust = 3015 @heatProduction = 176 @atmosphereCurve { @key,0 = 0 284 @key,1 = 1 260 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEnginesRF techLevel = 6 origTechLevel = 6 engineType = S origMass = 6.75 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 3015 heatProduction = 176 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 1.0000 throttle = 0 ModuleEngineIgnitor { ignitionsAvailable = 1 useUllageSimulation = false autoIgnitionTemperature = 800 } } } !MODULE[ModuleEngineIgnitor] {} ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 useUllageSimulation = false } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 38000 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } Nothing stands out to me that would cause insta-explosions on the first one, so I wanted to put this out there and ask the question: what did I do to make it explode?
  10. Thanks HarvesteR for this amazing game. I wish you the best in your next project, and may it be as amazing as this one!
  11. FYI, I've added Kartoffelkuchen's Launchers Pack (SpaceX for now, Atlas still forthcoming) and Cormorant Aeronology (Space Shuttle kit) to the repo. Anyone playing with those mods, do download from the GitHub repo and let me know if those are working fine. Note, I haven't made fuel tank configs for the various Cormorant pieces, so the catch-all tank patch may do odd things, and as always PartSwitch and IFS may add much chaos to the configs. LATE EDIT: I pushed a new update because @Starwaster informed me of a bug in the configs, so thanks! Apparently, the flow mode is "resourceFlowMode" and not "ResourceFlowMode". The generator will be fixed later, but it seems the flow mode doesn't get set if the capitalization is wrong. Also, I changed the install a bit, so CKAN might take a bit to be updated.
  12. I haven't gotten into much career balancing for Stockalike, since I play sandbox mostly. Career never felt right for me, for various reasons. Also, RF tech levels are unlocked in the nodes spelled out in the generator. Which makes problems when engines are unlocked in different nodes. Though, this could have changed in RF but I don't remember hearing about that. I've always tried to avoid messing with the engines as much as possible for the sake of mod compatibility. Getting into career balancing may not quite be in-scope for this mod, but it also might need to be? For those running Stockalike in a career, do you have thoughts? I don't have a problem altering tech nodes, but that seems a much larger thing than just engines. To me, to do it properly, you'd need a Realism Overhaul - Lite kind of thing (which has been tried a few times). Or maybe we'd just need a CTT patch for 6.4x scale or something, or use RP-0 as a base and tweak for the Almost Realism Overhaul.
  13. Welp, looks like the RealPlume configs were all using the :FOR[RealPlume] pass. Not a good way to do that. I've also added Svm420's newer configs to the repo and made sure all of those are running on :BEFORE[RealPlume] instead. Also, @blowfish, to play nice with AJE I just need to ensure that the configs don't replace the ModuleEnginesAJE*, correct? Last, I've updated the Squad engines' config using the new generator code. Wanted to release this one into the wild to make sure it was working properly. New release, download from GitHub. CKAN should update when it polls the repo next.
  14. At this point I'm just using Hangar Extender and removing the SPH model entirely. Get's rid of the "sparkles" and increases FPS at the same time.
  15. Yes, you can do that. In which case you should use !OBJECT,*{} If the config is vastly different, you could do this and replace everything with your config. Personally, I'd try and alter the settings as needed, for example: @EVE_CLOUDS { @OBJECT[Kerbin-clouds1] // Grab the main Kerbin cloud layer... { @altitude = 4500 // change the altitude parameter @settings // get inside the settings{} node... { @_DetailTex = MyModFolder/custom/textures/clouds // use your own cloud texture } } @OBJECT[Laythe-clouds1] // Grab Laythe clouds... { @detailSpeed = 0,8,0 // change detailSpeed @altitude *= 1.5 // scale the altitude up by 50% (i.e. take what's in altitude and multiply it by 1.5) } } NOTE: I have no idea what the above does, it's just an example of how something could look. Doing it the above way saves you from having to rebuild configs every time you update a mod, or losing the original configs (which was the original use of MM).
  16. The instructions in the OP are pretty good, so start there. That particular link does look a little scary at first. Basically, though, @SOMETHING means you want to change that something. In your case, @EVE_CLOUDS{ ..stuff.. } will change stuff inside the EVE_CLOUDS node. Look through the original clouds config and then map out what you want to change, using the examples in the OP as a guide. Also, check out some other MM patches for insight, as there are a lot of them floating around. Sorry, not the best teacher here. Generally I learn by breaking it until it works again.
  17. @Sigma88 @Chris97b I believe it is just config errors. I have a file that's generating 2 errors while I'm testing versions of the RF Stockalike configs. Which, now that you say it, makes sense that you wouldn't want a cache file in that case. I knew it had to be something simple that I overlooked. Thank you both.
  18. You can see an example here: https://github.com/Sigma88/Sigma-Dimensions/blob/Development/GameData/Sigma/Dimensions/Configs/ReDimension/resizeClouds.cfg#L23 Should at least get you started. Also, I seem to have a minor issue: I'm not getting any cache file any more. I don't know what I could have done for that. But before I post up logs and such, is there some user error I have committed to make this happen?
  19. Thanks again for the report. Fixed again. Clear your cache to see the new version (or just use an incognito window).
  20. You probably want to look for 64K. The mod just changed names, so it might have older versions there (though I'm not sure how far back). And welcome to the forums! Sounds like your install may be messed up. I'd try making sure you have Kopernicus, Sigma Dimensions, and KScale64 all installed properly (uninstall and reinstall if needed). If not we'd probably need logs to find out anything further. The runway one might just be stock issues, though, especially if it's the dirt one in career mode. Also, welcome to the forums!
  21. TAC doesn't really "scale". Hours don't pass any slower or faster, it just takes longer to get anywhere. Which, IMO, is part of what makes upscaled systems more challenging. I mean, you could adjust the consumption rates, but I don't think that's MM-able.
  22. Ok, I'll go with the one part with upgrades for now, unless there's a ton of feedback in favor of the other option.
  23. Question, especially for those that use Kartoffelkuchen's Launcher Pack: The Merlin 1D has 3 different parts that are effectively upgrades of the same engine. So, 1D < 1D+ < 1D++. The only difference being thrust, really. While I was writing up configs for these, I was debating simply removing the two later engines in favor of the first one since RF sets up tech levels and handles upgrades like that internally. Would you all rather have 3 parts unlocked at varying tech nodes or one part that is progressively better?
  24. Sigma Dimensions is a dependency for 64K. You need it to have everything scale properly.
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