SuicidalInsanity

[1.8.x] Mk2 Expansion v1.8.6.5 [update 11/9/2019]

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@AlexTheNotSoGreat: Try this:

On 8/20/2017 at 9:07 PM, SuicidalInsanity said:

 

  Reveal hidden contents

//Dual-cycle engines
@PART[M2X_ESTOC]:NEEDS[RealPlume]:NEEDS[SmokeScreen] //Z0-OM E.S.T.O.C. Engine
{
    PLUME
    {
        name = Turbojet
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.3
        fixedScale = 1.2
        energy = 0.8
        speed = 1.2
        emissionMult = 1.0
    }
    PLUME
    {
        name = Hypergolic-Lower
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,0.2
        flarePosition = 0,0,0.4
        plumeScale = 0.8
        flareScale = 0.9
        energy = 0.7
        speed = 1
        emissionMult = 1.0
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Turbojet
        %spoolEffectName = Turbojet-Spool
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hypergolic-Lower
    }
}
@PART[M2X_MATTOCK]:NEEDS[RealPlume]:NEEDS[SmokeScreen] //X-44 M.A.T.T.O.C.K. Engine
{
    PLUME
    {
        name = Turbojet
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.3
        fixedScale = 0.5
        energy = 0.8
        speed = 1
        emissionMult = 1.0
    }
    PLUME
    {
        name = Hypergolic-Lower
        transformName = thrustTransform
        localRotation = 0,0,0
        plumePosition = 0,0,0.0
        flarePosition = 0,0,0.7
        plumeScale = 0.5
        flareScale = 0.6
        energy = 1
        speed = 1
        emissionMult = 1.0
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Turbojet
        %spoolEffectName = Turbojet-Spool
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Hypergolic-Lower
    }
}
//air-augmented rockets
@PART[M2X_RATO]:FOR[RealPlume]:NEEDS[SmokeScreen] //SP-R1 Boost-O-Tron
{
    PLUME
    {
        name = Solid-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,0.1
        plumePosition = 0,0,0.7
        flareScale = 1
        plumeScale = 0.25
        smokeScale = .12
        slagScale = 0.25
        energy = 1
        speed = 1
        emissionMult = 0.5
    }
    PLUME
    {
        name = Solid-Lower
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,0.1
        plumePosition = 0,0,0.7
        flareScale = 1
        plumeScale = 0.25
        smokeScale = .12
        slagScale = 0.25
        energy = 1
        speed = 1
        emissionMult = 0.5
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Solid-Upper
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Solid-Lower
    }
}
@PART[M2X_RadialAASRB]:FOR[RealPlume]:NEEDS[SmokeScreen] //SP-R7 Mallet
{
    PLUME
    {
        name = Solid-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,0.1
        plumePosition = 0,0,0.7
        flareScale = 1
        plumeScale = 0.5
        smokeScale = 0.25
        slagScale = 0.25
        energy = 1
        speed = 1
        emissionMult = 0.5
    }
    PLUME
    {
        name = Solid-Lower
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,0.25
        plumePosition = 0,0,0.7
        flareScale = 1.5
        plumeScale = 0.33
        slagScale = 0.5
        smokeScale = 0.25
        energy = 1
        speed = 1
        emissionMult = 0.5
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Solid-Upper
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Solid-Lower
    }
}
@PART[M2X_AugmentedRocket]:FOR[RealPlume]:NEEDS[SmokeScreen] //SP-x4 Sledgehammer
{
    PLUME
    {
        name = Turbojet
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-0.3
        fixedScale = 0.9
        energy = 0.8
        speed = 1
        emissionMult = 1.0
    }
    PLUME
    {
        name = Kerolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,0.45
        plumePosition = 0,0,0.0
        plumeScale = 0.25
        flareScale = 0.45
        energy = 0.8
        speed = 0.4
    }
    @MODULE[ModuleEngines*],0
    {
        %powerEffectName = Turbojet
        %spoolEffectName = Turbojet-Spool
    }
    @MODULE[ModuleEngines*],1
    {
        %powerEffectName = Kerolox-Upper
    }
}
//
Rocket Engines
@PART[M2X_IonEngine]:FOR[RealPlume]:NEEDS[SmokeScreen] //EEP-13 Spirit Ion Thruster
{
    PLUME
    {
        name = Ion-Xenon-Gridded
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0.5
        fixedScale = 0.95
        energy = 1.5
        speed = 5
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Ion-Xenon-Gridded
    }
}
@PART[M2X_Pluto]:FOR[RealPlume]:NEEDS[SmokeScreen] //AT-2 Pluto Atomic Rocket Motor
{
    PLUME
    {
        name = Hydrogen-NTR
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-.4
        fixedScale = 1
        energy = 1.5
        speed = 1.5
        emissionMult = 2
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hydrogen-NTR
    }
}
@PART[M2X_OMSpod]:NEEDS[RealPlume]:NEEDS[SmokeScreen] //mx2 Stationkeeper OMS
{
    PLUME
    {
        name = Hypergolic-OMS-White
        transformName = thrustTransform
        localRotation = 0,0,0
        flarePosition = 0,0,-.2
        plumePositiono = 0,0,-.2
            plumeScale = 0.4
        flareScale = 0.2
        energy = 1.5
        speed = 1.5
        emissionMult = 2
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Hypergolic-OMS-White
    }
}

