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Eleusis La Arwall

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Posts posted by Eleusis La Arwall

  1. I'm currently working on a new model for the Thermal Launch Nozzle to get myself familiar with engines. Here is the current state:

    a8gjsz9.png

    My knowledge about rocket nozzles is rather limited and I hope for some feedback on how realistic my approach is for a launch-nozzle.

    On another topic: Is someone currently working on a model for the thermal electric generator or the charged particle electric generator?

  2. The latest release introduced a new Module named "AnimatedContainerContent":

    	MODULE
    	{
    		name = AnimatedContainerContent	
    		animationName = exampleAnim		// Name of the animation
    		resourceName = Ore			// Name of the Resource to link with the animation
    		animationExponent = 1			// Exponent. How is the animation related to the resource (normal 1; quadratic 2; qubic 3; ...)
    		maximumRatio = 1			// How far does the animation play with the resource. (0.5: at 50% resource the animation is at the last frame.) 
    	}

    What does it?

    This Module allows you to link an animation with the amount of stored resources on a part. Now we can visualize the tank-status directly on the model.

    Details on how the resources are linked

    Without the "resourceName" node defined all resources stored in the part will be taken into account, except resources without mass (EC, Megajoule). This is very usefull for tanks that hold 2 fuels at the same time or use FuelSwitch setups with lots of different setups.

    Examples

    One example is the IFS Inflatable Storage Tank that uses this module. As shown in the picture below, the spherical tank grows with the amount of stored Air. This is an example that uses "maximumRatio = 0.5". When the tank is half full, the sphere has reached its max volume (end of the animation) and filling the tank further is not animated anymore. To animate pressurized gas tanks for example.
    ftynQoB.jpg

    An example with bars indicating the amount of fuel can be found on most of the new tanks. You'll notice some blue (or red) little bars that show how much content the tank currently holds (blue=full, red=empty).
    PnxyCfU.png

    A big THANK YOU to @FreeThinker who realized this new module.

    I hope this explanation is somewhat usefull and you guys have as much fun with it as I did. Happy modding! :)

     

  3. 10 hours ago, Freekin said:

    Re: v1.15.1

     

    Are cryo tanks supposed to be able to be ejected?

    Yes they are. AT, CC, CPT, CT, PGT and RFC have an integrated radial decoupler.

    6 hours ago, raxo2222 said:

    It seems like some tanks menu is broken.

    Also I like new probe core.

    IHAL doesn't need energy to operate it seems.

    The cryostat modules seem to clutter the menu.

    iHAL needs 0.1 EC/s.

    Edit: The CDT2500 and CDT3001 are doubles and will be removed. Use CDT2002 and CDT2012 instead.

  4. 14 hours ago, Stone Blue said:

    Hmmm... Doesnt seem to be completely working for me... The selectedObjects node works, but the tank setups doesnt...I still get ALL the textures switchable...None "hidden"... :(

    I must be missing something simple-stoopid...

    I've copied over the latest config you provided, adjusted the relevant fields and it works for me.

    @PART[MESHTEST]
    {
    	MODULE
    	{
    //		name:NEEDS[!InterstellarFuelSwitch] = FSmeshSwitch
    		name:NEEDS[InterstellarFuelSwitch] = InterstellarMeshSwitch
    		moduleID = 1
    		buttonName = Next Lens
    		switcherDescription = Lens
    		objectDisplayNames = LFO;MethaLOX;HydroLOX
    //		objectDisplayNames = Clear;Fisheye-Amber;Fisheye-Blue;Fisheye-Green;Fisheye-Red;Fisheye-White;Glass-Amber;Glass-White;Pyramid-Amber;Pyramid-Blue;Pyramid-Green;Pyramid-Red;Pyramid-White;Square-Amber;Square-Blue;Square-Green;Square-Red;Square-White
    		showPreviousButton = false
    		objects = ;Methalox;Hydrolox;Kerolox
    //		objects = lens_Clear;lens_Fisheye_amber;lens_Fisheye_blue;lens_Fisheye_green;lens_Fisheye_red;lens_Fisheye_white;lens_Glass_amber;lens_Glass_white;lens_Pyramid_amber;lens_Pyramid_blue;lens_Pyramid_green;lens_Pyramid_red;lens_Pyramid_white;lens_Square_amber;lens_Square_blue;lens_Square_green;lens_Square_red;lens_Square_white
    		useFuelSwitchModule = false
    		fuelTankSetups = 0;1;2  // ;3;4;5;6  //;7;8;9;10;11;12;13;14;15;16;17
    		selectedObject = 2
    		affectColliders = false
    		updateSymmetry = true
    		showInfo = true
    	}
    }

    The mesh "Kerolox" does not appear and everything else fits the setup.

