Jump to content

BLUAV8R

Members
  • Posts

    429
  • Joined

  • Last visited

Everything posted by BLUAV8R

  1. Can someone make a video documenting this mod and it's features? I kinda sorta maybe half think I know what this mod is but i'm not sure XD
  2. If I were you, I would design the tanks (visually) to fit those ratios regardless so that when innevitably, a RealFuels config comes around (which I love to play with) it will look like it actually fits that 2.56:1 LOX:RP1 ratio
  3. Well the DPAI mod has a Module Manager included in it's download... but its in the GameData folder in the zip so you would have seen it most likely idk really
  4. Look a few posts up, real reflections are now implemented and can do all that EDIT: Ninja'd by Shaw XD
  5. Awesome! I've had some... bad experiences with KSP water before XD
  6. This should be in the Add-On Affairs thread
  7. Okay, wait, I got it to work..... not too sure what I did lol Final Config: PART { // --- general parameters --- name = AresVCore module = Part author = BobCat/YANFRET/edits by me // --- asset parameters --- mesh = model.mu MODEL { model = CMES/Ares_V/Ares_V_Core/model scale = 1.237, 1.2, 1.237 } scale = 1 rescaleFactor = 0.765 CoMOffset = 0, -20.0, 0 // --- node definitions --- node_stack_top = 0.0, 1.6518588, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -41.0, 0.0, 0.0, 1.0, 0.0, 3 fx_exhaustFlame_blue = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -3.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 40000 cost = 13900 category = Propulsion subcategory = 0 title = Ares V Main Core manufacturer = Aerojet Kerbodyne description = One of the largest launch vehicles around, this booster was made to bring huge cargo into LKO or beyond. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 200 maxTemp = 2900 breakingForce = 99200 breakingTorque = 99200 // Tank Parameters MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4560 heatProduction = 220 fxOffset = 0, 0, 2.5 PROPELLANT { name = Kerosene ratio = 37.694087 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 62.305913 } atmosphereCurve { key = 0 368 key = 1 304 } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 7 origTechLevel = 7 engineType = L origMass = 12 configuration = LqdHydrogen+LqdOxygen modded = false CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 4560 heatProduction = 217 PROPELLANT { name = LqdHydrogen ratio = 0.7630831 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.2369169 } IspSL = 1.3 IspV = 1.27 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 32 } } } } MODULE { name = ModuleFuelTanks volume = 304000 type = Cryogenic } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat2 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  8. Yeah that's what I thought lol XD I tried that to see and am looking now, KSP just booted EDIT: meh same results, maybe that's something to be addressed in future versions @Nathankell? Parts with an engine AND MFT (bi propellant is the problem really) doesn't prompt the ability to auto fill the tank to the correct proportions that the engine needs
  9. I've made.. progress... I got it to actually get fuel now, but I have to manually enter the fuel numbers into the Tank GUI, there's not button to auto do it according to the engine it's feeding () So for testing of other features, I just did RESOURCE with blah blah blah of the stuff, I still wanna make it a MFT, but I dont wanna have to manually type in the correct numbers each time I load the tank from the part list in the editor, do you know what I have to do? EDIT: here's what I got so far: PART { // --- general parameters --- name = AresVCore module = Part author = BobCat/YANFRET/edits by me // --- asset parameters --- mesh = model.mu MODEL { model = CMES/Ares_V/Ares_V_Core/model scale = 1.237, 1.2, 1.237 } scale = 1 rescaleFactor = 0.765 CoMOffset = 0, -20.0, 0 // --- node definitions --- node_stack_top = 0.0, 1.6518588, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -41.0, 0.0, 0.0, 1.0, 0.0, 3 fx_exhaustFlame_blue = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -3.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 40000 cost = 13900 category = Propulsion subcategory = 0 title = Ares V Main Core manufacturer = Aerojet Kerbodyne description = One of the largest launch vehicles around, this booster was made to bring huge cargo into LKO or beyond. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 200 maxTemp = 2900 breakingForce = 99200 breakingTorque = 99200 // Tank Parameters MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4560 heatProduction = 220 fxOffset = 0, 0, 2.5 PROPELLANT { name = Kerosene ratio = 37.694087 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 62.305913 } atmosphereCurve { key = 0 368 key = 1 304 } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 7 origTechLevel = 7 engineType = L origMass = 12 configuration = LqdHydrogen+LqdOxygen modded = false CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 4560 heatProduction = 217 PROPELLANT { name = LqdHydrogen ratio = 0.7630831 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.2369169 } IspSL = 1.3 IspV = 1.27 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 32 } } } } MODULE { name = ModuleFuelTanks volume = 304000 type = Cryogenic } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat2 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  10. Can a part have an engine and resources with real fuels? Mine will hold resources and say it has an engine, but when I click to add the fuel type it uses it adds it, but the Delta V readout is 0 and if I launch it the engines say "LqdOxygen or LqdHydrogen deprived!" even though there is about 30KL of it IN the part itself.... I'm getting confus over here and could use help Here is the part parameters: PART { // --- general parameters --- name = AresVCore module = Part author = BobCat/YANFRET/edits by me // --- asset parameters --- mesh = model.mu MODEL { model = CMES/Ares_V/Ares_V_Core/model scale = 1.237, 1.2, 1.237 } scale = 1 rescaleFactor = 0.765 CoMOffset = 0, -20.0, 0 // --- node definitions --- node_stack_top = 0.0, 1.6518588, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -41.0, 0.0, 0.0, 1.0, 0.0, 3 fx_exhaustFlame_blue = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -3.