Dr. Jet Posted January 22, 2017 Author Share Posted January 22, 2017 (edited) 15 hours ago, SeaTac said: Too bad on the li'l buzzer, it was such a simplistic design and would have given me an alternative to wheeled based explorers for my landers. Just take Li'l Buzzer drone-plane craft (included) and add science stuff you need. It's much faster way to explore atmospheric planets than quadrocopter. Manned designs are a bit trickier, but still possible. I recommend using folding wing part from SXT package and either 4 buzzers or 1 folding propeller from Firespitter. 15 hours ago, SeaTac said: I'm not sure what you mean on the ModuleResourceIntake. Is this for all parts requiring air intake or is it per part? IE can this be set for the li'l buzzer only and still require the normal intake requirements for all other air breathing engines? Per part, of course. Each part is configured independently. File you want is /GameData/ChopShop/Propulsion/Impeller/impeller.cfg. Feel free to experiment. P.S. As I already said twice before in thread (IIRC), Li'l Buzzer does not have the best possible config. It has only WORKING config. If someone can suggest better balanced one, I'll happily include it to my mod. Edited January 22, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
SchwinnTropius Posted February 27, 2017 Share Posted February 27, 2017 (edited) I just took a look at your Lil' Buzzer part for research on making my own impellar parts. I noticed it can get starved for your created Airflow resource, and that once it is starved it doesn't run again. Through poking around other part configs, I noticed the stock Goliath does something similar to your impellar for intaking a resource, but the ModuleResourceIntake is set before the ModuleEnginesFX so the engine can get the resulting IntakeAir. Relevant bit from your Lil' Buzzer config: Spoiler tags = aircraft drone electric impeller plane propuls MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5 heatProduction = 0.1 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.8 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = disengageEffectName = spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = ElectricCharge ratio = 5 DrawGauge = True } PROPELLANT { name = Airflow ratio = 1 } atmosphereCurve { key = 0 220 0 0 key = 1 200 -55 -55 key = 5 100 0 0 } // Jet params atmChangeFlow = False useVelCurve = False useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 velCurve { key = 0 1 0 0 key = 0.5 0.8 -0.9460317 -0.9460317 key = 0.8 0.3523809 -1.626984 -1.626984 key = 1 0 -1.761905 -1.761905 } atmCurve { key = 0 0 0 0 key = 0.3 0.18 0.6 0.6 key = 1 0.5 0.4 0.4 key = 5 1 0 0 } } EFFECTS { running_thrust { AUDIO { channel = Ship clip = ChopShop/Sounds/rsths13_hubsan volume = 0.0 0.0 volume = 1.5 1.5 pitch = 0.0 0.2 pitch = 1.3 1.3 loop = true } } running_turbine { AUDIO { channel = Ship clip = ChopShop/Sounds/rsths13_hubsan volume = 0.0 0.0 volume = 0.6 0.7 volume = 0.85 0.95 pitch = 0.3 0.7 pitch = 0.55 0.8 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleResourceIntake resourceName = Airflow checkForOxygen = false area = 0.0005 intakeSpeed = 0.05 intakeTransformName = Intake } Relevant bit from the stock Goliath config: Spoiler tags = aircraft (goliath jet plane propuls reverse // Do this first, so the engine gets the resultant air. MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.03 intakeSpeed = 30 intakeTransformName = Intake occludeNode = top machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 360 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 0.06 engineDecelerationSpeed = 0.25 //fxOffset = 0, 0, 0.74 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 2 clampPropReceived = True PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 227 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 12600 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flameoutBar = 0.02 machLimit = 0.75 machHeatMult = 40 velCurve { key = 0 1 -0.1543096 -0.1543096 key = 0.61 0.79 0 0 key = 1.5 0.964 0 0 key = 2 0.31 -3.278422 -3.278422 key = 2.1 0 -0.9205825 -0.9205825 } atmCurve { key = 0 0 0 0 key = 0.072 0.085 1.172947 1.172947 key = 0.337 0.37 0.98425 0.98425 key = 1 1 1.179067 1.179067 } } It would be a small tweak, but it may help the Lil' Buzzer's performance so it will no longer be starved if you moved ModuleResourceIntake to before ModuleEnginesFX. Edited March 1, 2017 by SchwinnTropius clarity Quote Link to comment Share on other sites More sharing options...
