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blowfish

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Everything posted by blowfish

  1. And apparently the CryoTank patches aren't working either. I guess that's what happens when you assume something that worked a few months ago still works. Shadowmage will be tweaking the damage model in KSPWheel very soon, so I want to tweak and test the wheels with those changes, then I think it will be time to release a fix for these issues
  2. Got some questions about the damage model. I've noticed that on very large craft, sometimes the stress of just being dropped onto the runway can break the wheels even though the load after they settle is well within the limit (presumably something similar could happen on landing). Looking at the log messages it appears that the peak loading can be several times the normal loading (saw it exceed 100 briefly). I took a look at the damage model and it looks like the damage you receive (by which I mean addition to stressTime) is proportional to (load - maxLoad). Doesn't that mean that larger wheels on larger craft will break much quicker than smaller wheels/smaller craft? It looks like the speed contribution to stressTime is a proportion (as opposed to your actual speed), maybe it would make sense to do the same thing for stress damage?
  3. It has come to my attention that the wheels are breaking when they shouldn't. I will look into this for the next release, for now you can go into the KSPWheel difficulty settings and set damage to none.
  4. Also really huge shout-out to @Shadowmage for developing KSPWheel,and keeping Adjustable Landing Gear alive as part of Kerbal Foundaries Continued. I witnessed parts of the development process and I know it was long and sometimes frustrating. But all your hard work has paid off and the end result is well worth it.
  5. B9 Aerospace v6.3.0 for KSP 1.2.2 is now available! Convert all switchers on legacy tanks to B9PartSwitch. This may be slightly craft breaking in some scenarios (contact for help) Combine legacy Mk2 adapters into one part. This may prevent some craft from loading (contact for help) Split up switchers on all HL parts to simplify using them. This may be slightly craft breaking in some scenarios (contact for help) Fix fuel flow issues on certain engines Fix MFT/RF patches for RCS tanks (they were broken previously) Bring back landing gear using KSPWheel. They will only show if you install KSPWheel separately. Parameters are still WIP and many effects do not work Fix Mk2b probe core not having control Allow B9 tanks to hold LH2 if you have CryoTanks installed Allow SABRE to use LH2 if you have CryoTanks installed and create B9_SABRE_Cryo folder in GameData (opt in) A few notes on the above: If you encounter any of the craft breaking issues above, feel free to contact me and I will help you update your craft and/or save files. The wheels are back in the legacy pack, but you must install KSPWheel separately (it is not bundled). The wheel implementation is still WIP and many of the old sound effects don't work yet. KSPWheel can now be installed via CKAN. You can now put LH2 or LH2+Oxidizer in B9 tanks if you have Nertea's CryoTanks mod installed (comes with Kerbal Atomics, Cryo Engines). Mass ratios etc should match CryoTanks pretty well, but still possibly subject to change. Also, they are the non actively cooled type, so you will get a bit of boiloff (shouldn't be a concern for shortish missions though). Also if you have CryoTanks, you can optionally convert the SABRE to run on LH2. Simply create an empty folder called B9_SABRE_Cryo in GameData.
  6. Hold on a second, I downloaded 2.0.0.1 and it's definitely still there. We are both looking at GameData/KerbalFoundries/Parts/TrackSmall.cfg, right?
  7. Oh my bad. That's what I get for keeping this thread open on multiple devices and getting confused between different posts. You are correct. I've created an issue at Github: https://github.com/shadowmage45/KerbalFoundries2/issues/5 (would submit a PR to get it fixed faster, but not exactly sure how much torque they are supposed to have)
  8. Welcome to the forums! Are you on a development version of FAR? (no released version works with 1.2.2)
  9. KSPWheel, not KerbalFoundaries. The latest is 0.9.2.10
  10. Are you on the latest KSPWheel? If not, that's your problem
  11. Do you have the latest KSPWheel (0.9.2.10)? If not, that's your problem. With mods that are developing quickly you should always verify that you have the latest version when you see an issue.
