StoneWolfPC Posted November 17, 2019 Share Posted November 17, 2019 Kudo's on this awesome beauty. Normally I stick to realistic or at least experimental drives, but I've been sad that no one has truly taken the star trek design approach. I am no modder and have no idea how to even consider doing it, but........ possible suggestion for a future release........... Star Trek Discovery Spore Drive................ you know what....... possible future release (begging) for any mod author................ near copyright violation (just shy of for safety sake) star trek parts............... any and all variants if anyone is so inclined and has time..... lmao. I can see myself using this mod a LOT for my longer hauls along side KSPIE, Near Future, etc. Adding in beamed power to the idea of this drive to me just makes sense regardless of realism. Quote Link to comment Share on other sites More sharing options...
arkolis Posted November 25, 2019 Share Posted November 25, 2019 (edited) @StoneWolfPC Do you have a screenshot of the Spore Drive? All I could find was clips from the show, but none showing what the module looks like. If your talking about the jumping, a plugin would have to be written for that, probably outside the scope of this mod. As far as Star Trek Ship parts, I was thinking about building up some to match the nx parts I've made so far. Heres a screenshot of the current version of the engine nacelles. Includes NX-01, NCC (Original), and NCC Alt (from ST Discovery) Spoiler Edited November 25, 2019 by arkolis Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted November 26, 2019 Share Posted November 26, 2019 10 hours ago, arkolis said: @StoneWolfPC Do you have a screenshot of the Spore Drive? All I could find was clips from the show, but none showing what the module looks like. If your talking about the jumping, a plugin would have to be written for that, probably outside the scope of this mod. As far as Star Trek Ship parts, I was thinking about building up some to match the nx parts I've made so far. Heres a screenshot of the current version of the engine nacelles. Includes NX-01, NCC (Original), and NCC Alt (from ST Discovery) Reveal hidden contents Give me some time and I will look for some shots. I am due to rewatch season 1 and 2 again soon, so will have ample time to grab a couple screens. I'm sure it'll actually be outside the range of THIS mod, sadly, but I would LOVE if someone either did it........... or taught me how to code so I could do it myself (if I knew how, I wouldn't be asking :P) And those nacelles btw, they look absolutely stunning! I saw that someone had made an entire list of star trek parts if I can ever find the link for it, but it's way outdated. I'm sure the amount of effort that would go into the texturing for what I'm thinking of would take someone with a lot of spare time, knowledge, and be as big of a star trek fan as I am to boot. I love all of the series. I'm actually more fond of Discovery and Enterprise than I thought I would be. If I had the skills needed.......... I have the spare time to do it all and the computer to handle it. I just have no idea where to start and when I do try to learn I end up giving up because without guidance and someone showing me how to actually make something that works, I feel like I'm wasting time and get bored. Quote Link to comment Share on other sites More sharing options...
arkolis Posted November 26, 2019 Share Posted November 26, 2019 5 hours ago, StoneWolfPC said: Give me some time and I will look for some shots. I am due to rewatch season 1 and 2 again soon, so will have ample time to grab a couple screens. I'm sure it'll actually be outside the range of THIS mod, sadly, but I would LOVE if someone either did it........... or taught me how to code so I could do it myself (if I knew how, I wouldn't be asking :P) And those nacelles btw, they look absolutely stunning! I saw that someone had made an entire list of star trek parts if I can ever find the link for it, but it's way outdated. I'm sure the amount of effort that would go into the texturing for what I'm thinking of would take someone with a lot of spare time, knowledge, and be as big of a star trek fan as I am to boot. I love all of the series. I'm actually more fond of Discovery and Enterprise than I thought I would be. If I had the skills needed.......... I have the spare time to do it all and the computer to handle it. I just have no idea where to start and when I do try to learn I end up giving up because without guidance and someone showing me how to actually make something that works, I feel like I'm wasting time and get bored. W3schools is probably one of my most used resources, helped me learn css, html, and some c# and they have a lot more than that now. Stack Exchange for unity3d or .Net/c# is another good source for c# stuff. Python is what everyone's using for non game related stuff these days. As far as KSP goes, it was easier than I thought to get back into it. Just have to iterate a few times to get working, find out what I can't do and model/texture away. As far as Texturing goes I'm more rusty than I thought, probably ask some of the other modders some tricks if they are in a sharing mood. As far as Modeling, I've been doing that since 2006, and its all about how comfortable you are with 3d. Some people use sketchup, I use blender, doesn't matter that much only matters that you make clean meshes. The cleaner the mesh the better it runs in anything. As far as the list goes for the star trek parts if you can find that please share, I have been looking into building a full nx-01 and ncc body to go along with those engines, probably release them separately so I don't overload Jatwaa's release page with something that doesn't have to do with engines. Quote Link to comment Share on other sites More sharing options...
