Jump to content

shoe7ess

Members
  • Posts

    291
  • Joined

  • Last visited

Everything posted by shoe7ess

  1. I got you fam. *EDIT* Looks like someone else had you, well if you'd like to save on part count I whipped up the following MM patches: Pastebin Link: https://pastebin.com/JFx55dWU (This creates a new part from the AACS part but edits it to contain the Mechjeb case data) Since this only includes the initial Mechjeb case you can use this alternate version to remove each of the initial Mechjeb cases parts (*Features2-4): Pastebin Link: https://pastebin.com/T9ZV1HhC (I haven't tested this though, you may need the 3 additional parts unlocked to make the original case to work, however since the original has a module based off of research nodes I truly doubt this would be an issue) Just create a text file anywhere (Mechjeb or Coatl folders are probably best unless you are like me and have your own folder for custom MM patches) and change the .txt to .cfg after pasting the text in the file and save.
  2. Actually that thing is beautiful. I created my own version, just need to throw together the LEM and put it in the petal adapter and change up the Apollo SM a bit. I've kept the TWR as accurate to the real thing as possible: Stage 1: 1.15 TWR Stage 2: 0.8 TWR Stage 3: 0.66 TWR CSM: 0.63 TWR LEM: ~0.3 TWR (Descent Stage) & 2.12 TWR (Ascent Stage) in Munar Gravity The easiest way I found to tweak these is simply lowering the fuel in each stage to match said TWR while still allowing for the mission to complete as if it went as a routine Apollo mission (enough dV to land on the Mun and reunite with the CSM, etc.) Didn't plan on doing math after work tonight, back to gaming... lol
  3. Does anyone have the link to the original mission? Looks like the link still hasn't been updated.
  4. Awesome. I've been working on a .craft file for the mission but I move some mods out (BDB and Contares want to take over everything apollo at the moment lol), I will post a link to it on the craft dump site and see if it is at all helpful for you when I am able but it sounds like you likely already have it situated, and it sounds great so far! *Edit* In fact, someone much better than myself has already made a youtube video recreating Apollo's Saturn V with all the new parts. I'll attempt to recreate as best as I can but in the meantime I'm working on getting Matt's .craft file if that would be any help (may have to change the parachute locations though due to the "stowed" bug he gets. Matt Lowe's Youtube Channel (video):
  5. My god, I remember when this mod was in its infancy. It's like watching an adorable child grow into a successful adult, this thing has come miles. Thank you for keeping up on the work, this is amazing!
  6. That is awesome! Please keep us updated and I appreciate you taking the time to work on this! The space race idea is pretty awesome too. I actually thought that's what I was going to be getting with the game. I kind of wish they had included contracts in the game akin to the historical progression contract pack mod for contract configurator. It'd be great if they updated the mission builder to a stock contract builder or allow those missions to occur as contracts in game but it's hard to keep realism unless you can force certain actions to occur (i.e. numerous rockets losing telemetry and their payloads either not making it to orbit or making it into highly eccentric ones which happened pretty often early on). Thanks again, shoe7ess
  7. All I"m getting is a link to the .craft file downloads?
  8. I apologize if this is the wrong place for this, if it is I will close this topic out as soon as I find out (couldn't find a rules thread). I saw the alternate Apollo 13 mission here but I'd really like an incredibly realistic version of the Apollo 13 mission. I'm talking having to eyeball re-entry without any help besides (possibly) an orbital line akin to Mission Tracking station Lvl 1, spinning out of control, and having to steady the craft via RCS, no SAS (obviously, but possibly after docking with the LEM), losing the center F-1 engine during first stage asscent, having to conserve a specific amount of RCS,, having to make a manual burn using the LEM engine, etc. I could see an issue with trying to transfer 3 kerbals to the LEM (haven't looked at one they added but I"d asume it's a 2 crew craft?) After I get some time I may do this myself based off the event list of Apollo 13's failures and post it here, but if anyone with more knowledge tackles this earlier I would (and I assume many others would as well) be very interested in playing it.