//Jets
@PART[M2X_HeavyVTOL]:FOR[RealPlume]:NEEDS[SmokeScreen] //H-VR J.Edgar Hover engine
{
    PLUME
    {
        name = Turbofan
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,-1
        fixedScale = 1.3
        energy = 1
        speed = 1
        emissionMult = 1
    }
    @MODULE[ModuleEngines*]
    {
        %powerEffectName = Turbofan
        %spoolEffectName = Turbofan-Spool
    }
}

 

I'm not familiar with RP-S, so it may need a little polish here and there; RP-S users, let me know how it works and I can get a final version included with the next M2X update.

Currently has all the engines save the linear aerospike and the rocket VTOL engine, since neither of those two work with the standard RP plumes.

@HaydenTheKing: The Hyperblast is a scramjet; like IRL scramjet prototypes, you have to meet minimum speed requirements before it will begin to work. In game terms, treat it like any other second stage rocket motor you might use for a SSTO - get the craft up to speed on jets, then switch over to it to get (sub)orbital; only difference is it runs on LF/Air/Speed, instead of LF/O. A tutorial can be found here:

@People wanting an official fix to their NFE problem: M2X doesn't update in lockstep with NFE, and, yes, this occasionally causes problems. M2X updates from time to time for compatibility/maintenance fixes, but I generally desire to have updates that have more substance than minor edits to a single MM compatibility file - hence the posting of compatibility patches in the thread when such issues arise. For those wanting an update, patience, M2X 1.8 is coming. In the interim, I've added a section in the OP that will always contain the latest version of the NFE compatibility patch for ease of access when these situations arise.
 

Edited by SuicidalInsanity

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So after aplying the NFE patch the Rontgen works fine on Kerbin but after hyperediting it to Duna it flameouts instantly. The engine tab just says "Air combustion failed" despite having IntakeAtm on board, at least according to the resources tab. I have quite a few mods installed so im not even sure where to look for the cause. Could it be Kopernicus that is somehow responsible for that?

 

Weirdly enough same thing happens on Laythe so it's not even about oxygen.

Edited by fardragon

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A quick test with the Rontgen had it function on Duna and Laythe (though Duna's atmo is really thin, so max flight altitude there was a measly few kilometers above sea level) using a mostly stock + NFE install, so a mod incompatibility somewhere is probable. If you hyperedit a test vessel somewhere else on Kerbin, does the Rontgen function on Kerbin for you?
I doubt it's Kopernicus, if anything I'm inclined to suspect Hyperedit more, but without knowing what mods you have installed, best advice I can give is by temporarily moving half the mods in your GameData out of that directory, and seeing if the problem persists, and if so, continue removing half the mods in GameData until the problem mod is isolated.
If you remove the Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg to remove NFE reactor mechanics from M2X nuclear engines, does the Rontgen issue persist?

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6 hours ago, SuicidalInsanity said:

A quick test with the Rontgen had it function on Duna and Laythe (though Duna's atmo is really thin, so max flight altitude there was a measly few kilometers above sea level) using a mostly stock + NFE install, so a mod incompatibility somewhere is probable. If you hyperedit a test vessel somewhere else on Kerbin, does the Rontgen function on Kerbin for you?
I doubt it's Kopernicus, if anything I'm inclined to suspect Hyperedit more, but without knowing what mods you have installed, best advice I can give is by temporarily moving half the mods in your GameData out of that directory, and seeing if the problem persists, and if so, continue removing half the mods in GameData until the problem mod is isolated.
If you remove the Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg to remove NFE reactor mechanics from M2X nuclear engines, does the Rontgen issue persist?

