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Everything posted by saabstory88
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[1.7.2] KK Launchers - Delta, Atlas Pack
saabstory88 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Wow. That's config seems a bit better. Have you started the process of submitting this to RO? -
[1.7.2] KK Launchers - Delta, Atlas Pack
saabstory88 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Hi guys. Got the Delta II mostly configured for Realism Overhaul. I know there are some issues with the GEM-40 engine configs, but it's mostly there. If anyone wants to play around with it before I try to push it to the main RO thread, let me know what breaks. Thanks! https://drive.google.com/file/d/0B51D0goiPm7JbFVDWHg4eWFNNjA/view?usp=sharing -
Chaka Monkey - Closed Development Thread
saabstory88 replied to YANFRET's topic in KSP1 Mod Development
Still working on it, I promise. It took me quite a bit of time to get a stable RO install going. Most of the tanks are done, but engines are still too buggy to push an update. -
[v0.1] MOSOI Ind. MicroFuels (Half-RF, half-stock)
saabstory88 replied to Niemand303's topic in KSP1 Mod Development
If you want to avoid using RealFuels code, feel free to pull and improve any of the stuff I was working on from my old mod (link in sig). It is a much more basic and un-sophisticated implementation of boil-off which may be more to your liking. The other thing that may work for you is forcing fuel type by tech node, although maybe not, again, your call. If you want to use any of these old configs, a simple copy and replace of your new fuel types should do the trick. I'm really happy there are people starting to run with this idea though! -
Hello all, Finally getting back into the swing of things after work has calmed down a bit. I wanted to throw this set of configs out there for anyone who wanted to play with them and keep the development train going on making more things natively compatible with 6.4x scale RSS. I reworked the mass, fuel amounts, and ISP of the following items: -Proton -Soyuz Booster -Soyuz TMA -Progress -N1 -Mir components This set of configs is decently playable, but I never got around to the LOK-7K parts. I am going to try to move on to messing around with Realism Overhaul parts which need to be addressed, but I figured someone may want to use this as a jumping off point, or just to have more things to play with in your scaled up games. These delta V values are corrected for NEAR/FAR, and should work fine with either model. Link: https://www.dropbox.com/s/1ndtoq09vdry8eh/64K_Balancer.cfg?dl=0 Because I think this is required: License CC 4.0 BY NC
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Take a look at my sig. It has a link to all of the old development work I did on this. The way I had it built, it assigned fuels to tanks and engines based on the tech tree, with a re-worked system to make it play nice with procedural parts. Also, feel free to take a look at the work i did on making something like this compatible with B9, because those firespitter tanks were a bear. All had to be manually adjusted. Anyway, good luck with this, it's something that's needed, but is difficult to do right. I'm still basically swamped at work, but if I ever get any time off, I'd love to give you a hand with this. Feel free to PM me if you want to discuss.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
saabstory88 replied to Raptor831's topic in KSP1 Mod Releases
Now that we have grid-fins on the LazTek spacex stuff, should not the Merlin 1-D get the correct number of restarts so we can perform landing maneuvers? I am having trouble figuring out exactly how many it is rated for, but it would need to have at least four for proper boostback, deceleration, and landing. I know it's an easy config to fix, but maybe just something to keep in mind during the next release? -
EDIT: Figured it out. This is going to be too fun! A quick question about the capabilities of the underlying mod framework. If I were to say, edit the radius value of Kerbin would the KSC be stuck at it's original altitude relative to the planets source point, or will it be relocated to a point on the scaled up surface? I am interested in configuring a scaled up version of this mod, because I am a pretty dedicated 6.4x scale player, and is Kopernicus has the capabilities, I would love to be able to do this, and of course make the config available to other's who like some abuse . I am going to try some experimentation down this path, I just wanted to know if others had some guidance. Thanks.
