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[Min KSP 1.12.2] Buffalo: NASA Inspired Modular Space Exploration Vehicle


Angelo Kerman

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25 minutes ago, Nightside said:

That looks awesome! I've got three more days of finals then I'd love to take that for a test whirl!

Do the props keep the craft balanced, or does it need a ton of RCS?

You will need to properly balance the craft before flight. You can use the CompressedAir RCS thrusters from the Heisenberg for the time being, but the Buffalo will have its own RCS thruster as well.

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The new changes are looking sliiiick, and planning it so they can be used in the cargo bays of your other mods is genius.  How large is the Heisenburg hangar compared to say a large stock fuel tank size?  Looking forward to expanded usage for the Buffalo.  Also managed a controlled flight with the jetwing around the KSC, and that was thoroughly fun, so thanks for that, as well.

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43 minutes ago, Krakatoa said:

The new changes are looking sliiiick, and planning it so they can be used in the cargo bays of your other mods is genius.  How large is the Heisenburg hangar compared to say a large stock fuel tank size?  Looking forward to expanded usage for the Buffalo.  Also managed a controlled flight with the jetwing around the KSC, and that was thoroughly fun, so thanks for that, as well.

The Heisenberg's hangar deck is 10m wide; that's the same size as the longest Mk3 cargo bay. Glad you're having fun with the JetWing too. :)

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Not much to report on tonight, but I did switch the tilt-rotor over from LiquidFuel/IntakeAir to Atmosphere/ElectricCharge, and then verified that my idea of a gas turbine generator will work. I'm almost done with the texture work:

or23Hvt.png

Hm, well, I did uncover a problem with the gas turbine: when generating virtually no thrust, it consumes no fuel! Using the stock engine part module doesn't quite work. The alternator is doing its job, but I have to figure out how to consume resources. Maybe what I can do is have thrust transforms that cancel each other out...

Edited by Angel-125
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1 hour ago, Angel-125 said:

Not much to report on tonight, but I did switch the tilt-rotor over from LiquidFuel/IntakeAir to Atmosphere/ElectricCharge, and then verified that my idea of a gas turbine generator will work. I'm almost done with the texture work:

or23Hvt.png

Hm, well, I did uncover a problem with the gas turbine: when generating virtually no thrust, it consumes no fuel! Using the stock engine part module doesn't quite work. The alternator is doing its job, but I have to figure out how to consume resources. Maybe what I can do is have thrust transforms that cancel each other out...

That seems like a viable strategy. Either that, or have it have absolutely abysmal specific impulse so that it burns fuel at the proper rate.

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7 hours ago, Angel-125 said:

Not much to report on tonight, but I did switch the tilt-rotor over from LiquidFuel/IntakeAir to Atmosphere/ElectricCharge, and then verified that my idea of a gas turbine generator will work. I'm almost done with the texture work:

or23Hvt.png

Hm, well, I did uncover a problem with the gas turbine: when generating virtually no thrust, it consumes no fuel! Using the stock engine part module doesn't quite work. The alternator is doing its job, but I have to figure out how to consume resources. Maybe what I can do is have thrust transforms that cancel each other out...

Once again, you nailed the texturing! Love it @Angel-125 :) Very pork alike! Love it man, keep up the good work! 

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I found a workaround for the fuel problem: don't give the engine module a valid thrust transform, and it thinks it's generating thrust while not actually pushing the vessel around. It's a hack, but for now it'll work until I can come up with a better solution. :)

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3 hours ago, Angel-125 said:

I found a workaround for the fuel problem: don't give the engine module a valid thrust transform, and it thinks it's generating thrust while not actually pushing the vessel around. It's a hack, but for now it'll work until I can come up with a better solution. :)

The gas turbine is basically a generator, right?  Could you just run using ModuleGenerator or ModuleResourceConverter instead of making it an engine?

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1 hour ago, DStaal said:

The gas turbine is basically a generator, right?  Could you just run using ModuleGenerator or ModuleResourceConverter instead of making it an engine?