Jatwaa Posted November 26, 2019 Author Share Posted November 26, 2019 9 hours ago, StoneWolfPC said: Give me some time and I will look for some shots. I am due to rewatch season 1 and 2 again soon, so will have ample time to grab a couple screens. I'm sure it'll actually be outside the range of THIS mod, sadly, but I would LOVE if someone either did it........... or taught me how to code so I could do it myself (if I knew how, I wouldn't be asking :P) And those nacelles btw, they look absolutely stunning! I saw that someone had made an entire list of star trek parts if I can ever find the link for it, but it's way outdated. I'm sure the amount of effort that would go into the texturing for what I'm thinking of would take someone with a lot of spare time, knowledge, and be as big of a star trek fan as I am to boot. I love all of the series. I'm actually more fond of Discovery and Enterprise than I thought I would be. If I had the skills needed.......... I have the spare time to do it all and the computer to handle it. I just have no idea where to start and when I do try to learn I end up giving up because without guidance and someone showing me how to actually make something that works, I feel like I'm wasting time and get bored. Ark is MUCH better than I am at this. I basically just do some modding on the side when I get bored. There is also a modding discord for KSP, they have been invaluable in helping me sort things out. Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted November 26, 2019 Share Posted November 26, 2019 6 hours ago, arkolis said: W3schools is probably one of my most used resources, helped me learn css, html, and some c# and they have a lot more than that now. Stack Exchange for unity3d or .Net/c# is another good source for c# stuff. Python is what everyone's using for non game related stuff these days. As far as KSP goes, it was easier than I thought to get back into it. Just have to iterate a few times to get working, find out what I can't do and model/texture away. As far as Texturing goes I'm more rusty than I thought, probably ask some of the other modders some tricks if they are in a sharing mood. As far as Modeling, I've been doing that since 2006, and its all about how comfortable you are with 3d. Some people use sketchup, I use blender, doesn't matter that much only matters that you make clean meshes. The cleaner the mesh the better it runs in anything. As far as the list goes for the star trek parts if you can find that please share, I have been looking into building a full nx-01 and ncc body to go along with those engines, probably release them separately so I don't overload Jatwaa's release page with something that doesn't have to do with engines. I've used ww3 for basic html. I can design an extremely basic website, and I understand at least most of what I'm looking at concerning it now, but as I go farther than that, my brain fries and I get overwhelmed. I get a plan of what I want in my head, and starting at basics doesn't work for that half the time lmfao. I'm a hardware guy, I can build pc's and repair them in my sleep (many times even hardware issues most people can't fix) because it's all starting at the basics....... unplug it, plug it back in. lmao. But I appreciate it! I may eventually get my head in the game enough to give it a real go. My other issue would be texture creation as I'm far from an artist. I managed a T-shirt and port for sims 3, and then over to sims 4.......... and even that didn't look so good............. But it was symmetrical, and looked like a t-shirt (mostly). Yeah, I want to try, I just don't have the drive to dig in at the moment. Being a dad is full time and this kind of thing breaks my focus on him sometimes more than I want it to. lol. Quote Link to comment Share on other sites More sharing options...