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Chaka Monkey - Closed Development Thread
saabstory88 replied to YANFRET's topic in KSP1 Mod Development
Where is this work happening? Is it open to public participation and/or contribution? -
The Other Linux Thread
saabstory88 replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
Hello all, I have not posted to ask any questions previously, but I have done a fair bit of reading over these threads which has really helped me get going. I am now running full realism overhaul with all of the bells and whistles, including RVE, and everything is butter smooth at 6+ GB RAM usage. This has truly been awesome, and I just wanted to tank everyone for putting these guides together. Cheers! -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
The calculations done with this pack were based on mass only, not converting units to liters. I will most likely be killing this project, as my ultimate goal in creating it was to get better performance from launch vehicles in 6.4x RSS. When I first came back to this after a work hiatus, I attempted to continue to rebalance, however, it looks like this will be what I will ultimately release next: Launch Vehicles massed and scaled for 6.4x RSS performance. Real Fuels engine configs which will not be stock-alike. A patch which prevents collisions between resources from the Community Resource Pack and Real Fuels Possibly a tech tree overhaul which plays out more like Buzz Aldrin's space program manager. You unlock whole boosters, and whole spacecraft. Again, the reason I created this was to try to help bridge the gap between stock scale/experience KSP, and Realism Overhaul. That being said, as I have tried to develop this further, it has become clear that I will never get this done if I just focus on things that people have already done better, and instead use their platforms as a jumping off point to create something cohesive. This was a fun experiment, but ultimately there is a better way. In any event, while not strictly related, this was only meant to be a stepping stone towards something bigger, but ultimately this particular implementation is not going to survive that transition. I am almost done with the Tantares overhaul, a couple other odds and ends, and the first couple nodes of a new tech tree, and I should be able to put out a workable version soonâ„¢. -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
This is because of the mix ratio of the engines. This is not a bug. -
We can only hope that the answer is white/green, cone shaped, and might blow up the first 4 times you try to fly it.
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Saw an early showing yesterday. The SSTO question is still valid. The transfer stage (which, seriously, how did it to a TPI?) is already in orbit. Is there a spoilers thread up? Cause it turns out that every major plot point, including some very, VERY specific moments, are lifted from a certain 4 part book series, by a certain famous sci-fi author. My analysis, SPOILERS!!!: https://docs.google.com/document/d/1bR76uJJ1APl78WhRDHRDJpiNSmJEGPT65TrM-BmNmUI/edit?usp=sharing
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[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
Have some time again to continue working on this. Real life has completely taken over for the past month or so (work related). I finally have a free weekend this weekend, so I'm going to try to get back on the horse with this. -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
@MODULE[ModuleEnginesFX],1 That was the line I was looking for! Thank you very much sir, I will roll these changes in tonight! I'll take another look at the RCS system, I have noticed that It has broken a few third party RCS modules, but not most of them. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
saabstory88 replied to nli2work's topic in KSP1 Mod Releases
You sir, are not the only one! Cool parts pack! -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
I will attempt to look into this. In the mean time, could you post a screenshot of this fuel type duplication, as well as your log file? This would help me to sort this out much more quickly. -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
This mod uses procedural parts in leu of Modular Fuel Tanks. You can swap out tank contents, and they are fully tweakable! Stock and mod parts, which are not procedural, are still tweakable, but for career purposes, are limited to one kind of fuel. -
The version of MM that caused the slowdown was from the B9 Aerospace pack as well. I'm not sure if there was a compatibility error with B9, or whether the build is actually bugged. Do we want to try to figure out what caused the issue, or try to direct as many people to upgrade as possible? This version of MM was bundled with B9 itself, and many people, i'm sure, are using it.
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I have been having a similar issue with the load times in MM 2.3.3. It takes between 15 and 25 seconds to run each BEFORE, FOR, and AFTER check for each mod. The log file shows this happening after the initial part load, and then the compilation sequence takes place. Actually, after looking at it, MM seems to be applying patches before the [PASS] sequence on each mod. I have run a copy of 2.3.1 on the same set of mods, in the same directory, and it loads many times faster. I'm not sure if there is a particular plugin causing this behavior, because I am not experienced enough to be able to know every abnormality in the log, but something is definitely different between 2.3.1 and 2.3.3 when applied to the same mod set, which seems to affect load time. I will post the logs later, as I need to do more testing to confirm the anomaly. The real reason I wanted to respond, is to mention something about logic when patching mods. After developing my first plugin, I have realized how beneficial it is to have a plugin derived method, which you write, when you apply patches. MM is amazing of course, but it seems there are many things that are just beyond the scope of what it is even supposed to do. Personally, I have realized for what I ultimately aim to accomplish, I just have to tough it out and write a comprehensive plugin, which parses parts, and does conditional calculations to modify them. It will take much more time and troubleshooting, than simply being content to spend the time to look at specific mods, and adjust values in a CFG file manually, but it is ultimately much more adaptable. Just my 0.2 funds...
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[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
Fixed and updated to Kerbalstuff. Thanks for catching that! -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
Thank you for bringing this to my attention! I am still desperately trying to squash the last of the B9 compatibility bugs, but I think this merits an immediate update. I will try to get a version out to fix this soon. Otherwise, I am glad for the constructive feedback! -
[0.24.2] More Fuel Types (aka. NEARFuels) - VER 1.3
saabstory88 replied to saabstory88's topic in KSP1 Mod Releases
The other thing you can do, for the moment, is to use the Procedural Fuel tanks to create whatever tanks your should desire.