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Shad0wCatcher

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Everything posted by Shad0wCatcher

  1. Quick question Taniwha, where exactly is mass per volume calculated? In the dll or the modulartanks config? I only ask as I just tried adding Argon from Interstellar to the modular tanks config but ran into a slight mass problem. 6000 units of Argon weighing in at over 40 tons (the equivalent Xenon mass being less than a ton, even Interstellar's 2.5 meter Argon container @ 1080 units of Argon was less than 6 tons). I essentially copied over Xenon to a new tank config and changed its utilization to be fractionally proportional to Real Fuels (i.e. Xenon stored at 150 PSI via utilization and argon @ 200 PSI) which gave me a utilization value of 74.666 repeating (rounded to 74.667) compared to 56 with Xenon. Is it even something that MFT handles or am I barking up the wrong tree and I need to tweak the hell out of Interstellar's fuel density to get the mass correct?
  2. That'd be fairly amazing Fractal far as carbon dioxide usage. Everything works well so far Eadrom.
  3. Don't mean to sound like an ass but telling people to look at a link that's broken then specifying later to look at another post (while yes on the same page) rather defeats the purpose. I'd think it'd be easier to either A) have the correct post number in the original link or post the corrected link in a more obvious format than at the end of a post in the middle of a page with an incorrect link. I was able to find the dll without issue without ever seeing the other post. Thank you for the clarification.
  4. Downloading and Testing now. EDIT: Some clarification requested. Is this recursive in that it still does default mbm compression along with the TGA conversion / reduction? EDIT 2: Wow. Switching from 1.1 to 2.2 and now 2.3 and my memory usage increased by 800 megabytes from 2.4 gigabytes to 3.2 gigabytes used in the VAB. Also getting some weird metallic reflections on parts like the mk 1 (starter) pod now. EDIT 3: Correction last; 2,213,000 KB with 1.1, not 2.4
  5. May want to note that the specified link doesn't work; have to go back to the user's main page then browse for the .dll
  6. Depending on what sort of search or comparison program you have switching back isn't too bad (simple search of .mbm.orig and mass rename to .mbm will get them back to pristine) even without bray's upcoming update that incorporates that function.
  7. So many variables to account for even getting a ballpark figure is a hell of a feat Fractal. Pretty sure Amram was looking for possibly something at atmosphere as opposed to vacuum (I was actually doing the same thing he/she was with regards to TWR at 1 ATM; testing for a possible lander scenario using thermal rocket motors). Even the vacuum TWR readout is greatly appreciated though. Appreciate the work you've done so far and looking forward to the future of this mod.
  8. Sounds good rbray; will be happy to play guinea pig for ya; and third time still unlucky. Weird that it's hanging at different points though; I would have thought it would find the first instance of something it couldn't read and hang on that. This time around it couldn't read/load a texture from KAS and hanged. (Really odd as it crashed the first time and hanged on the sound effect the second time; both well after KAS had loaded)
  9. Not yet Sigma. I will be trying a third time; hopefully that NRE I just posted narrows things down.
  10. Yea Fenrir; I just had the same issue as you; game hangs without crashing. Mine looks to be a NRE while adding a sound from the stock game. PartLoader: Compiling Part 'Squad/Parts/Utility/parachute_single/part/parachuteSingle' (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Added sound_parachute_open to FXGroup activate (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at System.Collections.Generic.GenericEqualityComparer`1[System.String].GetHashCode (System.String obj) [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2[System.String,System.Int32].TryGetValue (System.String key, System.Int32& value) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 @Moto the render frame skip is basically the splash screen not rendering because the game isn't in focus. My output log is spammed to hell and back with them as I was letting the game load in the background; made finding this NRE a pain
  11. Note to self: DO NOT USE 100% thrust with DRE in space with a craft that has a 10:1 TWR in LKO. Space Kraken are hungry. Either that or I can generate artificial black holes with how quickly craft implode.
  12. Just had a crash here also; hanged while trying to compress the Romfarer UI pieces (according to the output log in the crash folder.) Will attempt again and see.
  13. @Tomato just a config error between tanktypes.cfgs. Delete the spherical-toroidal config in the modular fuels folder; the spherical pack already includes a config that's in-line with MFS capacities.
  14. If you think that's correct and how things should be I won't pester you to look deeper into it. Looking at the models though the relative change between the two is identical. The structural fairing adapter is going from a 5 meter diameter to 3.75. The fuel adapter is going from 3.75 to 2.5. Both are a 1.25 meter diameter drop. I think I may have figured out their use anyhow (pseudo-fairing adapter...used in place of the actual fairing adapters) and I more reasonably understand what you're meaning; the taper between the two is affecting the fuel adapter more due to the overall length of the taper (combined) and slowed airflow from from the fairing adapter causing more friction (and drag) on the fuel adapter. Unless I'm completely off-base, which is entirely possible. The reason behind that design is that its payload was wide but not particularly heavy. Four Probe lander/return craft were crammed inside. I used a 3.75 fairing and was trying to keep my TWR / DV budget somewhat reasonable. I didn't want a 4+ TWR upper stage motor with 3-4k DV ripping my rocket apart when its getting dumped at AP anyway. (Wasn't using that motor and the payload was just so it had something. The actual payload was around 15-17 tons.