arkolis Posted November 26, 2019 Share Posted November 26, 2019 4 hours ago, Jatwaa said: Ark is MUCH better than I am at this. I basically just do some modding on the side when I get bored. There is also a modding discord for KSP, they have been invaluable in helping me sort things out. Thank you very much! Any chance you have a link to that discord? I've been trying to locate one but all I ever find is ones for specific mods. 20 minutes ago, StoneWolfPC said: I've used ww3 for basic html. I can design an extremely basic website, and I understand at least most of what I'm looking at concerning it now, but as I go farther than that, my brain fries and I get overwhelmed. I get a plan of what I want in my head, and starting at basics doesn't work for that half the time lmfao. I'm a hardware guy, I can build pc's and repair them in my sleep (many times even hardware issues most people can't fix) because it's all starting at the basics....... unplug it, plug it back in. lmao. But I appreciate it! I may eventually get my head in the game enough to give it a real go. My other issue would be texture creation as I'm far from an artist. I managed a T-shirt and port for sims 3, and then over to sims 4.......... and even that didn't look so good............. But it was symmetrical, and looked like a t-shirt (mostly). Yeah, I want to try, I just don't have the drive to dig in at the moment. Being a dad is full time and this kind of thing breaks my focus on him sometimes more than I want it to. lol. Depending on their age it might be better to do modding cooperatively with your kids, learn together. I knew some people that did this with their kids and ended up selling assets for a while to build up for the kids college. I would recommend learning low poly modeling first before moving up to the high poly stuff, just so get a good grasp on the design. I can pm you some youtube channels if you want to start with blender. So if your comparing programming to hardware, power is the main class, OS would be your startup functions and libraries, and anything in between would be functions. Thats super super basic but will allow basic understanding when looking at code. So in c# in unity your main class will be a monobehavior (not sure what KSP's classes are based on), thats your power to start from. Your primary update function will be the OS, anything you need to call within a certain time will be within this. Anything your program needs to do that only fires once will be additional functions. Hopefully that makes sense, I started in hardware and slowly worked my way to software. Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted November 27, 2019 Share Posted November 27, 2019 15 hours ago, arkolis said: Depending on their age it might be better to do modding cooperatively with your kids, learn together. I knew some people that did this with their kids and ended up selling assets for a while to build up for the kids college. I would recommend learning low poly modeling first before moving up to the high poly stuff, just so get a good grasp on the design. I can pm you some youtube channels if you want to start with blender. So if your comparing programming to hardware, power is the main class, OS would be your startup functions and libraries, and anything in between would be functions. Thats super super basic but will allow basic understanding when looking at code. So in c# in unity your main class will be a monobehavior (not sure what KSP's classes are based on), thats your power to start from. Your primary update function will be the OS, anything you need to call within a certain time will be within this. Anything your program needs to do that only fires once will be additional functions. Hopefully that makes sense, I started in hardware and slowly worked my way to software. Makes perfect sense. Back in high school (class of 01) I learned q basic. I've forgotten all but if then statements. >.< lmao. It helped I had a commodore 128 that ran off q +. lmao. I have ADD and ADHD so my brain will actually try moving too fast. Please do pm me those youtube's I think I'm going to give it a real go soon. My son is 5, and his birthday is too late for kindergarten this year so not quite ready for that. He still doesn't have the coordination for keyboard and mouse just yet but is slowly getting there. He can handle a touch screen though. lol. Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted November 30, 2019 Share Posted November 30, 2019 Love how you've done this. Do think it would fit more as a very late tech tree item though instead of unlocking as early as it presently does. Quote Link to comment Share on other sites More sharing options...
Atlessa Posted December 25, 2019 Share Posted December 25, 2019 Could you make a Mk2 shaped one that I can place in the middle of a stack? Maybe give it a name that's a reference to Mass Effect... at least that's how I would use it. E3-z0 (pronounced eezo) would be my first idea for a name Quote Link to comment Share on other sites More sharing options...
MutentX Posted January 18, 2020 Share Posted January 18, 2020 (edited) On 12/27/2018 at 7:41 PM, Jatwaa said: PURE Electric Engines You wanted electric engines without needing additional fuels, now you have them. This set of engines allows you to go FULL GREEN and only use Batteries and/or Solar power. The basic engines have thrust based on the stock engine. EC1 "Pure" Max Thrust = 25 Size = 0.625 Comparable to Juno EC2 "PsyOclone" Max Thrust = 80 (125) Size = 1.25 Normal & Performance modes (afterburner) Comparable to Panther EC3 "Manleneto" Max Thrust = 100 (170) Size = 1.25 Atmospheric & ExtrAtospheric modes (orbital) Comparable to Rapier EC4 "ElecTrek" Max Thrust = 200 (400) Size = 1.25 Comparable to Rapier (Star Trek Nacelles) EC5 "ElecTrek Heavy" Max Thrust = 300 (620) Size = 2.5 Comparable to Rapier (Star Trek Nacelles) https://spacedock.info/mod/1998/Pure Electric Engines License: MIT Soo I am getting a bug where once I am in space...my ship starts tilting backwards...but in atmosphere its super stable plz help Edited January 18, 2020 by MutentX Quote Link to comment Share on other sites More sharing options...
Erenoth02 Posted January 19, 2020 Share Posted January 19, 2020 They're slightly overpowered, I agree with setting them to end game items, I attached a Manleneto to a massive rocket I was building and I was able to escape the atmosphere within a few seconds, after a few minutes I was leaving the solar system and was soon entering deep space lol. Quote Link to comment Share on other sites More sharing options...
