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[1.12.x] SpaceTux Industries Recycled Parts


linuxgurugamer

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On 10/26/2021 at 2:58 AM, JadeOfMaar said:

I have some changes on the way for Atomic Age: Mainly I'm bringing the wrap-around radiators up to par with Nertea's Heat Control.

Also, I've noticed that the nuclear jet has an obscenely high heat production value and I wonder if that's on purpose. It's pretty quick to overheat for me (at least, with patches I have that add characteristics to it). If other folks have the overheat issue, I'll reduce this and add it to my PR when it happens.

@linuxgurugamer I've opened the PR for this. There's also a set of Waterfall configs for all engines (not made by me).

Radiator specs:

Spoiler

BvXRoAu.png

 

Edited by JadeOfMaar
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new release, 0.2.2

  • Thanks to @JadeOfMaar for this:
    • Raised their costs, masses, capacities and ElectricCharge demands to compare well with Nertea's Heat Control.
    • Disabled parent cooling only so they're effective from anywhere on vessel.
    • Updated titles and descriptions.
    • Nuclear jet
      • Decreased Isp so it requires more air. It's extremely efficient just by handling IntakeAtm, but it can't be that efficient with IntakeAtm itself.
      • Decreased heat production so it doesn't threaten to overheat so soon.
    • Waterfall
      • Waterfall configs for all engines. Contributed by Hohmannson (same name on GitHub and KSP forum). Derived from Stock Waterfall Effects by Knight of St John.
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  • 3 weeks later...

@linuxgurugamer Thank you for all your wonderful work maintaining so many mods for us. I was just lamenting the loss of some beloved old parts only to discover that you've adopted and saved them here, along with so many others.

Truly, thank you.

Edited by Randazzo
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With permission for @kommitz, the new license is:

License:
--------
http://creativecommons.org/licenses/by-nc/4.0/

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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@linuxgurugamer

In the following code,

Spoiler

MODULE
    {
        name = ModuleEngines
        engineID = lv2n
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 130
        heatProduction = 430
        EngineType = Nuclear
        exhaustDamageDistanceOffset = 1.86
        //PROPELLANT
        //{
        //    name = LiquidFuel
        //    ratio = 1.0
        //    DrawGauge = True
        //}
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 800
            key = 1 185
            key = 2 0.001
        }
        
    }

What does the Engine ID do?

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1 hour ago, AtomicTech said:

@linuxgurugamer

In the following code,

  Reveal hidden contents

MODULE
    {
        name = ModuleEngines
        engineID = lv2n
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 130
        heatProduction = 430
        EngineType = Nuclear
        exhaustDamageDistanceOffset = 1.86
        //PROPELLANT
        //{
        //    name = LiquidFuel
        //    ratio = 1.0
        //    DrawGauge = True
        //}
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 800
            key = 1 185
            key = 2 0.001
        }
        
    }

What does the Engine ID do?

I think it's used when there are multiple ModuleEngineFX in the config

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5 hours ago, AtomicTech said:

What does the Engine ID do?

 

3 hours ago, linuxgurugamer said:

I think it's used when there are multiple ModuleEngineFX in the config

This is correct. It tells the game which engine effects to use for a given mode on an engine with multiple modes. If I were to venture a guess, the nuclear engine you're looking at has a LOX mode as well which will have a different visual effect. Somewhere in the CFG you should find something similar to this block:

Spoiler

MODULE
    {
        name = MultiModeEngine
        primaryEngineID = LFO
        secondaryEngineID = Monopropellant
        carryOverThrottle = False
        autoSwitchAvailable = False
    }

(Edit) I just noticed in your post that it's being used in a ModuleEngines node as opposed to a ModuleEnginesFX so in that cfg it may actually be doing nothing.

Edited by Randazzo
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  • 3 months later...
  • 1 month later...
  • 4 months later...
On 10/17/2022 at 3:50 PM, linuxgurugamer said:

Would need a log file (Player.log)

Here ya go: https://gist.github.com/Ronjoe/6b089bc50fa50c670faadd0bae875abe

I hope that a github gist is acceptable. I started from a fresh install and used CKAN to install Recycled Parts Mk2 Lightning and its dependencies. I ensured the Mk22 dll is present, and started a fresh sandbox save to check whether the cockpit is there. It isn't.

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  • 9 months later...

Atomic rockets builders are in for a treat. :) I've fixed the normal map problem with this engine:

image.png --> image.png

And done a balance pass and plume configs pass on FTmN and LV-N Clusters:

image.png

screenshot29.png

@linuxgurugamer @HebaruSan Once these changes are published I'd like Recycled Parts FtmN, FTmN Improved and LVN Clusters to recommend Waterfall and Stock Waterfall Effects.

Related: I'd like my mod Tea Kettle RCS to recommend Recycled Parts FtmN, FTmN Improved and LVN Clusters. I wanted to make engines to go with that RCS but then I found these.... and Bob Kerman's your uncle. :D

Edited by JadeOfMaar
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New release, 0.2.4

    Thanks to @JadeOfMaar for all the following:

    FTmN:
        Added/Updated effect configs where necessary, with and without Waterfall.
        Added config for deprecating old redundant/duplicate parts when FTmN and FTmN_New are installed together.
        Added alternators to most engines.
        Raised thrust by 2.5x and mass by roughly 2x.
        Lowered heat production value so engines don't threaten to overheat so quickly.
        Updated titles to neatly group the engines and reflect updated thrust and suggested engine types.
        Updated specific impulse to reflect suggested engine types and be better vacuum optimized.
        Updated tech node positioning.
        Updated some engines into bimodal/LANTR.
        Updated BL40n model to resolve normal map issue.
        
    LV-N Clusters:
        Added/Updated effect configs where necessary, with and without Waterfall.
        Raised thrust by 2.5x.
        Lowered heat production value so engines don't threaten to overheat so quickly.
        Updated titles to make you chuckle and neatly group the engines.
        Updated specific impulse. Added very slight sea level performance.

 

44 minutes ago, JadeOfMaar said:

Once these changes are published I'd like Recycled Parts FtmN, FTmN Improved and LVN Clusters to recommend Waterfall and Stock Waterfall Effects.

I'll get these changes done

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