    Have you tried to delete the MM cache files in the GameData folder? Sometimes it helps.

    Otherwise I'd say it's a typo somewhere in the commented fields but since your first "master" config worked, that is rather unlikely.

    Edit: To hide the meshes, the number of "objectDisplayNames" must match the number of "fuelTankSetups".

  5. 13 hours ago, Stone Blue said:

    Hoping someone can help me with the IFS mesh switcher...

    i have an MM patch I wrote, to apply two mesh switching modules to 7 parts. For testing, I wrote a "master" patch, that included all available objects, and applied to all 7 parts using a wildcard in the PART node. Everything works perfectly.

    The issue is when I apply only certain objects, to certain parts, using seperate PART nodes, assigned by actual part name, rather than wildcard.

    The issue is that several (not all) meshes, are visible at once, and Z-fighting...
    ...

    That is normal, all meshes not listed under "objects" are visible.

    There is a fix for this. I usually combine it with the FuelSwitch but a quick test revealed that it also works without it .

    	MODULE
    	{
    		name = InterstellarMeshSwitch
    		moduleID = 0
    		objectDisplayNames = setup1;setup2;setup3
    		objects = mesh1;mesh2;mesh3;mesh4hidden;mesh5hidden;mesh6hidden
    		useFuelSwitchModule = false
    		fuelTankSetups = 0;1;2
    		affectColliders = false
    	}

    The node "fuelTankSetups = 0;1;2" sets it to 3 setups. The amount of setups in the "objects" node can exceed the amount of actual setups rendering the exceeding meshes invisible.

  6. 4 hours ago, dankis said:

    I have to disagree with you. 

    At first, I would like to mention that we are talking about tech levels parallel to warp drives, super powerful, compact antimatter reactors and man-made, controlled black holes.

    Actually, there are papers regarding developement of not only relatively small, but table-top hard X-Ray FELs.

    http://www.sciencedirect.com/science/article/pii/0168900295013288

    https://www.intechopen.com/books/free-electron-lasers/laser-driven-table-top-x-ray-fel

    TL,DR Not only small, but tiny X-Ray FELs are possible, but we need to develop Wakefield accelerators.

    How about Wakefield accelerator tech increasing maximum power of FEL?

     

    You are right. I read about the wakefield accelerators and I'm still baffled. Haven't found a single benefit for the Linac over WFA. WFA is cheaper in production, cheaper while running, offers more efficient energie conversion (in the undulator), higher puls-frequency and of course smaller by 3 orders of magnitude. Also the energydeviation of the electrons in the electron-beam is much lower, resulting in shorter undulators.
    All in all the WFA renders the linac useless for powertransmission in space IMO.

    Only thing I haven't found a paper/source on was the total "wall to beam" energy conversion rate.

    However I'll start a new model for a pivotable, WFA powered FEL.

  7. If we talk about realism, an important point is the dimension of a X-ray FEL. The XFEL ( http://www.xfel.eu/overview/how_does_it_work ) is over 3 km long and a comparison with FLASH ( http://www.xfel.eu/overview/in_comparison ) shows that the ~0.4 km long FEL can only reach 4.1 nm. So even for 0.1 nm beam, a very very large construction is required. My point is that a realistic X-ray FEL will not fit into a single part with a pivot. I'd rather suggest to have a seperate part for the pivoting (if possible; like Infernal Robotics) or assume the transmitter can redirect the beam.

    This also brings me to another point about the FEL. The current model of the FEL is "long" compared to other parts but for a real FEL it is tiny. The current plan is to split the FEL into multiple pieces and make it modular.
    1. Particle Source and pre-accelerator (at first only for electrons but later on it can be any inonized atom) produces a particle(electron)-beam with low speed.
    2. Linear Particle Accelerator speeds up the particles(electrons).
    3. Undulator produces light-beam from particle beam depending on particle(electron)-speed.
    This will allow customized FEL to suit individual settings. If the player needs/wants an IR FEL, he can just put the 3 parts together. If he rather wants a UV / Xray FEL he will need to build one Particle Source and multiple Linacs and Undulators. The more Linacs, the smaller the wavelength can be and the more Undulators, the better the energy-conversion-rate will become.
    I hope we can use docking-port mechanics on the parts to allow restructuring on the fly.
     