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -3.0, 0.0, 0.0, 1.0, 0.0, running sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 40000 cost = 13900 category = Propulsion subcategory = 0 title = Ares V Main Core manufacturer = Aerojet Kerbodyne description = One of the largest launch vehicles around, this booster was made to bring huge cargo into LKO or beyond. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 200 maxTemp = 2900 breakingForce = 99200 breakingTorque = 99200 // Tank Parameters MODULE { name = ModuleFuelTanks volume = 304000 type = Default } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4560 heatProduction = 220 fxOffset = 0, 0, 2.5 PROPELLANT { name = Kerosene ratio = 37.694087 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 62.305913 } atmosphereCurve { key = 0 368 key = 1 304 } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 7 origTechLevel = 7 engineType = L origMass = 12 configuration = Kerosene+LqdOxygen modded = false CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 4560 heatProduction = 217 PROPELLANT { name = LqdHydrogen ratio = 0.7630831 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.2369169 } IspSL = 1.3 IspV = 1.27 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 32 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 4560 heatProduction = 217 PROPELLANT { name = Kerosene ratio = 0.37694087 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.62305913 } IspSL = 1 IspV = 1 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 32 } } } CONFIG { name = Aerozine50+NTO maxThrust = 4560 heatProduction = 217 PROPELLANT { name = Aerozine50 ratio = 0.5017301 DrawGauge = True } PROPELLANT { name = NTO ratio = 0.4982699 } IspSL = 0.96 IspV = 0.95 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 32 } } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat2 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } Anybody see anything blatantly obvious? EDIT: So i've been looking at stock parts that do this (like the LFB in NASAMission) and it added "basemass = -1" under the MFT module, testing now...
  11. If anything, it'd have to be because some people just don't read the posts unfortunately... They see Download and go for it then close the page, and, innevitably, people go using it on x64 and then come spam the comments with "WHY DOESN'T YOUR MOD WORK BLAH BLAH", and, while not being a mod creator, I can see how that would be annoying TL;DR: makes life easier ¯\_(ツ)_/¯
  12. I love this mod pack and have been picking and pulling specific parts from it to integrate into my existing saves I've been doing things like renaming parts for my liking and giving them mod compatibility (like real fuels), but I have some questions: 1. What is the (as close to the exact number as you can get it) diameter of the SLS core stages and other large parts? I know they're 8m or so but I wanna resize them for myself to 5m for my game and need to know exactly so I can do proportions with the scales 2. The EMLV (Delta IV) nosecones have always looked, well, weird with their lighting. It has strange shadows and looks funny, no matter what I try (different file types, adjusting normal map), does anyone else have this?
  13. That's kinda how I've always treated it lol Not sure why it's there or what it does, but always use it XD
  14. When it searches the part parameters you've given it, you have to put that in there because it tells MM this: @FOO = Find FOO for me because i'm going to do some edits to it FOO = Make a new FOO so I can add stuff (and so If you said this in Search Parameters, well, it really just doesn't make sense) So you need it because it says that you're gonna find the things with it and also make changes, kinda the whole reason you're looking up the part in the first place lol I think that's why, but don't quote me on that XD i'd wait and see what NathanKell or Sarbian say lol
  15. Yeah there is at the top: @PART[*]:HAS[@RESOURCE[LiquidFuel|Oxidizer|SolidFuel|[COLOR="#FF0000"]Monopropellant[/COLOR]|XenonGas]] should be: @PART[*]:HAS[@RESOURCE[LiquidFuel|Oxidizer|SolidFuel|[COLOR="#FF0000"][B][I]MonoPropellant[/I][/B][/COLOR]|XenonGas]]
  16. Thanks! I just realized what I was trying to write was nullified by a previous statement in my patch as it already did that, but this is great to know for the future!
  17. How do I include an "OR" statement when searching for part parameters? For instance: @PART[*]:HAS[@MODULE[ModuleEnginesFX]&[@RESOURCE[LiquidFuel] [COLOR="#FF0000"](OR goes here)[/COLOR] @RESOURCE[Oxidizer] [COLOR="#FF0000"](OR)[/COLOR] @RESOURCE[Monopropellant]]&!MODULE[ModuleFuelTanks]]:NEEDS[RealFuels]:Final If this isn't possible I can always just do 3 individual ones for engines also with LiquidFuel, engines also with LF/OX, engines also with Monopropellant, or engines with all 3 (like a service module) Ideally I don't wanna do this as it is a lot to write if I can fit it all into less
  18. Hey Beale! What kind of methods do you use to launch the Fuji? I'm mid download and that just came to my mind lol
  19. Looks great! Can I make a recommendation that a day be spent of going through the entire pack making the folder structure and naming more visually apealing? I love this pack but can't use all of it with my current install so I like to pick and pull, however, sometimes it's really hard to tell what parts are what without opening the part.cfg file for each if you could rename the folders to accurately tell what each part is in the install (also remembering to fix any errors for model locations in the cfg as a result) that would be amazing!
  20. Hey Frizzank, Shaw has managed to get texture replacer to do real reflections on parts, it's not as easily do-able like reflection plugin where it's an alpha channel, but rather a specific mesh or model, however if gotten to one's liking, it works WAY better than the reflection plugin I think it could work well on a lot of your parts
  21. Here crasher i'll do my best to throw one together real quick, you want red with the terran empire logo?
  22. Whatever you choose to do would be great either way I just can't wait for overhaul 9-2 to become more stable and for packs to be made for it!
×
×
  • Create New...