  12. Ah, I think I see the problem. The configs have RCSHighEfficiency as the default tank type, but that does not exist in MFT or RF. Should have a new release within the next few days, whenver I have time to fix this issue and then package it up.
  13. Issues with the catapult could have to do with using the default raycast collider for the wheels. The sphere or capsule options might fare somewhat better. Just a guess though.
  14. B9PartSwitch v1.7.0 for KSP 1.2.2 has been released! Allow "child" part switch modules to modify volume of "parent" module Allow multiple modules to manage the same transform or node, only enable it if they all agree More details on the child/parent feature: MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch baseVolume = 800 SUBTYPE { name = Structural } SUBTYPE { name = LiquidFuel tankType = LF } } MODULE { name = ModuleB9PartSwitch moduleID = meshSwitch parentID = fuelSwitch SUBTYPE { name = Standard transform = standard_mesh } SUBTYPE { name = Big transform = big_mesh mass = 0.2 cost = 200 volumeAddedToParent = 200 } } Things to notice here: The meshSwitch module has parentID = fuelSwitch. This identifies the other module as its parent The "Big" subtype on this module has a new volumeAddedToParent field. When this subtype is selected, the parent will gain this much volume, so instead of 800 units of LiquidFuel it would have 1000 Feel free to ask questions if this isn't clear
  15. There are some oddities in the fuel flow. Should be hopefully fixed in the next release (or at least the behavior will match that of the stock engines).
  16. You won't find any dev build in the releases section, but this is a very bizarre github error I have not seen before @ferram4 maybe this is worth contacting Github support over? It looks like other repos are not affected.
  17. Ah sorry, didn't see the last part of your first post. Reducing the Isp might have the effect you want. A Kerbin-Mun transfer burn is somewhere around 800 m/s in stock, wereas a real life Earth-Moon burn is more like 3700 m/s (might be a bit off, I don't remember exactly, and of course it depends on some things). So needing a lot of fuel for vacuum maneuvers isn't unreasonable. Hard to say where it will be reasonable and where it won't. You may run into issues with burn times though, as the Kerbin system's (generally) shorter orbital periods mean that long burns are much less viable than in real life.
  18. @SpaceInvader There's a setting somewhere to increase tank and engine masses to be more in-line with stock. I think that's more consistent than decreasing Isp (especially since stock engines have pretty realistic Isp values, at least for hypergolic fuels). I forget where the setting is though.
  19. Best guess is you don't have RealPlume installed. If that's not it, we will need a full mod list, a list of which engines are affected, and KSP's log (instructions on how to find the log are in the first link in my signature). If you install RealPlume, don't install RealPlume-Stock as that is incompatible. Install RealPlume-RFStockalike which is included in the RF Stockalike download.
  20. You could try to talk to the author of that mod about it. Hard to say where that would go there since KER has been around for a while and I doubt that behavior has changed any time recently. But if that fails, having it run every frame isn't the end of the world. Mass updates run every frame both in the editor and flight even without mods. A simple calculation running every frame will now impact performance. You can memoize the value (store the result and just return that) if you want, but that's probably not even worth it. I think the important part is to make sure that whatever you do there doesn't allocate any memory, since that can very quickly add up if you do it every frame.
  21. GetModuleCost should not be called every frame. If it is, something is unnecessarily triggering updates (verified this). You might be able to figure out by printing System.Environment.StackTrace
  22. Doesn't work how? Doesn't work as in you aren't able to do it or doesn't work as in you did it and KSP won't start? And exactly what error message do you get?
  23. @Alex38 you can just copy the contents of one into the other. None of the subfolders need to be merged.
  24. No. At the moment the J58 is modeled as a pure turbojet. This does mean that it's behavior at higher Mach numbers isn't perfect - it should have somewhat more thrust than it does, but I haven't found that to be a problem in the craft I've build. It's still mostly a turbojet anyway, only ~20% of the air bypasses the main combustion chamber. It's what speed they're optimized for. If you right click the part in the part list, the info display should tell you what flight condition they work best at.
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