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hermano

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Everything posted by hermano

  1. Hi @Pehvbot, while my campaign is progressing slowly I'm halfway through the techtree and LRTF is doing really fine. I ran into a conflict with real fuels stock, though. Solid boosters have config like this in rfs: This is not caught by LRTF, so max runtimes where just a few seconds. I added thess lines in profiles_engine.cfg to fix the issue: @PART[*]:HAS[#lrtfConfName[Solid],~lrtfBurntime,@MODULE[ModuleFuelTanks]:HAS[#volume]]:NEEDS[LRTFConfig]:BEFORE[zTestFlight] { lrtfBurntime = #$MODULE[ModuleFuelTanks]/volume$ } Things are way less explodey with it for me.
  2. Wow, I did not have those. Is another mod interfering maybe? This should not be caused by RFS. And I don't see these modules in BDB.
  3. @DA299, I had the same problem. There is a fixed version for the Vega on Github. Make a backup of GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Vega.cfg and replace the contents of the file with this: I tried to fix the Scout, the following config throws no errors but is untested, parts may not work as expected. Make a backup of GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Scout.cfg and replace the file contents with this:
  4. Hi @Pehvbot, something seems off with a decoupler with LRTF. I added this small radial decoupler: With 10k flight data it still has a 15% chance to fail deploying. I think this was supposed to be 1%. Is there a bug or something wrong with the part?
  5. I ran into errors using Bluedog DB and Realfuels-Stock. In profiles_engine.cfg lrtfBurntime computation failed due to missing baseVolume for a few solid motors. I replaced the line @PART[*]:HAS[#lrtfConfName[Solid],~lrtfBurntime,@MODULE[ModuleB9PartSwitch]/baseVolume]:NEEDS[LRTFConfig]:BEFORE[zTestFlight] with @PART[*]:HAS[#lrtfConfName[Solid],~lrtfBurntime,@MODULE[ModuleB9PartSwitch],#baseVolume[*]]:NEEDS[LRTFConfig]:BEFORE[zTestFlight] which seems to work. I haven't played much yet, but in a glance the testflight configs seem fine. Thanks for your work.
  6. Here are updated files for the changed LVT05, LVT10, LVT30 and LVT45 that should work okay in 1.12.2: /gamedata/unkerballedStart/UnKerballedStart.cfg /gamedata/unkerballedStart/parts/UKSliquidEngineLVT05.cfg /gamedata/unkerballedStart/parts/UKSliquidEngineLVT10.cfg I tested them with Restock. Should work with stock as well.
  7. @Well These parts are really nice. @Sir Mortimer I created a Kerbalism Science patch, trying to keep a balance close to the stock experiments:
  8. Well you remove the :NEEDS[MissingHistory|Restock] from the line @PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory|Restock]:BEFORE[zzzUnKerballedStart]. Unless you already have missing history, then the patch should already be executed. In that case you might try to replace the "@node..." parts with "%node..." This will add or edit the node entries instead of just trying to edit the node entries. Maybe the nodes are called different for the new parts?
  9. These nodes will only be added if restock or mh is installed. @gamerscircle maybe try adding the nodes in any case by removing the needs clause: @PART[UKSliquidEngineLVT05]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 }
  10. Probably not. RSE removes the stock sound modules (and real plumes), then add its own custom module. Waterfall then adds the stock modules with new sounds afterwards. The above patch removes the stock sound effect modules again. Without the patch RSE and Waterfall sound probably play at the same time for engines that have both effects set. I really don't know which side effects this may have.
  11. @gamerscircle I have not switched to 1.12.2 as most mods are not ready yet. The LVT30 and LVT45 engines from which the LVT05 and LVT10 are derived have been updated. I can only guess but if squad sticks to its previous naming scheme the LVT30 should have the internal name liquidEngine_v2 and LVT45 should have internal the name liquidEngine2_v2 now. You could check the config files in the squad/parts/engines folders. So in gamedata/unkerballedstart/parts two files need to be changed: UKSliquidEngineLVT05.cfg should begin with // Rescale LV-T30 to .625m +PART[liquidEngine_v2]:NEEDS[!ReStock] { and UKSliquidEngineLVT10.cfg should begin with // Rescale LV-T45 to .625m +PART[liquidEngine2_v2]:NEEDS[!ReStock] { If you try this please let us know the result.
