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helaeon

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Everything posted by helaeon

  1. I think the tank error might be coming from CryoTanks. I just spent the last little while messing around with the MM config trying to get it to behave and no avail. If I get it to not add to WBI tanks, it also doesn't configure the stock tanks. I want the stock tanks configured. It's CryoTanksFuelTankSwitcher.cfg // Lifting tanks @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %massOffset = #$totalCap$ @massOffset *= 0.000625 // standard dry mass per units of LF/OX @massOffset *= -1 @LF *= #$@RESOURCE_DEFINITION[LiquidFuel]/unitCost$ @OX *= #$@RESOURCE_DEFINITION[Oxidizer]/unitCost$ %costOffset = #$LF$ @costOffset += #$OX$ @costOffset *= -1 !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]] {} MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = #LOC_CryoTanks_switcher_fuel_title baseVolume = #$../totalCap$ SUBTYPE { name = LF/O title = #LOC_CryoTanks_switcher_fuel_lfox tankType = LFOX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2/O title = #LOC_CryoTanks_switcher_fuel_lh2ox tankType = LH2O addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2 title = #LOC_CryoTanks_switcher_fuel_lh2 tankType = LH2 addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Oxidizer title = #LOC_CryoTanks_switcher_fuel_ox tankType = OX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LiquidFuel title = #LOC_CryoTanks_switcher_fuel_lf tankType = LF addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } // ZBO tanks @PART[*]:HAS[@RESOURCE[LqdHydrogen],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { %LH2 = #$RESOURCE[LqdHydrogen]/maxAmount$ %massOffset = #$LH2$ @massOffset *= 0.00001417 // <- EDIT HERE (dry mass per unit LH2 capacity) @massOffset *= -1 %costOffset = #$LH2$ @costOffset *= #$@RESOURCE_DEFINITION[LqdHydrogen]/unitCost$ @costOffset *= -1 !RESOURCE[LqdHydrogen] {} MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = #LOC_CryoTanks_switcher_fuel_title baseVolume = #$../LH2$ @baseVolume *= 0.1 SUBTYPE { name = LH2/O title = #LOC_CryoTanks_switcher_fuel_lh2ox tankType = LH2OCryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2 title = #LOC_CryoTanks_switcher_fuel_lh2 tankType = LH2Cryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Oxidizer title = #LOC_CryoTanks_switcher_fuel_ox tankType = OX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } MODULE { name = ModuleCryoTank // in Ec per 1000 units per second CoolingCost = 0.08 CoolingEnabled = True BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } I tried changing !MODULE[WBIResourceSwitcher] to !MODULE[WBIConvertibleStorage] . That fixes the problems with the patch being applied to the wrong tanks, but it seems to make it then not apply to any of the tanks. @Angel-125 @Nertea any ideas for MM magic? Edit: Actually nevermind. That seems to be the fix. Possibly change the CFG for cryotanks?
  2. Scientists do the same thing when writing papers. Often because of speaking on behalf of a research team or group. Also the idea is that if you the reader are following along you too are included in the group. It's like holding your hand, so we (you and I) do this thing, not I as I'm not doing it for you.
  3. @Sarxis there are some big changes coming. I think AM mode is broken in the current release, so those maneuvers may or may not work once the new version is out. If you want to use something very like what the new version will be you can look back a page or two and pull it off my github.
  4. @Angel-125 Appears to have fixed it. Thank you sir. It is quite excellent how that works!
  5. Afraid I'm going to feel stupid... I have an orbital pipeline attached to a space station in orbit around the Mun. I have a Mass Driver built on the ground connected to my base via a KIS/KAS pipe. I have 260 Mits of data collected on the ground pipe and plenty of power and various resources. Whenever I click "Schedule A Delivery" on the ground base mass driver it shows the station I want to send to, then it says "Vessel has no resources to send". Doesn't matter if I have power turned on or off (Says A-OK when power is on). It also says the same when I have something in the pipeline's KIS inventory. I tried setting resource distribution to "share" across the base as well (though it is all physically connected except for a remote ISRU drill). So, I find myself stumped as to get a delivery to go. I'd like to send some monopropellant from the ground base to the space station.
  6. If you want to copy the file you need to change the part name in the cfg as well. Otherwise you'll have 2 files with the same part name (it doesn't matter what the file name is, it matters what name=XXX is in the PART brackets) A lot of this is experimentation and remembering what you did so you can undo it if necessary. It's where we all started Don't forget that not only do you need to scale the model but you need to change WarpBubble as well. On the 2.5m USI drive it's 20, so if you make the bubble 2x bigger that value should be 40.
  7. You totally can. I needed to for the new version of the USI Alcubierre drive. use FlightGlobals.ActiveVessel.IgnoreGForces(frames); For the USI drive I used a 2 for the number of frames to ignore G forces and it seems to work great. Though that warpdrive runs in real-time updating each physics frame.