SchwinnTropius Posted March 1, 2017 Share Posted March 1, 2017 To add to what I wrote above, I discovered IntakeAir can be used as long as ModuleResourceIntake has checkForOxygen = false. I made my own propeller part and tested it on Duna with success. I posted about it here. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 1, 2017 Author Share Posted March 1, 2017 On 27.02.2017 at 8:12 PM, SchwinnTropius said: I just took a look at your Lil' Buzzer part for research on making my own impellar parts. I noticed it can get starved for your created Airflow resource, and that once it is starved it doesn't run again. Through poking around other part configs, I noticed the stock Goliath does something similar to your impellar for intaking a resource, but the ModuleResourceIntake is set before the ModuleEnginesFX so the engine can get the resulting IntakeAir. E-eh... Have you tried that already? Can't believe that modules order somehow matters in this case. But it's KSP, so... everything is possible. Engine should always run again happily when it gets some airflow in proper direction. At least it did in 1.1.2 when I tested it last time. BTW, Li'l Buzzer airflow starvation while stalling is not a bug, it's a purposefully configured feature (I never thought people would use it for quadrocopters instead of much faster drone-planes, for which it was designed). Just now, SchwinnTropius said: To add to what I wrote above, I discovered IntakeAir can be used as long as ModuleResourceIntake has checkForOxygen = false. I made my own propeller part and tested it on Duna with success. I posted about it here. Does it imitate air starvation at higher altitudes? I remember trying something like this myself in earliest buzzer prototype, but it appeared to be too much OP with insanely high thrust in near vacuum. Quote Link to comment Share on other sites More sharing options...
SchwinnTropius Posted March 1, 2017 Share Posted March 1, 2017 4 minutes ago, Dr. Jet said: E-eh... Have you tried that already? Can't believe that modules order somehow matters in this case. But it's KSP, so... everything is possible. Engine should always run again happily when it gets some airflow in proper direction. At least it did in 1.1.2 when I tested it last time. BTW, Li'l Buzzer airflow starvation while stalling is not a bug, it's a purposefully configured feature (I never thought people would use it for quadrocopters instead of much faster drone-planes, for which it was designed). Does it imitate air starvation at higher altitudes? I remember trying something like this myself in earliest buzzer prototype, but it appeared to be too much OP with insanely high thrust in near vacuum. I used your impeller config as a basis for my part, and switched the modules, then used IntakeAir instead of your Airflow. I wasn't able to get your impeller running again in my tests, even when reoriented to the proper direction. That prompted my config digging. I haven't tested performance of my part at various altitudes yet, so far I just wanted to see if it worked at all. I would imagine setting a curve to make it starve at thinner air pressures could be simulated the way it is for the jet engines. But, I just started learning modding and I'm pretty sure I have much to learn, especially about curves like that. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 1, 2017 Author Share Posted March 1, 2017 (edited) On 27.02.2017 at 8:12 PM, SchwinnTropius said: I just took a look at your Lil' Buzzer part for research on making my own impellar parts. I noticed it can get starved for your created Airflow resource, and that once it is starved it doesn't run again. Through poking around other part configs, I noticed the stock Goliath does something similar to your impellar for intaking a resource, but the ModuleResourceIntake is set before the ModuleEnginesFX so the engine can get the resulting IntakeAir. A-ah... I remember now... Try this - put 4-5 your alternated buzzers on the craft and one air-breathing JET engine. Put your craft on Duna. Don't start buzzers, start jet. Jet will start and will fly. Without oxygen. That's why I used IntakeResource instead of IntakeAir. Edited March 1, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
SchwinnTropius Posted March 1, 2017 Share Posted March 1, 2017 2 minutes ago, Dr. Jet said: A-ah... I remember now... Try this - put 4-5 your alternated buzzers on the craft and one air-breathing JET engine. Put your craft on Dune. Don't start buzzers, start jet. Jet will start and will fly. Without oxygen. That's why I used IntakeResource instead of IntakeAir. Neat trick. That sounds cool in itself. I see what you mean though, I'll keep that in mind for future testing. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 25, 2017 Author Share Posted March 25, 2017 (edited) As for now ChopShop is NOT compatible with 1.2.9pre. The reason is drastic incompatibility of 1.2.9pre config parser with ModuleManager configs while ChopShop relies on those a lot. Though there are good news. Localization syntax is easy and I started working on it for ChopShop (EN+RU). Maybe I'll even make a major config overhaul and call it version 1.0. Asking for your opinion - should I divide ChopShop into a set of smaller mods? Eg. SPP fuselage parts separately, rovers separately, structural + utility parts separately? Edited March 25, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 25, 2017 Author Share Posted March 25, 2017 (edited) If anyone fiddles with that 1.2.9 pre-alpha version - you may try new localized ChopShop. There are of course BUGS. Old saves are not supported and no other mod suport is available as ModuleManager does not work in 1.2.9 yet. But... it does have russian translation at last! ---------- Если кто играется с пре-релизной 1.2.9 - можете попробовать новый локализованный ЧопШоп. Разумеется, есть БАГИ. Cтарые сохранения не поддерживаются, и поддержки других модов нет, поскольку ModuleManager в 1.2.9 не работает. Но... наконец-то появился русский перевод! Edited March 26, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 1, 2017 Share Posted May 1, 2017 On 25-3-2017 at 8:26 AM, Dr. Jet said: Asking for your opinion - should I divide ChopShop into a set of smaller mods? Eg. SPP fuselage parts separately, rovers separately, structural + utility parts separately? Just keep it as it is I say Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted May 29, 2017 Author Share Posted May 29, 2017 <SIGH> My last day of vacation expired yesterday and today GOG.com did just uploaded KSP 1.3.0... Murphy law at it's best... Will try to properly update this week, but no promises. P.S. One good thing, I seem to have different language bundles available to download from GOG. At least I will be sure about english version working along with russian one now. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 4, 2017 Author Share Posted June 4, 2017 (edited) v 0.11.0.1 is out Eng: - Russian language support in KSP 1.3.0 and beyond. - Eliminated ModuleManager dependency! You will still need it for other mods compatibility though. - Unified mod part IDs. Unfortunately this will brake your older crafts. - Fixed decal meshes for Mk2 nosecone parts. - Sample crafts updated.Rus: - Поддержка русского языка в KSP 1.3.0 и далее. - Устранена зависимость от ModuleManager-а! Хотя для обеспечения совместимости с другими модами он всё равно понадобится. - Унифицированы ID-шники запчастей. К сожалению, это сломает ваши старые аппараты. - Исправлены меши декалей для носовых модулей Mk2. - Обновлены примеры аппаратов. Edited June 4, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
FrontLineFodder Posted June 5, 2017 Share Posted June 5, 2017 15 hours ago, Dr. Jet said: v 0.11.0.1 is out Eng: - Russian language support in KSP 1.3.0 and beyond. - Eliminated ModuleManager dependency! You will still need it for other mods compatibility though. - Unified mod part IDs. Unfortunately this will brake your older crafts. - Fixed decal meshes for Mk2 nosecone parts. - Sample crafts updated.Rus: - Поддержка русского языка в KSP 1.3.0 и далее. - Устранена зависимость от ModuleManager-а! Хотя для обеспечения совместимости с другими модами он всё равно понадобится. - Унифицированы ID-шники запчастей. К сожалению, это сломает ваши старые аппараты. - Исправлены меши декалей для носовых модулей Mk2. - Обновлены примеры аппаратов. Thank You. Q) Unified mod part IDs, is this for all parts, or some ? I have recently started a new save and have ships with your solar panels out there. Is a save file hack edit to fix reality an option ? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 5, 2017 Author Share Posted June 5, 2017 (edited) 13 hours ago, FrontLineFodder said: Thank You. Q) Unified mod part IDs, is this for all parts, or some ? I have recently started a new save and have ships with your solar panels out there. Is a save file hack edit to fix reality an option ? All parts. They should now be seen as part of mod by their ID. Haven't try editing SAVE files, but for *.craft files it's surely possible. Let's pretend, you have a craft wich has only one part from my mod - SSP Mk1. Old ID was "SSP_mk1", though in the .craft file it is written as "SSP.mk1" (notice the dot in place of underscore). New ID is "ChopShop_SSP1", so you should replace all instances of "SSP.mk1" with "ChopShop.SSP1" and you'll have a loadable craft again. Since KSP saves contain craft information in very similar format to .craft files, there is a good chance this method will work. Edited June 5, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
FrontLineFodder Posted June 6, 2017 Share Posted June 6, 2017 20 hours ago, Dr. Jet said: All parts. They should now be seen as part of mod by their ID. Haven't try editing SAVE files, but for *.craft files it's surely possible. Let's pretend, you have a craft wich has only one part from my mod - SSP Mk1. Old ID was "SSP_mk1", though in the .craft file it is written as "SSP.mk1" (notice the dot in place of underscore). New ID is "ChopShop_SSP1", so you should replace all instances of "SSP.mk1" with "ChopShop.SSP1" and you'll have a loadable craft again. Since KSP saves contain craft information in very similar format to .craft files, there is a good chance this method will work. Cheers, I recall I have done this to a save twice before. it worked once i'm sure. I'll install 1.3 this week and give it a go. I'll use a Regex replace....and probably fail Quote Link to comment Share on other sites More sharing options...