Yup, sure would. :) But the downside is that the generator would lack a smoke trail, sound effects, and variable output based on atmospheric conditions and spool time. These are features that I want in the gas turbine. :)

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On 23 March 2017 at 2:40 AM, Angel-125 said:

I found a workaround for the fuel problem: don't give the engine module a valid thrust transform, and it thinks it's generating thrust while not actually pushing the vessel around. It's a hack, but for now it'll work until I can come up with a better solution. :)

Hang on, will that mess with our mod-calculated thrust to weight ratios?

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On 3/22/2017 at 10:40 AM, Angel-125 said:

I found a workaround for the fuel problem: don't give the engine module a valid thrust transform, and it thinks it's generating thrust while not actually pushing the vessel around. It's a hack, but for now it'll work until I can come up with a better solution. :)

You might touch base with Shadowmage.  He recently solved this same issue that was used for the LoFi generator from Kerbal Foundaries.  That part had its thrust transform removed and was using that hacky method as well but he just coded a small fix for it and has real fuel consumption (properly) and no thrust...

 

7 hours ago, Arcane Intervention said:

Hang on, will that mess with our mod-calculated thrust to weight ratios?

...it will yes.  The LoFi generator used to cause the same issue.  NOW...that said...you will almost never see it unless you use the part on a smaller craft.  The thrust output is so low that it's meaningless on anything with even a small significant mass.

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15 hours ago, rasta013 said:

You might touch base with Shadowmage.  He recently solved this same issue that was used for the LoFi generator from Kerbal Foundaries.  That part had its thrust transform removed and was using that hacky method as well but he just coded a small fix for it and has real fuel consumption (properly) and no thrust...

 

...it will yes.  The LoFi generator used to cause the same issue.  NOW...that said...you will almost never see it unless you use the part on a smaller craft.  The thrust output is so low that it's meaningless on anything with even a small significant mass.

Good to know, thanks for that :)

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On 3/26/2017 at 6:22 AM, rasta013 said:

You might touch base with Shadowmage.  He recently solved this same issue that was used for the LoFi generator from Kerbal Foundaries.  That part had its thrust transform removed and was using that hacky method as well but he just coded a small fix for it and has real fuel consumption (properly) and no thrust...

 

...it will yes.  The LoFi generator used to cause the same issue.  NOW...that said...you will almost never see it unless you use the part on a smaller craft.  The thrust output is so low that it's meaningless on anything with even a small significant mass.

Can you point me in the direction of the part with the fix? I'm curious about how it was done.

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6 hours ago, Angel-125 said:

Can you point me in the direction of the part with the fix? I'm curious about how it was done.

Yup.  Specifically it was this part : https://github.com/shadowmage45/KerbalFoundries2/blob/master/GameData/KerbalFoundries/Parts/KF-APU.cfg

Now...what I don't know is whether he fixed it in code in Foundries or whether he did his magic in the KSPWheel plugin but that's the part he switched around.  In the config above you can see he calls KFAPUController as the module to handle the fuel consumption so there's the relevant bit...

Spoiler
MODULE
  {
  name = KFAPUController
  throttleEffect = throttle
  startEffect = engage
  stopEffect = disengage
  noFuelEffect = flameout
  ConverterName = APU
  StartActionName = Start APU
  StopActionName = Stop APU
  ToggleActionName = Toggle APU
  FillAmount = 1
  AutoShutdown = false
  GeneratesHeat = false
  UseSpecialistBonus = false
  INPUT_RESOURCE
  {
  ResourceName = LiquidFuel
  Ratio = 0.02025
  FlowMode = STAGE_PRIORITY_FLOW
  }
  //inputs 2 & 3 are swapped between through the plugin to simulate open/closed mode switching
  INPUT_RESOURCE
  {
  ResourceName = Oxidizer
  Ratio = 0.02475
  FlowMode = STAGE_PRIORITY_FLOW
  }
  INPUT_RESOURCE
  {
  ResourceName = IntakeAir
  Ratio = 0.02475
  FlowMode = STAGE_PRIORITY_FLOW
  }
  OUTPUT_RESOURCE
  {
  ResourceName = ElectricCharge
  Ratio = 18
  DumpExcess = true
  }
  }

 

Edited by rasta013
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3 hours ago, rasta013 said:

Yup.  Specifically it was this part : https://github.com/shadowmage45/KerbalFoundries2/blob/master/GameData/KerbalFoundries/Parts/KF-APU.cfg

Now...what I don't know is whether he fixed it in code in Foundries or whether he did his magic in the KSPWheel plugin but that's the part he switched around.  In the config above you can see he calls KFAPUController as the module to handle the fuel consumption so there's the relevant bit...