  8. Hi everyone!

    Sorry for the very long silence once again, but now I'm getting back! I'm currently switching my modding-setup from windows to linux, so don't expect an immediate update :wink:

    On 09/05/2017 at 8:41 PM, The-Doctor said:

    @Eleusis La Arwall hey, can you post the mass of these spacecraft? I'm planning a mega mission and need the details to tell people what size spacecraft they have to build

    The mass of each part is set in their .cfg file. I'm not quite sure what you mean by "mass of these spacecraft".

    On 26/05/2017 at 5:42 AM, Jim Starluck said:

    So on the one hand, I'm really digging the look of the KD-T series tanks; they've got a great unpolished, industrial feel for them. Perfect for bulk storage silos and suchlike.

    But I can't seem to get them to swap to the crewable variant. Each part has a Crewed vs Cargo mesh toggle, but it doesn't seem like it actually does anything.

     

    Is there something I'm missing? I did install it via CKAN, so maybe it missed a dependency or something that I'll have to install manually...

    The crewable variants must be installed manually. Inside the .zip file is a folder called "customization" that contains the crew-passable tanks. The difference to the storage tank is less capacity, different external and internal model, slightly different dimensions and if Connected Living Spaces mod is installed they are passable for crew (you can't put crew in them but there is also a MM patch included to make that possible).

    On 11/06/2017 at 11:00 PM, The-Doctor said:

    Hey is this still in development?

    Yes, but I hope to finally reach a releasable state this year.

    On 12/06/2017 at 7:11 AM, The-Doctor said:

    A few questions, do I need EL to make the parts function? I'm not certain if I do and would love to exclude it. Now for the 3d printer, will it work fine without OSE or is OSE a must? I'd like to play with just this mod and not others

    On 11/06/2017 at 11:42 PM, theJesuit said:

    It is only parts and some MM cfg patches.  There are no .dlls to update.  The mod is basically a part expansion for Extra-planetary Launchpads, which is not bundled.  Some of the tank parts have texture and resource switching which requires firespitter, but these won't load if they the mod hasn't been installed.  It also has some KIS/KAS specific parts.  If you just want to your craft or base to look nice, then there are no issues!.

    And hasn't EPL been updated to 1.3?

    Also, I do have it installed in my current 1.3 save and although haven't unlocked them nothing seems to be amiss.

    Peace.

    Thank you @theJesuit, that covers it prettty well!

    My philosopy is to make KD as modular as possible. The only mod that must be installed is Module Manager because I use it to check what mods are installed and adjust the config accordingly. So with just KD and MM you can do what the integrated modules in KSP allow, mostly resource mining and conversion. With every additional mod installed, the functionality is expanded. If for example you install KIS & OSE workshop, the 3D-Printer will be able to produce MaterialKits and the Mobile VAB can produce KIS-items/parts. Still, without EL the launchpads have no special function and can be considered dead weight.

    One downsides is that this is not the easiest way possible but I think it's the best trade-off. Another point is that I can't test every single combination of mods before an update but so far I was lucky :D

    For 1.3 compatibility, I haven't checke anything yet (just downloaded KSP 1.3 today) but from what I've read, there seem to be no problems.

  9. 3 hours ago, Nils277 said:

    How did you measure these values for the mass conversion?

    I used storage tanks with Interstellar Fuel Switch to show the resource mass in the right-click menu and also checked the total mass with KER.

    The ExConverter doesn't work the same way the stock ModuleResourceConverter works. I haven't fully understood how it actually works but it seems to me like the INPUT rate is density-independant. Multiply or divide (can't remember right now) the INPUT rate by the density and the result is actual ingame-units per second.
    Most important is the OUTPUT rate. It should have a value between 0 and 1 because it gives the percentage of INPUT mass that is converted to OUTPUT mass. If set to 1, 100 kg of INPUT resource is converted to 100 kg of OUTPUT. If set to 0.5, 100 kg of INPUT resource is converted to 50 kg OUTPUT resource.

    So far I've used stock converters because I didn't understand the ExConverter but the density-independance is a really nice thing.

    Hope this helps. If there's something wrong with my observations please let me know.

  10. 9 hours ago, The-Doctor said:

    I installed it with ckan and ckan didn't install EL, should I go ahead and put EL?

    I have no experience with ckan myself, so I can only assume about it. If you want to build new vessels off kerbin you need to install EL or SC (latter includes the EL plugin).

    9 hours ago, The-Doctor said:

    Hey, one more question, does this mod no longer need EL? And do you plan on adding a runway? EL I only kept the runway, but would prefer not to install it on ckan

    I've done some testing with ground attached runways (similar to the fundaments) but atm I don't plan on adding foldable/deploayable runways to put on a rocket.