Jatwaa Posted January 19, 2020 Author Share Posted January 19, 2020 1 hour ago, Erenoth02 said: They're slightly overpowered, I agree with setting them to end game items, I attached a Manleneto to a massive rocket I was building and I was able to escape the atmosphere within a few seconds, after a few minutes I was leaving the solar system and was soon entering deep space lol. Hahahaha that's awesome. Ok, i will set them to endgame. Maybe make a light version for earlier. More hungry and less powerful. Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted January 31, 2020 Share Posted January 31, 2020 I agree with the overpowering. I love your mod though regardless, but I've found myself using it and only it for engines, because............. well they're the only engines I can currently reach deep space with and NOT run out of DV....... using KSPInterstellarExtended, and NearFuture mods for electrical...................... yeah it's almost (not quite because at a certain point you still run out of power) a cheat. Anyway........... I found this today on CKAN, thought you might be inspired to make some serious borg ship textures with it? If so, please please let me know! Quote Link to comment Share on other sites More sharing options...
3mar Kerman Posted February 20, 2020 Share Posted February 20, 2020 LOVE what you do, great mod for my game, I look forward for more updates. Quote Link to comment Share on other sites More sharing options...
Jebidiah kerman Posted May 7, 2020 Share Posted May 7, 2020 the textures are missing is this a common problem?(yes i used the correct version) Quote Link to comment Share on other sites More sharing options...
NapalmPK Posted July 6, 2020 Share Posted July 6, 2020 On 5/7/2020 at 4:18 PM, Jebidiah kerman said: the textures are missing is this a common problem?(yes i used the correct version) Same here. Quote Link to comment Share on other sites More sharing options...
Jatwaa Posted July 7, 2020 Author Share Posted July 7, 2020 3 hours ago, NapalmPK said: Same here. Really? I had it installed earlier and it was fine. Let me check. Is it all parts? Quote Link to comment Share on other sites More sharing options...
Jatwaa Posted July 7, 2020 Author Share Posted July 7, 2020 11 hours ago, Jatwaa said: Really? I had it installed earlier and it was fine. Let me check. Is it all parts? Yeah still works for me. What parts seem to be missing textures? Quote Link to comment Share on other sites More sharing options...
NapalmPK Posted July 11, 2020 Share Posted July 11, 2020 I had an error in the install. Norton removed a file. Works fine now. Good stuff:) Quote Link to comment Share on other sites More sharing options...
Jatwaa Posted July 11, 2020 Author Share Posted July 11, 2020 Interesting, what file? I scan all the things before any zipping for spacedock. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted July 26, 2020 Share Posted July 26, 2020 @Jatwaa - so. I've been fiddling around with this, because the whole "MJ won't calculate proper burns" thing was annoying the hell out of me. It took me a while, but I hit upon a solution that (roughly) keeps your intended balance while fixing the issue with MJ and possibly making the patch for ElectricCharge unnecessary. I modified the following in EC6.cfg (the TeeslaKannon): Spoiler RESOURCE { name = spACE amount = 100 maxAmount = 100 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.0001 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { name = spACE rate = 100 DumpExcess = false } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1357 heatProduction = 0 fxOffset = 0, 0, 1.5 EngineType = Electric flameoutEffectName = flameout powerEffectName = running_thrust_Perf runningEffectName = running_turbine_Perf engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_thrust PROPELLANT { name = ElectricCharge ratio = 1025 } PROPELLANT { name = spACE ratio = 1 } atmosphereCurve { key = 0 138328 key = 1 118567 key = 9 0.001 } } Changed the definition of ACE to the following (unit cost can probably go to 0 - messing with that was part of some misguided troubleshooting that turned out to be stupidity on my part): Spoiler RESOURCE_DEFINITION { name = spACE displayName = Accelerated Counter Emmissions abbreviation = ACE density = 0.001 unitCost = 0.1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true hsp = 3000 volume = 1 } And removed the patch for ElectricCharge, since it's no longer needed (at least, for this engine - I'm not sure why it's there in the first place, and there may be another reason for it. I'm sure I broke something unintentionally...) Long-winded explanation of what I did below: Spoiler Based on what I found while looking around, you can figure out your Isp for electric thrusters by plugging your Thrust (in kN) and fuel density (for spACE, in this case) into the following equation: Isp = <thrust> / (9.81 * <fuel density>) ... which is a massive simplification of all the equations I did find, since everyone wants to explain the theory behind it AND use a bunch of very precise terms (which is usually