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[1.11.x] Jimbodiah's Patch Laboratory


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  • 2 weeks later...

v1.7.1 uploaded to SpaceDock

Please back-up your save files before using this patch to be sure nothing is broken.

- Added 1.25m version of the COS ATV module
- Added 3.75m version of the COS ATV module
- Added FTL Beacon functionality to all ATV modules
- Fix for RealPlume not working on RS-83 (thanks to ImpossibleBananaLabs) 

- Deprecated JPL-COS-NF-Probe (replaced by 1.25m ATV)
- Deprecated JPL-FTL-Beacon (all new ATV modules have FTL beacons)

- Removed deprecated parts JPL-COS-Storage-XS/S/M/L
- Removed deprecated parts JPL-COS-ATV-S/M
- Removed deprecated parts JPL-Miner and JPL-Miner2

 

 

I'm still working on the new ATV/Probe modules to get them to behave. Please bear with me for now or let me know your input on what to keep/change. I originally intended these patches just to be for me, but I notice there are people actually using this as well :wink:   Let me know your thoughts.

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Question: would it be possible to adjust the COS tourist pods to have power supplies dependant on the tech tree? For example, starting with a monoprop (or hypergolic, or cryo fuel) fuel cell , up grading to a rtg/micro fission setup then a small fusion reactor? They feel a little bit game breaking at the moment. Which is not to say I don't like them, they're very useful. All you need is IVA's :cool:.

Also, would this be useful, possibly converted into a patch config? It converts the Volcano from Cryogenic Engines into SSTU cluster engine format. 

 

// 1.25m lower stage engine (Vulcain) with added cluster tech!
PART
{
	name = cryoengine-125-3
	module = Part
	author = Chris Adderley

	TechRequired = advRocketry
	entryCost = 4800
	cost = 2300
	category = Propulsion
	subcategory = 0
	title = VL-1C 'Volcano' Cryogenic Rocket Engine 
	manufacturer = Ariadne Space Industries
	description = VL-1C 'Volcano' Cryogenic Rocket Engine.

	
	MODEL
{
	model = SSTU/Assets/EmptyProxyModel
}

	rescaleFactor = 1
	node_stack_top = 0.0, 0.6956104, 0.0, 0.0, 1.0, 0.0, 1
	node_stack_bottom = 0.0, -0.8083692, 0.0, 0.0, -1.0, 0.0, 1
	node_attach = 0.0, 0.6956104, 0.0, 0.0, 1.0, 0.0, 1
	attachRules = 1,0,1,0,0

	
MODULE
{
	name = SSTUModularEngineCluster
	engineModelName = CryoEngines/Parts/Engine/cryoengine-125/cryoengine-125-1
	transformsToRemove = Shroud,RingStructure,Cyl001,Cyl002,Cyl003,Cyl004,CylSleeve001,CylSleeve002,CylSleeve003,CylSleeve004,
	currentEngineLayoutName = Single
	engineSpacing = 1.2
	engineHeight = 1.5039796
	engineYOffset = -0.6956104
	engineScale = 1
	partTopY = 0.74
	smokeTransformName = SmokeTransform
	smokeTransformOffset = -1
	diameterIncrement = 0.625
	engineMountDiameter = 1.25
	upperStageMounts = true
	lowerStageMounts = true
}


	mass = 1.60
	// heatConductivity = 0.06 // half default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	breakingForce = 200
	breakingTorque = 200
	maxTemp = 2000 // = 3600
	bulkheadProfiles = size1
	tags = propuls rocket sustain hydrogen hydrolox cryo
	
	EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = smokeTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 1
			}
			MODEL_MULTI_PARTICLE
			{
				modelName =  CryoEngines/FX/cryoEngine125-exhaust-1
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.5
				speed = 1.0 1.2
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = thrustTransform
		engineID = KSX
		runningEffectName = running_closed
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 230
		heatProduction = 40
		fxOffset = 0, 0, 0
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LqdHydrogen
			ratio = 1.5
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 0.1
		}
		atmosphereCurve
		{
			key = 0 422
			key = 1 385
			key = 4 0.001
		}
	}
	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = GimbalBone
		gimbalRange = 1.5
	}
	MODULE
	{
		name = ModuleAnimateHeat
		ThermalAnim = CryoEngine125-1-Heat
	}
	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 4.0
		}
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 0
		maxAmount = 0
		isTweakable = false
		hideFlow = true
	}