  Hide contents
MODULE
  {
  name = KFAPUController
  throttleEffect = throttle
  startEffect = engage
  stopEffect = disengage
  noFuelEffect = flameout
  ConverterName = APU
  StartActionName = Start APU
  StopActionName = Stop APU
  ToggleActionName = Toggle APU
  FillAmount = 1
  AutoShutdown = false
  GeneratesHeat = false
  UseSpecialistBonus = false
  INPUT_RESOURCE
  {
  ResourceName = LiquidFuel
  Ratio = 0.02025
  FlowMode = STAGE_PRIORITY_FLOW
  }
  //inputs 2 & 3 are swapped between through the plugin to simulate open/closed mode switching
  INPUT_RESOURCE
  {
  ResourceName = Oxidizer
  Ratio = 0.02475
  FlowMode = STAGE_PRIORITY_FLOW
  }
  INPUT_RESOURCE
  {
  ResourceName = IntakeAir
  Ratio = 0.02475
  FlowMode = STAGE_PRIORITY_FLOW
  }
  OUTPUT_RESOURCE
  {
  ResourceName = ElectricCharge
  Ratio = 18
  DumpExcess = true
  }
  }

 

Ah ok, I think he is using a modified resource converter. That is what I was working with yesterday. I finally figured out how to play an effect listed in the EFFECTS section of a part, though I don't know how to turn an effect off yet...

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4 hours ago, Angel-125 said:

Ah ok, I think he is using a modified resource converter. That is what I was working with yesterday. I finally figured out how to play an effect listed in the EFFECTS section of a part, though I don't know how to turn an effect off yet...

Yeah I think so as well....didn't have time to look at the KSPWheel code last night and frankly, it does me only a small amount of good as I can only just barely read code.  IIRC he had some tiny issue with playing effects as well but I'd honestly have to dig through the thread to remember...could've been someone else. LOL :D 

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1 minute ago, rasta013 said:

Yeah I think so as well....didn't have time to look at the KSPWheel code last night and frankly, it does me only a small amount of good as I can only just barely read code.  IIRC he had some tiny issue with playing effects as well but I'd honestly have to dig through the thread to remember...could've been someone else. LOL :D 

Fortunately, I've got effects working just fine. I'm putting the finishing touches on my new gas turbine generator code; it sounds like a stock jet engine, and it produces smoke effects- and I learned how to play those effects you see defined in an EFFECTS node! :)

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14 minutes ago, Angel-125 said:

I learned how to play those effects you see defined in an EFFECTS node!

That's awesome...please share. :wink:

I've played around with the effects from time to time also and never really had any luck.  It just wasn't important enough to me to pursue...but now you've figured it out...I MUST KNOW! :sticktongue:

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3 minutes ago, rasta013 said:

That's awesome...please share. :wink:

I've played around with the effects from time to time also and never really had any luck.  It just wasn't important enough to me to pursue...but now you've figured it out...I MUST KNOW! :sticktongue:

It turns out it's un-intuitively simple: to play an effect: call this.part.Effect(effectName, powerLevel), where effectName is the name of the effect from your EFFECTS node, and powerLevel is a value between 0 and 1. Call part.Effect in every update or fixed update, or your effect will vanish.

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17 minutes ago, Angel-125 said:

It turns out it's un-intuitively simple: to play an effect: call this.part.Effect(effectName, powerLevel), where effectName is the name of the effect from your EFFECTS node, and powerLevel is a value between 0 and 1. Call part.Effect in every update or fixed update, or your effect will vanish.

Wow, that is surprisingly simple and definitely un-intuitive for such a basic method...

It's the powerLevel values I never got right I'm pretty sure but it's been a while since I goofed with them.  I'll take this info back to my toys and see what I can do with it though... :D Thanks man!

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