  9. Came here wondering about 1.4 support, so I'll test it and report back if I have any issues!
  10. For anyone else that ever has this issue and wants an answer for a fix, I honestly never found one. The idea that the procedural fairing was huge and was upping the mass turned out not to be the problem with the craft having no more dV, as I removed the fairing and still had insane minute long freezes and stuttering while attempting to navigate the ship. Luckily the upper stage was the only variation on that rocket (it's my ~5t/~9,800 ΔV launch system, so just loading a different rocket that was saved with a different payload worked fine so I just worked with that.
  11. I was wondering where the extra icon was coming from for TR in game, thought I got rid of this years ago. I'll try running it without the extra TR plugin running and see what happens but I imagine it has something to do with tweakscale.
  12. Hey all, I recently installed Airplanes+, AJE, RPM (and a lot of the associated mods like Vesselviewer and probe command, etc) onto my game and suddenly one of my trusty CommSat/ScanSat Launchers has started giving me a strange issue with a previously useable craft: Log file: https://www.dropbox.com/s/c1522ez70ebdgnf/KSP.log?dl=0 Gamedata Folder: Thanks for the help!
  13. Question. I'm assuming the following patch wouldn't work: @PART[*]:NEEDS[DCKinc] { MODULE { name = DCKtextureswitch2 moduleID = 1 objectNames = Base2;ctrlSrf2 textureNames = Squad/Parts/Aero/airplaneFins/AirplaneFins;DCK/Camo/AirplaneFinsDCK-1;DCK/Camo/AirplaneFinsDCK-2;DCK/Camo/AirplaneFinsDCK-3;DCK/Camo/AirplaneFinsDCK-4;DCK/Camo/AirplaneFinsDCK-5;DCK/Camo/AirplaneFinsDCK-6;DCK/Camo/AirplaneFinsDCK-7;DCK/Camo/AirplaneFinsDCK-8;DCK/Camo/AirplaneFinsDCK-9 textureDisplayNames = Stock;DCK-1;DCK-2;DCK-3;DCK-4;DCK-5;DCK-6;DCK-7;DCK-8;DCK-9 nextButtonText = DCK Next prevButtonText = DCK Previous statusText = Current repaintableEVA = true showPreviousButton = true updateSymmetry = true showInfo = false debugMode = false showListButton = false } } I'm assuming this because it isn't already the default so I'm wondering now, why wouldn't an all parts MM patch work for this mod?
  14. i've been fighting this bug and found it is the trajcetories mod that was causing it (for 1.2.2 at least). I'm gonna check the forum to see if it was address in a previous version.
  15. I edited the OP with the correct syntax (though it make sit a 1:1 ratio, not sure where to go about making the LFO ratio 0.9:1.1), it's just [!bluedog*,!Bluedog*] within the parts line instead of [*]. I may do the same for each IFS compat patch so IFS isn't getting added to BDB parts period.
  16. Would the correct syntax be @PART[!bluedog*,!Bluedog*] in order to skip BDB parts? *Update* For those interested, or those who come into the same problem when using KSPi andBDB with InterstellarFS, to fix the LEM stages open the file: IntegrationLiquidFuel.cfg located under GameData\InterstellarFuelSwitch\Patches and edit the following within the config file: @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch] You'll want to change this line to: @PART[!bluedog*,!Bluedog*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch] This will keep the LF patch from affecting BDB parts altogether.
