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Starwaster

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Everything posted by Starwaster

  1. I don't think so. There are some tank issues that make other engines more attractive. I've posted some module manager code a few times over the past few pages that fixes that. And I've got some config enhancements that will make nuclear engines more attractive as well. ( various alternate fuels and a composite fiber lightweight tank type) ill post that soon when I'm happy with it so look for that if you're interested.
  2. I request that the tanks be constructed out of a slightly less stretchier material. I walked out of the office onto the Space Center grounds and discovered that a bored Jeb and Bill Kerman had toilet papered the entire VAB. Except that instead of paper they used the new Stretchy Tanks. (We didn't find Bob until after we'd unpeeled about 10 layers of Stretchy Tank....)
  3. There is no every MODEL. Each part only has one. That is supposed to go inside @PART { ... } Sorry I thought that was understood. If there were multiples though @MODEL,0 might work... that's how you handle extra keys. Edit: the plugin might be C# but this isn't. Think of this as an interpreted script.
  4. @MODULE[KethaneConverter] { @InputRates { @Ore = 2 } } I think that should do it. Also, for the first one, just do: @MODEL { @model = something }
  5. Did a test flight, only problem was that my craft became too top heavy in the upper atmosphere after my 100m x 1.25m bottom stage depleted.
  6. The download has two DLLs in it! One in a 'plugin' directory and the other in a 'plugins' directory. One is also dated today so I'm assuming that is the correct one and deleting the older one..
  7. FWIW, I have seen this myself once before. It was several weeks ago, so, in my case it was not linked to your mod. It was just after I'd installed Modular Fuel System w/Real Fuels option installed and several of my ships were rendered unusable when their fuels changed. Both ships were these horrid strut/girder monstrosities that I downloaded from Spaceport and when I deorbited one, the struts suddenly started stretching like taffy just like KhaosCorp's pictures. I've never seen it before and never seen it since. It was also just after the 0.21 update so it could be something that crept in just with this last update.
  8. It would definitely put a crimp in my play. Honestly, I can't think of a single aspect that I have NOT done manually (i.e. just stock tools) and MJ2 isn't so infallible that I don't have to take over from it periodically but if I had to do without it entirely then I'd start finding things pretty tedious after awhile.
  9. It's also the cryogenic tank too that is using the splice (@) operator when it shouldn't. And I think there might be some other config file versions where the Default tank has the same problem because earlier I noted that certain KW tanks had normal masses (and therefore mass ratios) for liquidfuel and oxidizer and then I replaced my config and now I'm seeing 0 mass for LF/OX tanks now too. That's why I've patched mine with: // Fix for fuels missing mass // Only use if you are using the 'Real Fuels' version of Modular Fuel Tanks @TANK_DEFINITION[Cryogenic] { @TANK[LiquidFuel] { mass = 0.0005 } @TANK[Oxidizer] { mass = 0.0005 } } @TANK_DEFINITION[Default] { @TANK[LiquidFuel] { mass = 0.0005 } @TANK[Oxidizer] { mass = 0.0005 } } Also, @Chestburster, I've noticed that in the Cryogenic tank that H2 does not require additional mass for its tanks, is this a mistake or is the intention that because cryo tanks are a little more massive (+0.000025 basemass over default) that they require no additional insulation/cooling? That's been my interpretation.... Re: fuselage / no basemass. That's kind of odd because I was poring over the source code and saw a few lines that check for tanks with no basemass and apparently used the part's mass property instead. Sounds like a bug.