  15. Looks fairly solid so far Eadrom; loving that you're looking to integrate (with more depth anyhow) TACLS and Interstellar. The future changes definitely look promising. I personally am on the fence with regards to WasteWater collection as opposed to purified water, I can see one side talking about basically vacuuming up water (or drilling / melting etc) with the other talking about the power usage of the refinery equating to a purification process along with the vacuuming / drilling / mining etc. Have you by chance tried working this with TACLS 0.8 / KSPI 0.9.2 at all? No biggie either way, was more curiosity's sake than anything.
  16. Thanks for the response ferram and I can completely understand that as a non-inverted part that's facing atmosphere. I was less concerned about a needle-shaped rocket than I was about using the same tanks as sort-of trailing edges to taper between a larger payload fairing and smaller upper-stage motor. I can understand some sort of vortex effect of wind coming around the large fairing and pushing back onto the tapered tank; I'll see about getting a screenshot (in the VAB right now) to try to explain more clearly. It could very well be my limited understanding of how trailing edge drag functions; but I would think that the larger fairing would create more of a vacuum effect behind it (underneath from a vertical standpoint) as opposed to massive amounts of drag from what is otherwise a very aerodynamic body. EDIT: Image follows; fair warning it was taken at 1920x1080 so is too large to preview on imgur. The part in question is just below the fairing adapter/decoupler and has (at least to my eyes) the same taper as it, but it has orders of magnitude more drag than the fairing plate just above it. (Hash marks are where the fairing adapter starts if you aren't familiar though you probably are) Image link
  17. Ferram, long time lurker, first time poster. Thank you for all you've done so far. Really appreciate everything you've offered the community. On to my quandary now. Currently running FAR with a bunch of mods, including B9 and KW Rocketry. I'm not sure if my issue I'm running into is something for yourself or kickasskyle (i.e. model issue or aerodynamics not taking the shape of the part into account properly); but every time I use either a structural size adapter from KW rocketry (inverted or not) or a LFO size adapter (inverted or not) the drag per part in an aerodynamic profile seems ludicrously high (anywhere from 30-100+ kilonewtons of drag). I'm not sure if you use KW at all or can do a test on them really quickly or not (I'm using 2.5.5 of KW Rocketry and 12.3 of FAR). To reproduce take any KW rocketry 2.5 or 3.75 fairing plate/decoupler combo (or hell; use the 3.75-1.25 LFO adapter and try and make a "needle" styled rocket with some type of nose-cone at the top; I can guarantee 100 KN of drag); attach a 3.75-2.5 structural adapter inverted (to reduce the lifter assembly of course and maintain an aerodynamic profile as the adapter will be on the trailing edge of the fairings) or a 2.5-1.25 structural adapter plate inverted under the plate/decoupler combo. Build your lifter as usual afterwards. The only way to stabilize the rocket is using N sets of stabilizer fins; where N is a set for each stage until reaching complete vacuum. (I still had 0.4 KN of drag at 65 KM -- well beyond where anything else was producing drag; no RSS or anything resized or any universe replacer; a stock Kerbin). If this isn't clear enough I'll see about loading up the game and taking a couple screenshots to post on imgur. My mods are all completely up-to-date as of yesterday(apart from the two aforementioned parts mods; though I've applied the 0.23 fixes for B9s SABRES) and include the following; FAR, Deadly Re-entry, KSPX, KSPI, RealChute, B9, KW Rocketry, KAS, KJR, Near Future Propulsion, Romfarer Lazors, Mechjeb (2.1.1 stable), VOID, TAC Fuel Balancer, TAC Life Support, Firespitter's DLL, PartCatalogue, Visual Enhancements (6.4; in the process of updating to 6.6), Kethane, ScanSat, 6S Compartment Tubes, The Texture Reduction packs for Squad, B9, and KW Rocketry, Toolbar, Kerbal Crew Manifest, Biomass's science dev version, Davon TC Systems, FTmN NTRs, Kerbal Alarm Clock, Atmospheric Sound Enhancement, Station Science, SDHI Service Module, rbray's Active Memory Reduction, Haystack, Extra-Planetary Launchpads, Sam Hall's Mk2 Cockpit internals, NavyFish's Docking Port Alignment Indicator, and Enhanced Navball....Holy hell that's a lot of mods now that I'm looking at the list.
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