  17. So I found out that BDB along with KSPi creates an issue where IFS makes BDB's LEM only able to use either Liquid Fuel OR Oxidizer, instead of both (which is needed for the descent/ascent engines). I found out where this is being added in and have taken on the task to add in LFO as an option (as opposed to trying to outright make the MM patch skip BDB parts). However, I only have basic MM knowledge and the compatibility file that IFS is more advanced than I'm used to, so I'm reaching out for some help. Basically I've added in LFO to the front of a few lines (using the LiquidFuelIntegration compatibility patch as a reference), however since the LiquidFuel compat. file looks for parts that don't have oxidizer specifically (i.e. parts with only liquid fuel). At some part of the process the default BDB parts get patched to use only liquid fuel (likely from another mod), which this MM patch then builds upon. To give some context/an example the file I'm attempting to give the LFO option to looks like: @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ +OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5 %cryoPower = #$onlyLH2$ @cryoPower /= 500 MODULE:NEEDS[!WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuelOxidizer;LiquidFuel;Oxidizer;MonoPropel;Hydrogen resourceGui = LFO;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen resourceAmounts = #$../LF$,$../OX$;#$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$ tankTechReq = start;start;start;advFuelSystems;largeVolumeContainment tankResourceMassDivider = 8;8;8;6.66666666666;5.5 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true hasGUI = true } MODULE:NEEDS[WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuelOxidizer;LiquidFuel;Oxidizer;MonoProp;Hydrogen;Nitrogen;Argon;Methane;Ammonia;Hydrazine;CO2 resourceGui = LFO;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdNitrogen;LqdAmmonia;Methane;LqdArgon;Hydrazine;LqdCO2 resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdNitrogen;LqdArgon;LqdMethane;LqdAmmonia;Hydrazine;LqdCO2 resourceAmounts = #$../LF$,$../OX$;#$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$ tankTechReq = start;start;start;advFuelSystems;largeVolumeContainment;highPerformanceFuelSystems;highPerformanceFuelSystems;specializedFuelStorage;specializedFuelStorage;exoticFuelStorage tankResourceMassDivider = 8;8;8;6.66666666666;5.5;8;8;8;8;8 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true Basically I'm trying to add oxidizer back in in order for the LFO option to include both liquid fuel and oxidizer, which is accomplished in the LFO compat file by adding the OX variable, which the resourceAmounts line then reads from. However, I have no idea how to set up this patch to add in oxidizer as well. I thought about setting the OX variable to use the liquid fuel as a base (i.e. change it so it reads +OX = #$RESOURCE[LiquidFuel]/maxAmount$, however the totalCap line needs oxidizer to read from as well and I'm not sure it would be the correct ratio. Can anyone help me with this patch so I can finally get my Apollo 11 mission underway? I'd greatly appreciate it! I'd rather not have to remove IFS and if that goes, then does KSPi (WarpPlugin) if I can make this work. The other option I was thinking of going with is omitting BDB parts outright by changing the @PART[*] line to include @PART[!*bluedog,!*Bluedog]. That way it will only use B9PartSwitch as opposed to IFS. Thanks for your time and any help will be greatly appreciated. *Update* Found a temporary workaround for it for now. Instead of using the OX variable, I removed it entirely and changed the LFO resource from: resourceAmounts = #$../LF$,$../OX$; to resourceAmounts = #$../LF$,$../totalCap$; This gives you a tank filled with LF and Oxidizer, but they are at a 1:1 ratio, so the levels have to be manually changed in order to drain properly, but it works for the time being.