good, but frustrating when you mostly know what it means, you're tired, and you just want to plug in some numbers because it's making your head hurt :V) Leave the consumption of your fuel (spACE) at a ratio of 1, change the EC consumption to the amount/second you desire, and Bob's your Kerbal. You consume 1 unit of fuel/second, and whatever amount of EC/s you specify (give or take - it's actually showing 1025.383 or something, and I seem to recall it being 1023.something before.) Stick on a generator for the fuel, and you To get the ASL Isp, I just multiplied by 6/7 (or 120/140, which were the original ASL/Vac ISP values). I may actually divide the density of spACE by 10 and multiply the Isp values given by 10, which should give me a decent-looking buffer on my current craft (1 engine, ~106t, 1270 m/s dV currently - 12700 would cover pretty much any intended burns I might do, and keep MJ from going into the red.) Additionally, this would further reduce the impact of ACE on ship mass - currently 100 units weighs 100kg. It has to have SOME mass, but you can probably keep it as low as possible - bump the storage down to 5 or 2 units or so (I wouldn't go lower than 2, and feel like 5 would be smart just to cover physics hiccups where you might run your tank dry between ticks) and give it even less mass. Maybe something to play with next time I restart the game. I'm not restarting again for a while, because I've spent WAY too long messing with this... Side note - the mounted RCS thrusters (the TN-E, I think?) don't work for me when I try to do translation with them. But looking at them is what gave me the inspiration to use ACE since it's already in the mod and only seems to be used on those thrusters. Quote Link to comment Share on other sites More sharing options...
Jatwaa Posted July 26, 2020 Author Share Posted July 26, 2020 16 hours ago, etmoonshade said: @Jatwaa - so. I've been fiddling around with this, because the whole "MJ won't calculate proper burns" thing was annoying the hell out of me. It took me a while, but I hit upon a solution that (roughly) keeps your intended balance while fixing the issue with MJ and possibly making the patch for ElectricCharge unnecessary. I modified the following in EC6.cfg (the TeeslaKannon): Hide contents RESOURCE { name = spACE amount = 100 maxAmount = 100 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.0001 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { name = spACE rate = 100 DumpExcess = false } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1357 heatProduction = 0 fxOffset = 0, 0, 1.5 EngineType = Electric flameoutEffectName = flameout powerEffectName = running_thrust_Perf runningEffectName = running_turbine_Perf engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_thrust PROPELLANT { name = ElectricCharge ratio = 1025 } PROPELLANT { name = spACE ratio = 1 } atmosphereCurve { key = 0 138328 key = 1 118567 key = 9 0.001 } } Changed the definition of ACE to the following (unit cost can probably go to 0 - messing with that was part of some misguided troubleshooting that turned out to be stupidity on my part): Hide contents RESOURCE_DEFINITION { name = spACE displayName = Accelerated Counter Emmissions abbreviation = ACE density = 0.001 unitCost = 0.1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true hsp = 3000 volume = 1 } And removed the patch for ElectricCharge, since it's no longer needed (at least, for this engine - I'm not sure why it's there in the first place, and there may be another reason for it. I'm sure I broke something unintentionally...) Long-winded explanation of what I did below: Reveal hidden contents Based on what I found while looking around, you can figure out your Isp for electric thrusters by plugging your Thrust (in kN) and fuel density (for spACE, in this case) into the following equation: Isp = <thrust> / (9.81 * <fuel density>) ... which is a massive simplification of all the equations I did find, since everyone wants to explain the theory behind it AND use a bunch of very precise terms (which is usually good, but frustrating when you mostly know what it means, you're tired, and you just want to plug in some numbers because it's making your head hurt :V) Leave the consumption of your fuel (spACE) at a ratio of 1, change the EC consumption to the amount/second you desire, and Bob's your Kerbal. You consume 1 unit of fuel/second, and whatever amount of EC/s you specify (give or take - it's actually showing 1025.383 or something, and I seem to recall it being 1023.something before.) Stick on a generator for the fuel, and you To get the ASL Isp, I just multiplied by 6/7 (or 120/140, which were the original ASL/Vac ISP values). I may actually divide the density of spACE by 10 and multiply the Isp values given by 10, which should give me a decent-looking buffer on my current craft (1 engine, ~106t, 1270 m/s dV currently - 12700 would cover pretty much any intended burns I might do, and keep MJ from going into the red.) Additionally, this would further reduce the impact of ACE on ship mass - currently 100 units weighs 