  12. @Errol @coyotesfrontier A stopgap measure has been posted before in this thread. Disable muffling of RSE and install audio muffler redux for muffling. This works fine with soundtrack editor. Solving this problem in RSE would be nice, though. @ensou04 I just learned that Waterfall adds its own sound effects after RSE. Here is a small patch that should resolve the issue: removes Waterfalls sound and smoke trails I assume removing all effects is fine as both stock waterfall effects and waterfall restock do this with all changed parts as well. Edit: There seems to be no generic solution for all engines that doesn't remove the smoke trails, so her are effort-patches for StockWaterfallEffects: and WaterfallRestock:
  13. I'm sure you're right. I didn't expect Waterfall do add its own custom sounds. I probably have both running without recognizing it. Muffling the sounds still works though.
  14. Rocket sound enhancement mod is probably what you are looking for. For me it works great with waterfall in 1.12.1. Or Audio muffler redux mod which works fine as well.
  15. Thanks, @ValiZockt, I'm really enjoying this mod. I started a new game with UnKerballed Start and Realfuels-Stock and saw that patches for the UnKerballed Start parts were still missing. So I created this: and this: The values should be somewhat in line with both mods (small early versions of Reliant and Swivel at 1/10th thrust and 1/8th weight).
  16. I found an exception using UnKerballed Start in 1.12.1 with Restock. This was fixed by replacing in UKSliquidengineLVT10.cfg: There are no dragcubes defined for the rescaled parts. I had problems with my own rescaled parts unintentionally using the original drag cubes. So I created this patch as well: The drag cubes were created by KSP after deleting the part database. With this patch deleting the database wouldn't be necessary. I also installed Realfuels Stock and created a patch for the UnKerballed engines. I'll post these to the appropriate thread, but I though I might as well add them here if anybody needs them: (if anybody wonders what to do with the code: KSP patches can be created from the above code by adding it to a textfile somewhere in gamedata and renaming it to .cfg) Thank you, @theonegalen, for maintaining this mod. Edit: Also some lazy waterfall effects: Another edit: Rocket sounds for RSE were missing as well for me:
  17. There is a config for sounding rockets in /GameData/KerbalismConfig/Support/SoundingRockets_Science.cfg which should control the settings for Kerbalism science. Only SRExperiment01 has set BodyAllowed = Atmospheric in its KERBALISM_EXPERIMENT module. Adding this for the other three modules should restrict them, too, I suppose.
  18. I was a bit annoyed by the difference in solid rocket sounds between RSE and other mods and decided to create a generic patch to enable RSE for all boosters. The values are derived from the current stock boosters. All values are dependend on maxthrust right now. For pitch the ratio between thrust and amount of solid fuel might make more sense, though. Create a .cfg file in gamedata and paste the code to try it out.
  19. A heads up if you encounter exploding parts on landing, levitating fairings and similar problems. I tracked the problem down to a patch that makes light parts physics-less to avoid the 1.11 part mass bug (link). Excluding engines, lifting surfaces and decouplers from the patch solved the problem. Thank you, @RoverDude for creating great mods and keeping them alive for so long!
  20. @Clamp-o-Tron Kerbalism Default config has some patch code for reliability that could have similarities in analyzing the engine type: (with Kerbalism using Unlicense posting their code here should be okay afaik) @ensou04 This mod is awesome, I've been using it since the first version released and it's really hard to play without now.
  21. Removing and earning veteran status works fine in 1.11. I'm also using KerbalRenamer, so I cannot say for sure if randomizing Kerbals works. Just starting a new game with Earn Your Stripes should answer that question, though.
  22. Right, I decided to not use B9PartSwitch, then changed some values to try some things and didn't want to rewrite it all and post untested code. My intent was just to show that changing ratios works that way.
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