  18. So I found out that BDB along with KSPi creates an issue where IFS makes BDB's LEM only able to use either Liquid Fuel OR Oxidizer, instead of both (which is needed for the descent/ascent engines). I found out where this is being added in and have taken on the task to add in LFO as an option (as opposed to trying to outright make the MM patch skip BDB parts). However, I only have basic MM knowledge and the compatibility file that IFS uses confuses the hell out of me, so I'm reaching out for some help. Basically I've added in LFO to the front of a few lines (using the LiquidFuelOxidizer compatibility file as a reference), however since the LiquidFuel compat. file looks for parts that don't have oxidizer specifically (i.e. parts with only liquid fuel). At some part of the process the default BDB parts get patched to only use liquid fuel, which this MM patch then builds upon. To give some context/an example the file I'm attempting to give the LFO option to looks like: @PART[*]:HAS[@RESOURCE[LiquidFuel],!RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ +OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5 %cryoPower = #$onlyLH2$ @cryoPower /= 500 MODULE:NEEDS[!WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuelOxidizer;LiquidFuel;Oxidizer;MonoPropel;Hydrogen resourceGui = LFO;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen resourceAmounts = #$../LF$,$../OX$;#$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$ tankTechReq = start;start;start;advFuelSystems;largeVolumeContainment tankResourceMassDivider = 8;8;8;6.66666666666;5.5 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true hasGUI = true } MODULE:NEEDS[WarpPlugin] { name = InterstellarFuelSwitch tankSwitchNames = LiquidFuelOxidizer;LiquidFuel;Oxidizer;MonoProp;Hydrogen;Nitrogen;Argon;Methane;Ammonia;Hydrazine;CO2 resourceGui = LFO;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdNitrogen;LqdAmmonia;Methane;LqdArgon;Hydrazine;LqdCO2 resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant;LqdHydrogen;LqdNitrogen;LqdArgon;LqdMethane;LqdAmmonia;Hydrazine;LqdCO2 resourceAmounts = #$../LF$,$../OX$;#$../totalCap$;$../totalCap$;$../totalCap$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$;$../onlyLH2$ tankTechReq = start;start;start;advFuelSystems;largeVolumeContainment;highPerformanceFuelSystems;highPerformanceFuelSystems;specializedFuelStorage;specializedFuelStorage;exoticFuelStorage tankResourceMassDivider = 8;8;8;6.66666666666;5.5;8;8;8;8;8 adaptiveTankSelection = false orderBySwitchName = true displayTankCost = true Basically I'm trying to add oxidizer back in in order for the LFO option to include both liquid fuel and oxidizer, which is accomplished in the LFO compat file by adding the OX variable, which the resourceAmounts line then reads from. However, I have no idea how to set up this patch to add in oxidizer. I thought about setting the OX variable to use the liquid fuel as a base (i.e. change it so it reads +OX = #$RESOURCE[LiquidFuel]/maxAmount$, however the totalCap line needs oxidizer to read from as well. Can anyone help me with this patch so I can finally get my Apollo 11 mission underway? I'd greatly appreciate it! My only other option as far as I know is to remove IFS and if that goes, then does KSPi (WarpPlugin). The other option I was thinking of going with is omitting BDB parts outright by changing the @PART[*] line to include @PART[!*bluedog,!*Bluedog]. That way it will only use B9PartSwitch as opposed to IFS. Thanks for your time and any help will be greatly appreciated. *Update* Found a temporary workaround for it for now. Instead of using the OX variable, changing the LFO resource from: resourceAmounts = #$../LF$,$../OX$; to resourceAmounts = #$../LF$,$../totalCap$; This gives you a tank filled with LF and Oxidizer, but they are at a 1:1 ratio, so the levels have to be manually changed in order to drain properly, but it works for the time being.
  19. Thanks for your help and for explaining how the models in Unity kind of "act". I have done a lot of texture work (especially with KSP), tons of custom MM patching for KSP, working on java workarounds back in my modded minecraft days, but I have never touched modeling (well, I haven't delved deep enough to understand anything beyond creating a couple of objects), especially in Unity. I'm looking forward to your next iteration and appreciate you taking the time to not just answer my post, but explain why it likely occurred. Keep up the awesome work!
  20. I loved having a disk around the Sun in my OPM game, but I found out after trying to set up a comm-network that the disk blocks the solar panels from being able to get sunlight (although they would be in direct sunlight otherwise), which basically means anything at 0 degree inclination in my case. I have the shader = Unlit/Transparent in mine as well but I guess the game sees it as an object? Could someone help me with this, I really love the way it looks but had to take it out due to this issue.
×
×
  • Create New...