100kg. It has to have SOME mass, but you can probably keep it as low as possible - bump the storage down to 5 or 2 units or so (I wouldn't go lower than 2, and feel like 5 would be smart just to cover physics hiccups where you might run your tank dry between ticks) and give it even less mass. Maybe something to play with next time I restart the game. I'm not restarting again for a while, because I've spent WAY too long messing with this... Side note - the mounted RCS thrusters (the TN-E, I think?) don't work for me when I try to do translation with them. But looking at them is what gave me the inspiration to use ACE since it's already in the mod and only seems to be used on those thrusters. ACE was around because RCS thrusters couldn't use EC in the way I wanted, just wanted pure EC to generate the thrust, RCS is like "nah". So I created ACE to work as a stand in till I could figure it out. The game does NOT like me using EC only since no density and it breaks logic I suppose. The EC patch actually makes EC viable as a fuel source with a minor, albeit nonsensical edit. A funny technicality, its actually the same as EVA pack fuel. But RCS still refuses thus far to use it. I was planning an update soon with new engines and toys, so, I maaay look back into it. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted July 26, 2020 Share Posted July 26, 2020 (edited) 10 minutes ago, Jatwaa said: ACE was around because RCS thrusters couldn't use EC in the way I wanted, just wanted pure EC to generate the thrust, RCS is like "nah". So I created ACE to work as a stand in till I could figure it out. The game does NOT like me using EC only since no density and it breaks logic I suppose. The EC patch actually makes EC viable as a fuel source with a minor, albeit nonsensical edit. A funny technicality, its actually the same as EVA pack fuel. But RCS still refuses thus far to use it. I was planning an update soon with new engines and toys, so, I maaay look back into it. Yeah, I'm pretty sure it's the density thing - as far as I can tell, KSP wants to determine a fuel flow from Isp, thrust, and density, and it just goes when you end up with something that dumps a 0 into the equation. Another thing you may consider is giving ElectricCharge a very small density using that patch, although that has far more of a risk of borking things. I know that the CommunityResourcePack uses a density value of 0.00000008990 for Hydrogen and it doesn't cause any problems with the game engine though, so you may be able to get away with that - 0.000 000 001kg would add what, micrograms per EC? Which is low enough that it'll barely have an effect, but I think it'd require disgustingly high Isp values to compensate. If you decide to go for using regenerating ACE to provide some sort of fuel for the main engines, you're welcome to use the configs I hacked together. I've been using them for a day now (and actually applied the same to the airionizer engine and the other .625m one that I can't remember the name of, EC8 I think?) and I've run into no issues at all. Other than weird instability because I keep making my craft too short. :V If you're fiddling with stuff, I'd love to see a 4-way or 5-way RCS block based on this; triply so if it's tweakscale-able. Edited July 26, 2020 by etmoonshade Added suggestion about giving EC a very tiny density. Quote Link to comment Share on other sites More sharing options...
Lisias Posted July 27, 2020 Share Posted July 27, 2020 (edited) 21 hours ago, etmoonshade said: If you're fiddling with stuff, I'd love to see a 4-way or 5-way RCS block based on this; triply so if it's tweakscale-able. RCSs are easily added to TweakScale with something like this: @PART[the-partname-you-want]:NEEDS[TweakScale] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } Works for almost every RCS radially attachable. If the thing is a block to be stacked up, use: @PART[the-partname-you-want]:NEEDS[TweakScale] { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = stack defaultScale = <size-of-the-part> // Check the bulkheadProfiles, and choose the bigger one. size1 = 1.25, size2 = 2.5, etc } } Stacks are terribly sensible to the defaultScale, please, please don't mess it up - really use the right value. On the other hand, if you don't give a piece of paper to standards and only want to have fun scaling things (hey, I do it sometimes too, ok? Your game, your rules), give All-Tweak a shot. Quick&Dirty TweakScale support for everything - no strings (or rules) attached. And it works fine most of the time - some really exoteric parts will fail on it, but... No risk, no gain. But you need to keep something on mind: your savegames will not be compatible with anyone else's KSP, neither with your owns if you install "proper" TweakScale support later for something (check the TweakScale Companion Program, by the way, I'm adding support for a lot of things latelly). Edited July 27, 2020 by Lisias Forum's editor bit me. Quote Link to comment Share on other sites More sharing options...
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