    @DStaal is right about OSE. Just to be 100% clear: If you want to produce KIS/KAS parts you require OSE workshop. In particular the plugin from OSE is required.

    9 hours ago, Jivaii said:

    So, reading the thread, I'm going to guess this doesn't work with Ground Construction at all and needs EPL?

    There is no support for Ground Construction yet. I have to take a closer look at the mod and see what can be done.

  11. 5 hours ago, The-Doctor said:

    hey, does the 3D printer do what OSE workshop does, hence rendering OSE workshop obsolete? I wanna know so I can know if to not install OSE workshop

    No OSE workshop is not obsolete. The 3D-Printer and the FabricationContainer can do what OSE workshop does but OSE is required as dependency.

    5 hours ago, The-Doctor said:

    Also, can you add a description for all parts on the front page, and maybe a wiki it would really help new players

    I've started a manual some time ago but t is pretty outdated by now. Once a release of the mod is reached I'll write a proper manual :wink:

  12. Gratz on the update Nils277! The launchpad is just awesome :D

    I plan on balancing my own stuff, now that KPBS offeres support EL and I've got couple of questions:

    As I was working my way through the configs, I've noticed that your workshop converts only 33.3 mass-% of Metal into RocketParts and ScrapMetal (1.638 t Metal are converted to 0.382 t RocketParts & 0.164 t ScrapMetal). Is that intentional? Usually the Metal/RocketParts converter runs at >99 mass-%. Since there is no ScrapMetal storage (yet), the Ratio for ScrapMetal could be increased to 0.766666666. That way conversion runs at 99.9 mass-% without changeing the RocketParts output.

    So far I've not found any resouce definitions or recepies. Do you plan on adding those in the future? The reason I'm asking this is because the recycle recipie works global and I want to prevent any compatibility issues. Currently I use 10% Metal & 80% ScrapMetal with 10% loss and EL uses 80% Metal with 20% loss.

    Also I have a small suggestion that is not really related to this mod but it fits the topic: A recycler part that fits the form of the Feline rover would be amazing. So you could just drive around and collect garbage.

  13. @revolioclockbergjr Sure, I'll explain it more detailed. Build a vessel with Metal and ScrapMetal storage. Fill a KIS inventroy/storage with a RecycleSite, a Slege Hammer and a KAS Connector Port (or directly attach a connector port to the vessel). The Sledge Hammer must be equipped to attach the RecycleSite to the ground:

    Spoiler

    RFmfBq2.png

    Link the surface attached RecycleSite to a KAS connector on the vessel. No need for a Connector Port on the RecycleSite, it has an integrated Connector Port that uses the same pipe-type as KAS. In the right-click menu select "View Recycle Area". Don't activate the recycler! this is important. Right-click menu must show "state: Off", otherwise turn the recycler off.

    Spoiler

    XGaSmyD.jpg

    Bring the vessel/parts you want to recycle inside the recycle area, in this example it's a small stock rover. Make sure only parts you want to recycle are inside the red area.

    Spoiler

    IUWbOb2.jpg

    Now activate the recycler and watch the little rover disappear as your tanks start to fill. The recycle rate is much lower than the other two recyclers but it's still pretty fast.

    Spoiler

    w96imEz.jpg

    The red cube shows the entire recycle area (or recycleField). If a vessel (including Kerbals) occupies the same space as the red cube, even partly, it will be recycled. So be carefull with the "activate recycler button" :wink:

    I hope this brings some light to how the RecycleSite works :)

  14. Version 0.8.2 - Recycling Everything - is available!

    Download from SpaceDock

    Download from GitHub

    fn0gqpZ.jpg

    What's new?
    As the title indicates, this update takes the next step into recycling. Recycled crafts are turned into ScrapMetal and a small amount of Metal. The Furnaces and the ChemicalReactor can turn ScrapMetal into Metal.

    Also there is a new EVA item (requires KIS&KAS) called RecyclingSite that must be attached to the ground. The recycling area is indicated by a red cube. The Site must be connected to a KAS connector port to store recycled resources.

    The tank-configs are completly overhauled and support 9 different resource setups at the moment. New 1.25 m sized tanks and one adapter to 2.5 m are available.

    The Station Tanks are now separated into the customisation folder. The series now ranges from 1.25 m to 3.75 m with all sorts of adapters.

    A variaty of 1.25 m sized parts like Furnace, Fabrication Container and Recycler for smaller crafts.