	
	MODULE
	{
	name = SSTUNodeFairing
	diffuseTextureName = SSTU/Assets/SC-GEN-Fairing-DIFF
	nodeName = bottom
	canDisableInEditor = false
	snapToNode = true
	canManuallyJettison = true
	canAdjustSections = true
	canAdjustBottom = true
	FAIRING
	{
		canAdjustBottom = true
		canAdjustTop = true
	}
	currentTextureSet = Fairings-White
	TEXTURESET
	{
		name = Fairings-White
	}
	}

	
	MODULE
	{
		name = FXModuleLookAtConstraint

		
		// Unringed
		CONSTRAINLOOKFX
		{
			targetName = CylSleeve005
			rotatorsName = Cyl005
		}
		CONSTRAINLOOKFX
		{
			targetName = CylSleeve006
			rotatorsName = Cyl006
		}
		CONSTRAINLOOKFX
		{
			targetName = CylSleeve007
			rotatorsName = Cyl007
		}
		CONSTRAINLOOKFX
		{
			targetName = CylSleeve008
			rotatorsName = Cyl008
		}
		CONSTRAINLOOKFX
		{
			targetName = Cyl005
			rotatorsName = CylSleeve005
		}
		CONSTRAINLOOKFX
		{
			targetName = Cyl006
			rotatorsName = CylSleeve006
		}
		CONSTRAINLOOKFX
		{
			targetName = Cyl007
			rotatorsName = CylSleeve007
		}
		CONSTRAINLOOKFX
		{
			targetName = Cyl008
			rotatorsName = CylSleeve008
		}
	}

	
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.5
		maxDistance = 30
		falloff = 1.5
		thrustTransformName = thrustTransform
	}
}

 

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No, I tried adding modules with the upgrade system for the science bay, but that doesn't work. I know Mage from SSTU said something similar for having module switching even at plugin level.

I am using the DSEV supplies as I tend to not dwell long in the early tree and try to progress to end game as soon as possible, so I get why you would prefer something else. The DSEV reactor is a bit on the OP side as there is next to no heat and as it ramps up fuel use only with used Ec, it can be very efficient. 

Next to the pack I release I have some more patches that are really custom, which includes inline modules that I use as seperate power supplies now and am not relying so much on integrated supplies. One reason I removed the resizable COS ATVs is that the differen COS length settings influences the DSEV reactor somehow, having it overheat straight away and giving no power in the small version, and being totally OP in the large version.

I think besides adding a new part with another type of generator on board, there is no real option but to use a seperate power supply. Personally I tend to only use the Large version of the 2.5m version as the others are basically not efficient in terms of number of kerbals, and you could basically just add a plain hab instead with an inline probe core. Maybe only keep the L version and replace the S/M with two other L versions with another power supply?

 

Re your patch.... It might be an idea to add that patch to Nerta's mod directly through a PR on his github? That way everyone could enjoy them, I am sure many people would love to see SSTU clusters on other mod's engines.  I'd be happy to add them to my pack though, don't get me wrong.

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  • 2 weeks later...

@Jimbodiah originally posted over in the SSTU thread:

Ran into a strange issue with an exploding part tonight. The SC-C-SM-250 blows up on me when the bottom fairing is toggled on. It blows up as soon as it loads to the launchpad. Here's an imgur album:

https://imgur.com/a/Dq1pp

Here's the craft file:

https://www.dropbox.com/s/3anp9h6lh1qb1fg/MunBaseCrew3.craft?dl=0

and an output_log:

https://www.dropbox.com/s/j6ubxyrmcb2ubgh/output_log (2).txt?dl=0

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Ok, I found a bug in your Orion patch for SSTU. 

In lines 268 and 271, you have a comma where you should have a period for a decimal place. Fixing that fixes the exploding bottom fairing.

Edited by drhay53
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  • 1 month later...
  • 4 weeks later...

