Jump to content

blowfish

Members
  • Posts

    4,559
  • Joined

  • Last visited

Everything posted by blowfish

  1. I'm not sure what Starwaster was doing then. SolverEngines, which RF depends on, has most certainly not been updated.
  2. RealFuels has not been updated for 1.0.5, and this is the root cause. Be patient
  3. Well the code is one side of that. The other side is the configs which don't exist for RF Stockalike.
  4. I'll think about it. Here's what would be required for a minimal update: Plugin updates: a bunch have been updated already, some haven't: CrossFeedEnabler - NathanKell is active so I can poke him about it KM_Gimbal_3 - Sarbian is active so I can poke him about it VirginKalactic and KineTechAnimation are no longer being maintained but will probably be fine with a recompile [*] All ModuleScienceExperiment now need constraints. Can usually be copied from stock with some modifications [*] Might update intakes with mach curves from stock. Not strictly necessary but pretty easy to do.
  5. You mean with RF Stockalike? No, no one has created configs for it yet. Those are maintained by RF Stocalike anyway, not by individual mods. I've considered creating them myself but they're a significant amount of work so I'm probably not going to bother until SSTU gets closer to a final release.
  6. Sorry, I meant vector. This is what I get for trying to mod without having KSP in front of me...
  7. Sounds like an issue with Tweakscale. As a general rule, if there's a problem that involves tweakscale, it's a problem with tweakscale.
  8. You can batch copy the value with ModuleManager @PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL { @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle animationName = #$ThermalAnim$ !ThermalAnim = DELETE ... }
  9. I'm not at home right now so I can't check, but is there any difference in the stock scenario modules between SRBs and lifters? Also, I'd argue that there's definitely a third category, sustainer engines that are designed to be used into the upper atmosphere. The Titan V and T1 definitely fall into this category, and possibly a few others too. If the scenario module for the Swivel looks any different, it's probably worth using for these.
  10. Possible, but more likely there is an error that would show up in the output log.
  11. Recompiling is good practice regardless though. There are a lot of little things that changed in 1.0.5.
  12. You're right about this I think - the appropriate place for setting the fuel type in a particular set of RF engine configs and not in AJE. I'll try to get these removed from AJE and moved into RF Stockalike and RO.
  13. 1.0.5 support is being worked on, but there are a lot of config changes to make, as well as several under-the-hood changes to both AJE and SolverEngines. It'll take some time. The new afterburner mechanic doesn't change anything in AJE. The secondary engine module will be removed and the effects folded into the main engine module. Afterburners will work as they always have in AJE. We will have to devise a system to make the nozzle animations look right but that'll probably wait for another version.
  14. Well the better solution is to just get it fixed in the community patches. Particularly with the new tweakables, there's no reason not to have engine shrouds.
  15. Well AJE does something completely different - a fully analytic model of engine performance. But the end result would be similar. An optional config might work, but having something like that doable through the GUI is actually somewhat difficult. - - - Updated - - - Actually, based on the efficiency curves I've computed in the past, SSTOs wouldn't suffer too much, since the SABRE and RAPIER maintain most of their Isp as they gain speed. What would really suffer are supersonic planes, where fuel usage would increase a lot.
  16. You mean this? Read the last page and you will discover that the community patches will be updated in due time.
  17. There should be no conflict with ATM. If you're trying to run on 1.0.5 though, it's expected to not work. An update is in progress but there are a lot of changes that need to be made. If you're on 1.0.4, then we can investigate it. Dropbox or Google Drive make good places to upload an output log. Make sure it's publicly viewable.
  18. Here's what I know so far: Replace ModuleAnimateEmissive with FXModuleAnimateThrottle. ModuleAnimateEmissive is now redundant with stock modules and will no longer be updated. MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } responseSpeed seems to vary between 0.001 for all engines except the Vector. EDIT: SRBs appear to have 0.002. There are new CONSTRAINT nodes on ModuleTestSubject for some engines. I'm not sure why some have it and some don't. Possibly not worth worrying about. EDIT: NathanKell informs me that all parts with ModuleTestSubject need to have CONSTRAINT nodes. For rocket engines, copying the stock ones is probably fine. Just make sure we don't get contracts to test vacuum engines at sea level or SRBs/heavy lift engines in a vacuum
  19. Just an update regarding my future plans. I'd like to get a 1.0.5 update for B9 out. There is a fair bit of work to do for it though. Some of the actively maintained plugins have been updated, others haven't. VirginKalactic and KineTechAnimation hopefully don't require any changes so I can just recompile them. The jet engines are the area that's going to need the most work. Most importantly, given the presence of the new stock engines, their roles need to be rethought Small turbofan: Given that the Juno has the performance characteristics of a small turbojet, a more efficient option for small planes can remain. I don't think a change is needed here. Large turbofan: Currently redundant with the Wheezley. Since it's not stack attachable, it can be scaled though. There's a pretty big gap between the Wheezley and the Goliath, so this might be a good place for it. Real life equivalent would be CFM56 or similar, used on 737/A320 sized planes. F119: Will get an afterburning mode. It will have more thrust than the Panther (while of course being heavier), and better dry thrust in supersonic mode (to facilitate supercruise) B9 Turbojet: For fast planes but not as extreme as the Whiplash. Will probably have both wet and dry modes. Top speed just shy of mach 3 There's a new feature in 1.0.5 which I'm torn on whether to use - varying Isp with mach. The stock jet engines don't do it, but real jets do. I know from experience that it creates an interesting, but also very challenging gameplay element, since you burn a lot more fuel as you go faster and efficiency drops. Thoughts? Plenty of other stuff to look at as well. The engines need contract constraints. The cargo bays should have adjustable deployment limits. Probably some stuff I've missed in this list. After that's done, I'll work on integrating bac9's new parts. The plugin is now complete enough and tested enough that I feel comfortable releasing it. Hopefully I can complete this update before 1.1 comes around and breaks everything.
  20. As long as it's in a .cfg file, somewhere in GameData, and not in a PluginData folder it should work. If you post your output log I can see what's going on.
  21. Awesome work I guess I should take some responsibility here since I'm the one who's in charge of integrating bac9's new parts into B9. It's on my to-do list, but there's a lot to do first. I'd like to get 1.0.5-compatible versions of B9 and AJE out first (and neither of those are trivial). And that's on top of a full time job. Rest assured that it will happen, I'm just not sure when yet.
×
×
  • Create New...