  10. It's not just a matter of adding the module though, the volume property of ModuleFuelTanks would have to be set on the fly as it's resized. If that's done then it ought to work just fine. (I had some interesting results when I tried adding it by config file alone. MFS recognized mass changes and reported the volume increasingly negative as I increased the size. Probably because it saw much more fuel in there than what it had been told was in there)
  11. Procedural Players. You no longer have to do anything, just sit back and watch.
  12. I think most of the implementation probably has to come from MFS. I played around with both this and MFS last night, and MFS keeps track of volume separately in its own module (it doesn't even pull that from stock tanks, it gets added in to MFS config files used by ModuleManager). So it needs to be able to pull the new volume from your tank and then use that in its own nodes internally. I thought about dropping ialdobaoth a line but it's not my mod and I didn't want to step on anyone's toes or get ahead of myself....
  13. Did you make sure to activate all those parts? The intake needs activating or opening or something. I forget which exactly.... Also, don't turn on the CO2 scrubber since you want to send the CO2 to the recycler..... and I think the recycler needs activating too. And is that the little one or the big one? Neither one operates at 100% efficiency, there is loss. The big one is something like 75% and the little one quite a bit less.....
  14. Because it fixes the problem MJ2 has with simple maneuvers. Probably because of poor PID implementation You can mitigate it somewhat by playing with PID values, especially for D but in general, MJ can't do something as simple as a 180 degree rotation without a lot of unnecessary control input which manifests itself in a lot of unnecessary RCS usage. Try doing something like ordering SmartASS to do a 180 degree rotation. Watch the control inputs and watch the RCS. You'll see it fire and counterfire opposing pairs NONSTOP. That's not how it should be done. Or at least it's not how *I* would do it and I suspect now how you or a lot of other people would either. You'd probably start your ship rotating with a quick RCS burst to start it yawing or pitching... then wait then counterfire to kill your rotation. If you were in a hurry, worst case is you hold down the control so that RCS fires non-stop until up to halfway through, then fire in the opposite direction for exactly as how long as you were firing the first thruster. But you wouldn't sit there alternating keys rapidly nonstop... it's a wonder MJ2 can even do something as simple as orienting the ship. Sarbian has gone a long way towards eliminating that behavior. It still does it a lot during docking, not sure why... maybe because RCS translations are handled differently.
  15. Wow that is awesome. How much did you scale the larger one by? Suddenly, I think I know what parts I'm using for my Duna Expeditionary Base that I'm planning... aaaand, oops, I just tried to right click and change camera position on your picture
  16. wow that looks like your struts stretching.... I had that happen once. ONCE. Never since.. of course it was a horribly complex craft....
  17. Dang, just realized that Modular Fuel sets volume for its own module independently.... going to need plugin intervention for the two to work together.
  18. You dont have to support other resources. Just Modular Fuel Tank mod. that mod and yours are like... red sauce on pasta. bacon on pizza. chocolate and peanut butter. it shouldnt require more than some config file editing. as soon as I'm done with this round of L4D2 ima gonna get this and see if I cant get it working with Modular Fuels
  19. if this gets integrated with modular fuel tanks then you can do that
  20. oh my god! i wanted this for so long. how is volume handled?
  21. WOLFLING!!! what did you say about procedural fuel tanks???? Procedural Fuel Tanks
  22. From what I'm reading in other threads, that seems more likely than what I was asking him about. I've also heard that it can result in orbital flight path changes.
  23. It's three 2.5m KW tanks stacked. On top of that is a procedural fairing ring base. At the bottom of the stack is another such ring base and the fairing forms between them. Six more fuel stacks attach to the central stack. An array of mono tanks and flywheels probe core and the Sr port top it off. I can can get a modest boost with larger tanks but ti really boost the delta-v means replacing the outer tanks with drop tanks but that means I don't get the giant tank look. In fact for nuclear, drop tanks are probably the way to go. That's where I'm leaning towards now. I'll probably go for a single large 3.75 KW (25600) surrounded by 3 pairs of identical tanks. That gets me to 16k Or I might go really big and do a nova punch 5mx12m tank with 40k units of H2 Edit: I've added additional nuclear fuels, this is actually using Hydrogen Slush. It's a little denser. Doesn't give a huge boost but a noticeable one. Hydrogen Slurpee basically.
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