  8. In my test version there is a folding warp drive that has a 1.25 node. The way the module works is you have a model that is the part, then a scaled version of the warp bubble. You want that warp bubble to correspond to BubbleSize in USI_ModuleWarpEngine. Scale 1 roughly equals bubble size of 20 in the cfg. There's nothing stopping you from making a MM patch or modifying the config to make a part with a bigger bubble or scale the whole part to something new.
  9. Mainsail is using ModuleEngines rather than ModuleEnginesFX. ModuleEnginesFX is the newer one and this is probably why you're having problems. I don't know whether you can swap in the newer module for the older in the cfg and have it work, but it's worth a try.
  10. @capi3101Looks like I have those configured for CTT only. Woops. should be TechRequired = experimentalScience
  11. I'm having the same problem as @KSPNoob. With OPT-Legacy preventing previous SSTOs barely breaking mach 1. I made the change to the bugged part mentioned. I'll look into it and see if I can figure it out but wanted to post so maybe we could get a few more eyeballs on the problem. It seems to have something to do with the atmosphere itself not just the air breathing engines. I just launched a fairly overpowered rocket that uses no jet engine parts (or OPT parts) and at about 8km my velocity started dropping even though I had a TWR of 3.5. Same thing happened when I launched a very similar ship with a big rapier engine. ETA : it may also be that I'm bad at flying SSTOs... as I'm not getting super consistent results or anything obvious popping up as I delete directories one by one. But, if it's anywhere and it's real it's in the PARTS directory. I seem to have an easier time when I don't have that installed.
  12. @capi3101 if you need insight into what the drive is actually doing please ping me and I'll help as best I can. Try warping at the planet when you've aligned the planet to be retrograde of your current position & trajectory and see what happens, especially in AM mode. It was a maneuver that you could always do but was fiddly because of the way the throttle worked. With gravity brake it is pretty neat. It also works alright sitting at your intended periapsis.
  13. Idea was that they should use a TON of power, and really I'm expecting warp drive people to also be using other USI mods and/or Near Future. I'd suggest considering using fuel cells and bring some liquid fuel and oxidizer along rather than that many RTGs. 8 large fuel cells should power the 3.75m warp drive. That was my thought anyway. Smaller drives need less power. 6-8 large solar panels also work. You'll will need to bring enough battery power (or a couple RTGs and/or fuel cell generators) along to buffer the losses when out at Jool or not optimally placed
  14. @RoverDude Just submitted the PR. I also made a changelog for all I could remember I did. Feel free to change the version number I chose if something else fits in with the USI scheme better. There are some pretty major changes. I don't think they will be craft breaking but folks should have a heads up... big one is warp drives now use a lot more power.
  15. They are all half. The differences are all in fuel use, efficiency of the exotic matter converter, the model, and bubble size. The USI drives are more efficient, the Z drives are a lot lighter (maybe too much I might make them a bit heavier before I push them tonight). I changed a lot of things about how the math is applied to the game. There were quite a few things that weren't working as intended (for example warp distance wasn't being applied vs physics tick so depending on your physics tick value in settings you would get a different warp speed), so it might be a good idea to check to make sure what worked before still does. The gravity brake is obviously a major major change.
  16. @capi3101 I reduced the failsafe altitude by half. I did that for personal preferences (actually in my game it's half again so I'm at a quarter). 600 km above Kerbin seemed more than fair for a cut off and was asked about it a lot previously so made it the thing, also it lets you use the repeated slingshot maneuver much more easily in AM mode. Especially with the new auto braking function it slows you way, way down so you may not want to get that deep in the gravity well anyway. I wanted us to want to shut warp down because we weren't going fast enough rather than hitting the hard fail-safe most of the time. Glad to hear that's working as intended . You can adjust how gnarly that fall off is by editing "GravFactor" in the config - be warned though that is a fiddly parameter and I spent quite a lot of time narrowing in that number by play testing. "GravFactor" and "BrakeFalloff" work together to slow you down coming into a gravity well, if one of the numbers is too big you don't get "caught" as easily. The .1c going flat out deep in the gravity well for a little while is also exactly what I was going for. Mostly because it does make maneuvers a lot easier and far far less fiddly while making blowing past your target far less easy. Partly because I wanted the problem of getting too deep in a gravity well and needing large amounts of power to climb out of that heavily warped space. Consider it that warping already warped space is hard, of course this is the most pronounced around heavy bodies like Jool and Kerbol. If you go into your save file you can toggle the AM variable there if you don't want to launch new ships. I based everything on the 3.75m Z drive. I wanted it to use the power output of 8 large fuel cells in stock so 144 ec/s. The rest scale down from there. For a modded game with USI, NFE, FFT, or DSEV, I wanted that 3.75m drive to use more power than the MPDT from NearFuture Propulsion, so it's well over 3000 ec/s. Again they scale down from there. I'm not at my Kerbal computer, I can give exact numbers when I get home. The number for fuel use shown in the VAB is true though, you do need that many ec/s when running flat out. It's handled by ModuleEngines so uses fuel like any other engine.