Yup seems like an issue with hyperedit cause when i manually edit the save file to move the ship its working like a charm. Seems like I need to find another way to test my crafts. Thanks for the help and sorry for the confusion.

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13 hours ago, fardragon said:

Yup seems like an issue with hyperedit cause when i manually edit the save file to move the ship its working like a charm. Seems like I need to find another way to test my crafts. Thanks for the help and sorry for the confusion.

Reinstall HyperEdit? Doing so fixes other problems with it, namely when you add/remove planets and its Ship Lander stops working. Also, add VesselMover to easily move landed craft around.

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8 hours ago, DiscoveryPlanet said:

my "Mk2 Nuclear Reactor" doesnt create electric charge what is happening?

does near future electrical effect this mod ?

*sigh* read the OP please

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Update M2X 1.8 is now up and available from  SpaceDock or GitHub.
Changelog:

Spoiler

1.8
====================================
-Adds Localization framework
-Adds RealPlume-Stock compatibility
-Fixes NFE compatibility patch again
-Fixes mesh hole in HS-X Cockpit IVA
-Fixes Hypersonic cockpit hatch window emissive
-Fixes Shrouded Radiator hatch size
-Fixes Decoupler node alignment
-Fixes Spatular HSNC emissive
-Nerfed Mule Turbofan max thrust slightly
-Increased J. Edgar mass to 2.5t
-Fixed Banshee Velcurve
-Fixed G-120 Turbojet velcurve, now tapers off at high mach
-Fixed ESTOC velcurve, now tapers off at high mach
-Model Rework: CB-C cockpit
-Model Rework: Service Bay
-Model Rework: Ion Engine
-Model Rework: Adapter Intake
-Model Rework: Manta Intake
-Model Rework: Engine Shroud
-Model Rework: Aerospace Mount
-Model Rework: Banshee Fans
-Texture Rework: Airlock Endcap
-Texture Rework: Reactor
-Fixes texture edges on various parts, seams now align properly with stock Mk2 parts
-Adds Thermal Emissive to Precooler
-Adds Thermal emissive to Circular Intake
-Adds Thermal emissive/Engine FX to J.Edgar
-Servicebay Xenon/Monoprop tank amounts increased slightly
-Service Tank Monoprop tankage increased
-Service bay now has togglable interior attach nodes
-All crew holding parts now have secondary airlocks at bulkhead doors
-All cockpits now have flags
-Fixes Specular maps on all parts

Of note is the added Localization framework for M2X. It's currently only English, but the framework to localize it to the other KSP supported languages is now there. If bilingual users of this mod want to help out with translations, I'd greatly appreciate it.

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Just checked out some of the new part models, looking great! Thanks for fixing the specular maps too! :cool:

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Thank you for making and keeping this mod up to date. I have not been using it for hugely long but I enjoy having more parts to make things from.

I have two issues atm.

1. I seem to have plumes irrelevant of if the estoc engine is running or not, afasik I do not have realplumes installed.

2. Banshee not running. These parameters; surface horizontal speed 401.4 m/s, altitude (asl) 11.5256 km, status: Flame-Out!, cause: Air Combustion failed, D-ZZY 'Banshee' Lift Fan. Banshee does appear to work on runway. I have picked the option for the Banshee to be electric and have the MK2X_ElectricBanshee.cfg in the Patches folder. My wish is for the Banshee to run without consuming liquid fuel, thus I would not expect combustion to be required at all. Am I missing something or is my assumption just not valid/workable?

Once again thank you for your time and effort.

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3 minutes ago, Apaseall said:

2. Banshee not running. These parameters; surface horizontal speed 401.4 m/s, altitude (asl) 11.5256 km, status: Flame-Out!, cause: Air Combustion failed, D-ZZY 'Banshee' Lift Fan. Banshee does appear to work on runway. I have picked the option for the Banshee to be electric and have the MK2X_ElectricBanshee.cfg in the Patches folder. My wish is for the Banshee to run without consuming liquid fuel, thus I would not expect combustion to be required at all. Am I missing something or is my assumption just not valid/workable?

"Air combustion failed" is the only (appropriate) status Squad coded for when an air-breathing engine can no longer use its fuel or has exceeded its performance envelope, as Squad provided only for engines that use combustion. Regardless of the propellant, a large fan engine is not supposed to be able to operate at extreme speed. According to its config it should still be usable at that altitude and velocity. Are the engines being used to provide forward thrust? If not then their angle of attack is very high and they may stop taking air, as would any normal intake part.

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Thank you JadeOfMaar for your post.

The engines are for vertical lift (assist).

