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Raptor831

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Posts posted by Raptor831

  1. 14 hours ago, Razgriz01 said:

    Since the last update to this mod, some of the SpaceY SRBs aren't working correctly.  The thrust limiter doesn't work on some of them (you can change the slider but it doesn't affect anything), and some of them will overheat and explode within seconds of being ignited if you change the burn profile via the real fuels menu.  The SpaceY S115 Heavy Lift SRB suffers from both of these issues, and the SpaceY S217 Super Heavy Lift SRB suffers from at least the thrust limiter issue (have not tested the it for the other one).  This is not a full list, just the ones I've noticed the problem with.

    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. :wink:

    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. 6 hours ago, Traches said:

    That all makes a lot of sense! Thanks for the hard work. Would it make sense to add some cold-gas RCS thrusters to the early tech tree? 

    You're welcome. :wink: 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. 13 hours ago, Starwaster said:

    Oh gawd.... an in-game editor? And I guess you have to click the button to addd a key? You can't just paste in all your keys at once? That's how the editor plugin worked. And you could either manually enter tangents (or paste them in along with the entire curve list if it had them) or grab handles on the curve points and adjust them that way. (because it was really an extension of the editor's existing curve editor except that the plugin made it so you didn't have to actually be working with animations or anything)

    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. On 5/31/2016 at 9:34 PM, Starwaster said:

    I had a real nice curve editor for Unity editor 4 but it doesn't seem to work in the Unity 5 editor. (was a real nice, simple graphical editor where you could input the curve keys direct from ksp config files because they were in the same format)

    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. :confused: Or Unity 5 changed the default tangents or interpolation.

  7. 1 minute ago, Starwaster said:

    I thought about the thrust curve but discounted that possibility. Where did the curve come from and is it used in any other rocket?

    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:

    qCD5BT7.png

    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. Just now, Starwaster said:

    I think we need to look at the final config after that patch is applied to it. Maybe there was something in the original that's not interacting well?

    Check and see if the original is normalizing heat production or what

    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%. :huh: 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? :wink:

  10. 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.

  11. 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.

  12. Welp, looks like the RealPlume configs were all using the :FOR[RealPlume] pass. Not a good way to do that. :blush: 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.

  13. 58 minutes ago, Cetera said:

    Oh, so for the EVE mod, the first line in the clouds.cfg file that I want to edit is "EVE_CLOUDS", so in my MM patch to modify that config I start with @EVE_CLOUDS.  I am slowly starting to understand.  

    There are nested OBJECTS under the EVE_CLOUDS.  They aren't specifically-named objects, however.  How do I specify each one I want to change?  Can I just remove them all, and then recreate everything I want?

    Oh, I think I see.  Can I just do "!OBJECT,*" to remove them all, and then put in the config as I want?  Is that correct?

    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).

  14. 12 hours ago, Cetera said:

    Unfortunately, that really doesn't help me much.  It looks like something wildly complicated to me.  I'm guessing you can write your own variables using that, but I'm really not sure how to even get that far.  I was thinking of something much, much more basic.  Can module manager do a patch to say "don't load clouds.cfg" and "instead, load this new.cfg?"

    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. :wink:

  15. 52 minutes ago, Cetera said:

    Can someone help out a total n00b?  I'm trying to figure out how to write an MM patch that will overwrite/replace/stop the E.V.E. config file in GameData > BoulderCo > Atmosphere > clouds.cfg, and replace it with a custom config.  I've been perusing the documentation, but since it isn't a module, I'm really not even certain where to start.

    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?

  16. 3 hours ago, rohlb said:

    Hi

    I was wondering, is the file still available for KSP on 1.0.5 ? Because on spacedock only the versions of the mod for v1.1 are available

    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!

    2 hours ago, MajesticKraken said:

     

    I have a question. I tried to look at all the pages but noone seems to be asking about that. I may be blind but I will ask anyway.
    My KSC is hovering above ground with a hole big enough for a rover. It's not something that horrible but it bugs me out.
    And one more problem. When I try to drive my plane on the runway it always bounces up somewhre near the beggining of the runway and crashes. Anyone who can help?

     

     

    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!

  17. 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?

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