    The Planetary Assembly Management (PAM) acts as a Survey Station with integrated KIS storage for Launchsites, Tools and other stuff. Available in 2.5 and 1.25 m.

    For more info see the changelog. Have fun with the update!

    Future plans:
    Making some new screenshots to replace the outdated stuff. Working on a deployable launchpad.

    Changelog:

    Spoiler

     

    **2017.01.21 - Recycling Everything - v0.8.2**

    * Moved parts to customisation: KD-STXXXXFS. New Adapters included.
    * New part: KD-FurnaceSmall.
    * New part: KD-FabricationContainer (Metal --> Rocketparts; needs an engineer).
    * New part: KD-PAM (Planetary Assembly Management aka SurveyStation); has no IVA currently.
    * New part: KD-PAMSmall.
    * New part: KD-RecyclerSmall.
    * New part: KD-RecycleSite (Needs KAS).
    * New parts: KD-T125XFS (X=variant) 1.25 m Storage Tanks in 3 sizes(1, 2, 4 m)).
    * New part: KD-T2001FS (1.25 to 2.5 m storage adapter).
    * Re-exported most of the models with improved shading and materials.
    * Re-worked most of the animations. Except the tanks all parts use ModuleColorChange for glow animations (can be changed in cfg).
    * Overhauled resource storage and mass for ALL tanks.
    * Added ScrapMetal setup.
    * Added LFO setup (temporary, for balancing. Will be replaced in the future).
    * Added surface attach to some parts (Launchpads for example).
    * Fixed Furnaces MetalOre extraction ratio. Now really 70% (was 100 before).
    * Recycling produces ScrapMetal and small amounts of Metal.
    * Added ScrapMetal-->Metal converters (Furnaces,ChemicalReactor).
    * Changed SpecialistBonus for KD-Furnace.
    * Changed SpecialistBonus for KD-3D-Printer.
    * ChemicalReactor can now extract RareMetals and ExoticMinerals from Dirt (if OSE Workshop is installed).
    * Changed dependency for Metal,Ore-->SpecializedParts converter to require UmbraSpaceIndustries.
    * Changed SimpleConstruction support: If SC is installed the following changes are applied:
    1. No MetalOre Harvester.
    2. No MetalOre-->Metal converters.
    3. Ore-->Metal converters give 70 times more Metal.
    4. Metal tanks storage-capacity is increased by factor 5 (ingame units, not mass!).
    * Changed FS/IFS priority. If both are installed IFS module will be used.
    * Added optional config to use RocketParts with OSE Workshop instead of MaterialKits, RareMetals & ExoticMinerals (KeridianDynamics-OSE-RP.cfg).

     

    Thanks to @wasml for the feedback on the tanks. Very good suggestion :)
    Again, big thanks to @Dr Farnsworth for a lot of suggestions, feedback and testing during development!

    Edit: Forgot to mention that the window and tank lights are bound to Action Group Light by default now.

  15. Glad it works now!

    You can use the mirror tool to flip the mesh along an axis. Set Pivot Point to "Bounding Box Center", select one of the meshes, press Ctrl +M and than Y (In my screenshot the view is along X axis, so I need to flip along Y.). Than Ctrl + F and select "Flip normals". it should fix horizontal flip.

    Another way is delete the wrong faces/verts, set Pivot Point to 3D cursor (make sure 3D cursor is at 0,0,0) and select the remaining face(s). press Shift + D than R than Z than 180 and Enter. It will create a duplicate on the other side.

  16. 2 minutes ago, SmashingKirby148 said:

    Ah, I see. So is it easy to make them into one object in blender? What do I need to do to make them separate objects?

    Not quite sure if this is what you want but the commands in blender are easy. Join 2 objects: In object mode select 2 objects and press Ctrl + J (first selected object(s) will be joined into last selected object). Separate part of one object: In Editmode select verts/edges/faces you want to separate and press P. Click "from selected".

  17. @SmashingKirby148 No, this is not what I meant. Both (or multiple) flags must be the same object. The Module only references to 1 mesh.
    n9dwXei.png

    If you want multiple independant flags you need a mesh for each one with a unique name and a module for each one referencing the desired mesh. Like in unity have flagTransform1 and flagTransform2 and use this in the config:
     

    	MODULE
    	{
    		name = FlagDecal
    		textureQuadName = flagTransform1
    	}
    	MODULE
    	{
    		name = FlagDecal
    		textureQuadName = flagTransform2
    	}

    Just want to check that the cfg is set up correctly.

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