  17. @JadeOfMaar @TiktaalikDreaming I just uploaded a scaledsystems.cfg based on JadeOfMaar's framework to my github. @RoverDude Unless someone has an issue that comes up tomorrow or Friday I think I'll do the pull request when I get home from work Friday. I'm not seeing anything that I am feeling like I need to change on my end.
  18. @JadeOfMaar Thanks that should do just what I need. Will be a few more hours before I can get back to my kerbal computer... if anyone has a better idea than multiplying warpfactor & turbofactor by the scale of the system I'm happy to do that instead as this patch is for folks that like to play a different way than I do - it's for you. So in a 10x system top warp would be 60c, with a turbo factor of 40 so I think that puts turbo at 250c or more. I think for folks running multiple star systems they'll need to adjust that turbo factor on their own so it gets into the thousands.
  19. @TiktaalikDreamingI thought that might have happened I was just in the process of uploading a proper test zip for folks so they don't have to clone the repository. There is a zip there now.
  20. @TiktaalikDreaming Here's what I'm running (ton of mods) so should narrow things down a bit as it runs great for me. X Science B9 Partswitch BlueDog_DB BonVoyage Coatl Aerospace CCK CRP CTT CommunityTraitIcons ContractConfigurator CrowdSourcedScience DMagic Orbital Science All of Nertea's Mods EasyBoard EVE Firespitter (From USI) Interstellar Fuel Switch JX2 Antenna KAS/KIS KerbalHacks KerbalEngineer Kerbetrotter (FelineRover) KerbNet Controller Kraken Science KSP-AVC KSPRescuePodFix ManeuverNodeEvolved MechJeb (current Dev) MiningExpansion Mk2Expansion MK3Expansion NavHud NavyFish PartCommanderContinued PartOverhauls PatchManager PlanetaryBaseInc PortraitStats RCSBuildAid SCANsat scatterer ScienceRelay SeriousBusiness StageRecovery SVE Tantares(&LV) TextureReplacer (For now, going to go TRR soon) TokamakIndustries Trajectories TriggerTech (Alternate Resource Panel, and KAC) USI (Akita,ExpPack,FTT,Karibou,Konstruction,Kontainers,MKS, Malemute,ReactorPack,SrvPack,SubPack,WarpDrive) VenStockRevamp VesselCategorizer WaypointManager WildBlue (Buffalo, DSEV,KerbalKIS,MOLE,Pathfinder) ModuleManager2.8.1 I just re-dropped my install back to github just to make sure you're using what I am. https://github.com/helaeon/WarpDrive
  21. @TiktaalikDreaming it is compiled against 1.3.1. I had some problems with Throttle Controlled Avionics at the very beginning and removed it because I never really used it. Trajectories can cause major slow-downs if you leave it on while using the warp drive. I use trajectories myself so it just being installed isn't an issue.
  22. @TiktaalikDreaming I would absolutely appreciate your feedback if you want to grab the test version off my github (linked a few posts back). I would very much increase my confidence level to push it along to the official channel in the next couple days.
  23. Actually... I did something different. There are two sliders now one is your percentage of maximum warp where turbo kicks in, and then the "turbo factor" there's also a turbo multiplier in the cfg that is accessible if even more is necessary (for 1:1) systems. I wanted to still communicate the feeling of how freaking big the solar system is. How very far away Pluto or Neptune are even at 1:10 scales, so I didn't want 100c in stock - though that is very possible. What happens is if you have turbo point set to 90, at about warp 5.5 (and this is displayed) your turbo kicks in and suddenly you're going about 20c and increasing as you get further away from the star. Feels kinda like Marty getting to 88 mph waiting for that turbo to kick in. If you want to shut it off you set turbo point to 100 and it will no longer function. You can also adjust the speed of the turbo with the other slider. You can go quite fast if you want - this doesn't affect your fuel use though. So you can warp very very fast and not have as much control, and you can slow things down so you do.
  24. @RoverDude & others: I have a version I'm pretty happy with right now here if anyone wants to try. https://github.com/helaeon/WarpDrive I haven't made a MM patch for 1:1 scale systems or multiple systems. I do have it set up as I'd like for OPM/Stock. I did quite a few runs out to Neidon to test. Power requirements are not final but I think are generally okay for stock (3.75m drive requires 8 fuel cells to run everything scales down from that). Last thing to do before release pull request is make a standard MM patch to set that power consumption value as it really should be if you have Near Future Electrical, Far Future, DSEV, and/or USI installed. I'm thinking 20-30x more wherever electric charge is used
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