Speadge Posted June 15, 2017 Share Posted June 15, 2017 Is there ANY way to make the SSPs just have one "extend/retract" button for full functionality? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted June 18, 2017 Author Share Posted June 18, 2017 (edited) On 15.06.2017 at 11:17 PM, Speadge said: Is there ANY way to make the SSPs just have one "extend/retract" button for full functionality? With stock modules? NO! But you can assign both modules to one action group. Edited June 18, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
Speadge Posted June 18, 2017 Share Posted June 18, 2017 (edited) 3 hours ago, Dr. Jet said: With stock modules? NO! But you can assign both modules to one action group. yeah, thats my workaround already. thanky anyway its just, that u usually can use the SSP in career way before having actiongroups available - and it would look "cleaner" Edited June 18, 2017 by Speadge Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 8, 2017 Share Posted July 8, 2017 Not sure if this is a known issue or what - in an attempt to light my landing area should I land on the Mun or Minmus or elsewhere in something other than pure daylight, I put an LED Headlight on the bottom side of each of the four landing legs. Unfortunately it didn't work too well as they were too aligned and what I ended up with was a more or less a one-meter white laser that washed the area out rather than making it more visible. If I turn them down to like 10%, mount them single, and fiddle the aim a bit I think it will probably work correctly. That's not the issue that has me here. The thing that brought me here is that I left those lights on while I burned for escape from Minmus, didn't notice anything odd until I lined up the ship so it was pointed directly away from Minmus. This is me totally lighting up most of Minmus' surface from a distance of 192km with light much brighter than it's seen since the Great Gravioli Explosion of '93. Gragnabit, I'm still so new I can't upload images. Fine, using Imgur below. Only things I can think of are 1) Unity lights don't have attenuation distances and decay curves which seems unlikely, 2) those settings were overlooked , 3) Minmus is a Brightamoli attractor of previously unimagined power, actually pulling the Brightamoli particles from the lights at such a prodigious rate that they overflow the attractor field and spill all over the surface of Minmus. Personally I'm betting on 3). Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted July 8, 2017 Author Share Posted July 8, 2017 (edited) Culling mask is wrong. Should ignore layer 10, but it does not. Hm-m-m... did it behave like that in older versions? I can't remember when I rebuilt this part last time. Fixing the issue was simple... but rebuilding part is not... will need to re-create animation for it and in Unity 5 it's quite different method IIRC. Edited July 8, 2017 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 9, 2017 Share Posted July 9, 2017 14 hours ago, Dr. Jet said: Culling mask is wrong. Should ignore layer 10, but it does not. Hm-m-m... did it behave like that in older versions? I can't remember when I rebuilt this part last time. Fixing the issue was simple... but rebuilding part is not... will need to re-create animation for it and in Unity 5 it's quite different method IIRC. Ok, and thanks, although it's hardly a game-breaker. Also, although it sounds like a good idea to fix a broken mask, just to be safe could you also add a brightamoli attenuator module (BAM!)? I just know Jeb is going to get blinded without one. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted July 9, 2017 Author Share Posted July 9, 2017 Now that I have uploaded ChopShop to Github, anyone can participate in making it better. Commit new languages, better textures, bug fixes etc. GitHub instance of ChopShop Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted July 16, 2017 Author Share Posted July 16, 2017 v 0.11.0.2 ####Eng: * Spanish language support (thanks to @fitiales) * Fixed LED Headlight Culling Mask trouble (illuminating planets). ####Rus: * Поддержка испанского языка (спасибо, @fitiales) * Исправлена проблема Светодиодной Фары с Culling Mask (освещение планет). Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted July 16, 2017 Share Posted July 16, 2017 Congrats with release and thanks for your hard work, Dr. Jet! Your mod is very high on my mod appreciation list! Спасибо! Quote Link to comment Share on other sites More sharing options...
doggonemess Posted July 24, 2017 Share Posted July 24, 2017 Can someone point me to an older version of this mod? I have an old craft that uses inlinechute.1t and I can't open it as the current Chop Shop doesn't include the part. That, or can someone tell me how to remove the chute without breaking the file? Thanks! Jamie Quote Link to comment Share on other sites More sharing options...
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