New release:

v1.7.3
- Still for KSP 1.3.1
- Added 0.625m ATV COS unit
- Added Short version to the COS Tourist module
- [SSTU] Added command, sas, reactionwheels and Ec to the SampleReturn module
- [Stock] Launchclamp now generates LqdHydrogen, Oxidizer, LiquidFuel, Supplies
- [Kerbal Reusability] Increased max temperature on grid fins to survive reentry
- [Alcor] Added SAS level 3 (autopilot), Ec and USI-LS Supplies

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  • 2 weeks later...
  • 3 weeks later...

v 1.7.4 uploaded to spacedock

  • Still for KSP v1.3.1 as most are based on SSTU parts, other changes should work fine on KSP v1.4.x
  • Added resource support for USI MKS, Karbonite, Karbonite+, TheGoldStandard
  • Fixed a glitch in the SSTU RCS units using NearFuture fuels
  • Reworked the SSTU RCS clones using NearFuture fuels. Now has fuel switch for Argon/Xenon/Lithium
  • Reworked the entire ISRU/Converter units and added two new ISRU units for MKS and nuclear fuels.
  • [SSTU] Changed unlocks for tank sizes to allow a faster progression after the 2.5m parts for RSS
  • [SSTU] Changed unlocks for solar panels in the stock techtree to allow earlier acces to certain panels.
  • [SSTU] Added SSTUVolumeContainer to Apollo SM and Orion SM, removed fixed resources
  • [SSTU] Added a vacuum version to the LR87-LH2 engine, uses scaled model of the J2X (engine does not exist IRL but I wanted a vacuum version of it to mirror the J2/J2X set)
  • [MOLE] Added COS unit to contain MOLE science experiments
  • [MKS] Added Gypsum and Uraninite to the two stock drills
  • [FTL] Added a Long and Short COS module that holds an FTL Drive (powered to RSS, so may be OP for stock)
  • [KSPI] Changed tweakscale values for the trapezoidal folding radiators to allow them to be a lot smaller.
  • [MKS] Added MKS modules to SSTU/JPL parts for local/planetary warehousing

 

WARNINGS

- [FTL] Removed the old 500KiN COS FTL-Drive and replaced with new parts. Please beware!
- [JPL] Changed the names for both LR87 engines, so it will break your craft. Please beware!

Edited by Jimbodiah
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jpl_180521.png
Delivering the final ScanSAT part into a 350km orbit of venus.

This is an end-game unmanned ship to send comms networks, ScanSat scanners, resupply or place FTL Beacons around planets. Basically my infra-structure builders to prepare for manned exploration. The techtree has been fully unlocked at this point, with mods like NF Propulsion, FFT etc offering fusion reactors and super high isp engines for space travel.

 

Modified parts (SSTU parts unless mentioned otherwise)
- JPL-COS-FTL module (center part with radial stripes)
- JPL-COS-ATV  2.5m probe core and fuel tank for RCS
- JPL-RCS units using Lithium/Ec
- JPL-COS-ATV 1.25m probe core for ScanSAT
- FFT 1.25m Fusion reactor clone (not included in JPL patches)

Other parts
- SSTU docking port
- KSPI-E semi-folding radiators with patch to reduce the tweakscale sizes (although not needed for this vessel)
- FarFutureTechnologies engine
- NearFuture Solar panels
- Coatl Probes+ comms dish
- ScanSat scanner

Graphics mods
- Scatterer
- PlanetShine
- Textures Unlimited with a metallic/reflective patch on the FFT parts
- SSTU/TU with custom color presets to match the FFT silver (see my signature)
 

Edited by Jimbodiah
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  • 5 weeks later...

Are the orion, soyuz and apollo service modules (SSTU) supposed to have such low thrust and delta v? If so, is there a way I could increase this? At first I though maybe the patch did not work on those parts but after learning that the hubble space telescope is at the outer limit of the real shuttles capabilities, im beginning to think that they just have low thrust and delta v in real life.

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The parts have very low thrusts to match the real world values. I think I have a patch to raise that to 2-3x as I am very impatient myself, but, yeah, it's supposed to be very low. The Apollo SM has more fuel and should be more than able to do it's intended lunar burns, but the rest is limited to rendezvous with the ISS from a lower orbit.

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  • 11 months later...
7 minutes ago, Jimbodiah said:

Working on updating these patches. More info soon™

If you're not aware, SpaceDock going thru some moving/upgrading growing pains today... getting ready for the KSP update Soon™ ...

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  • 10 months later...
  • 1 year later...

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