Still getting an issue.

Spoiler

I will check but I am thinking that if there is air listed in its properties (I forget as I type what the game name is) then the issue must be something else. Ok just tried again and D-ZZY was consuming liquid fuel. Also exceptions were being thrown all over the place which caused the game to crash. Not entirely sure where the exceptions were coming from but one thing I can say for sure, at least one of the estoc engines was running on runway load. Which is not supposed to be the case. Basically I changed out the H-VRs which were on this build for D-ZZYs due to the weight change and thought I would go with the electric option to save fuel. I deleted the partdatabase and modulemanager files since plenty of items may have been changed with this update. Deleted the old folder contents and copied over the new. BTW this update is not in sync with interstellarfuelswitch (isfs) which is now 2.8.1, so I copied back over that with the current 2.8.1. No idea if there is an issue with using a different version of isfs than the one bundled. Just thought they should be compatible. Anyway the post I wrote above was after the first load of ksp. The bits at the start of this post were the second run. Now loading ksp for the third time, due to the crash. Fingers crossed. Sorry about the lots of words, seem to have chat mode on! I think I read somewhere that modulemanager sort of matures over a few loads after clearing out its cache or whatever the files it creates are to it. I will double check the sph build details for the attached fan, I wonder if it should state that it does not use liquid fuel?

In game now, sph, I have D-ZZY version that weighs 0.917 in the planes build. Stock part finder for engines has two listed, the other weighs 0.717 but is not an inline version. Both show electric charge 1.02/s with no mention of liquid fuel. Does list a max thrust at mach 0.3. That might the issue I found.

Crazyness ensued. Reverted flight to launch. Things settled down. Heat seemed an issue. Checked, previous version of estoc heatproduction 70, now 150. I thought I had problems trying to run before, now, well I am at a loss, I have no idea how to deal with that much heat.

Ok so now things appear as I would expect them. Climbing and increasing speed to try to replicate original post conditions. Just check and Flow is not zero. 57U and dropping. I cannot confirm what this is. Air flow: 30m/s. Maybe that is it. Ah Fuel Flow is another readout, yes that is zero. Good.

Ok so fan worked on runway. Now at very similar conditions to first post fan does not work. Fuel Flow zero. But if it is supposed to take any form of electric I kinda have that covered, Ec 3720, megajoules 0.31, as I have two different sources of electricity with multiple parts of each flavour.

I guess I could cross this off as not being usable under those conditions, I have the fans for VTOL, except I have not bothered to add enough to replace the thrust lost from swapping out the H-VRs yet.

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A horizontal speed of 401m/s is the problem; propeller engines do not work above mach 1.
Regarding the ESTOC, it sounds like there's a mod conflict somewhere - ESTOC heat production wasn't changed and should still be 70, so something else is changing that, which might be related to persistent FX as well.

Edited by SuicidalInsanity

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Ok so not above listed mach 0.3, fair enough, not a problem.

Re ESTOC. My apologies, I read the closed loop by mistake.

 

 

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can't find the MK2 R-71 cockpit in my game.  I made a new save and can find it under command.  I have the required unlocks too.

 

It seems that when i start a new career the parks have been moved further down the tech tree although they show up in a lower spot on my current save.  I am going to reinstall community tech tree and see if that helps.

 

https://www.dropbox.com/s/5g40e6fanha55jo/output_log.txt?dl=0

 

 

Edit reinstalling tech tree and hide empty nodes fixed

Edited by HaydenTheKing

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After applying the 1.8 update for this mod I get the error when loading certain ships...

m2x.augmented rocket is missing.

Did this mod remove that part?

Trying to figure out how to get my ship back.

Fortunately a low level rescued recruit was onboard.

So from a PR stand point...  we're good!

 

Any assistance would be appreciated by the parents of the missing crewman.

I don't think he even completed his HR paperwork yet.   Thanks.

Edited by DaveLChgo

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@DaveLChgo: Found the error - When recompiling parts to fix their specular shaders, the Sledgehammer got exported as Model.mu instead of model.mu causing KSP's loader to skip it (Caps sensitive code strikes again!). A fixed version of 1.8 has been re-uploaded to the usual locations.
Alternatively, if you don't want to re-DL the whole thing,  go to Mk2Expansion/Parts/Engines/AugmentedRocket and open up the Part.cfg. Change "model = Mk2Expansion/Parts/Engines/AugmentedRocket/model" to "model = Mk2Expansion/Parts/Engines/AugmentedRocket/Model"

Edited by SuicidalInsanity

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