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Wavechaser

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Posts posted by Wavechaser

  1. v0.3.1.22Y has been released.

     

    Changes over last relase (0.2.2.19Y):
    - Readjusted a lot of stock jets
    - Added full KW support and some B9 Engine support
    - Cuts all fuel tanks (except for jet tanks as I don't quite want to break your planes) mass to 50%
    - Added minThrust limit to most of all engines (pretty sure it's this release)
    - Cut back all stock reaction wheels (including those in command modules)
    - Made all command modules (manned or not) consume a good amount of E/c
    - Made solar panels somewhat more powerful, and batteries a lot more capaci-tious
    - The RTG now consumes 238Pu as fuel
    - Other minor fixes

  2. 18 hours ago, Enceos said:

    Sorry to bother you,

    but these are the contents of the archive I got from SpaceDock, I see no plugin there:

    jzlelNu.png

    Ahh, sorry about that. That might be because of something went wrong when I was repacking and reuploading it to Spacedock as KerbalStuff went down.

    The one on GitHub should have all those stuff included, and I'm fixing the one on SD now.

     

    Update: SpaceDock doesn't quite want to upload for me. I guess I'll have to try again in a little bit.

    Update again: Done.

  3. 20 hours ago, Enceos said:

    I was looking everywhere on the forums and on interntet for the original EngineThrustController mod, cause its Github repo only has uncompiled cs project files and Kerbalstuff is long dead.

    Finally found it in the Odyssey Project repo by Bob Fitch, if anyone's looking for the mod here's the link:

    Engine Thrust Controller:

    https://www.dropbox.com/s/hb51rhkgdz814nl/Engine%20Thrust%20Controll%20V2.zip

    The plugin has already been included in this pack.

  4. 18 minutes ago, mark7 said:

    1 AM here, I gotta go to bed. Its been a long day, but we will survive this. And thats why I love KSP caz we have a problem, we work together to solve it.

    Goodnight forks.

    (You meant, folks, right...

    ====================

    And, thank you @SirCmpwn, for all the services you've committed to the modding community and all the players.

  5. 23 hours ago, mythbusters844 said:

    @Wavechaser What you also have to be careful with is that, unlike the rest of the SRBs, the Kickback natively uses ModuleEngineFX, so you'll have to delete the old code in a manner different than the stock SRB configs and the majority of existing configs. Basically, you want to have this at the beginning of your config instead the many lines at the beginning of the other SRB configs:

    
    !EFFECTS {}

    Also, what kept screwing up my own configs for myself was that I didn't set the transformName line on both the flame and smoke nodes to the proper value that the part uses, so make sure you grab the appropriate transformNames from the Kickback's config (MassiveSRB.cfg) and stick them into your own config (for this specific part, they would be fxPoint for the flame and smokePoint for the smoke).

    Quote

     

    oh ok, careful about moduleEnginesFX as they are tricky to work with compared to the regular moduleEngines. With the NASA engines they are all enginesFX If I recall. They dont work the same way when applying engine effects. But here is my go at it, Go in your config and find this PART section:

    ...more stuff...

     

    Then this doesn't make any sense. Even if I happened to write my own patch against ModuleEngines, then when I tried to transplant configs from KW's patches (which, their solids use ModuleEnginesFX), same thing happens. If I at the part wrong, nothing should happen.

    Here is the code:

    Spoiler
    
    @PART[MassiveBooster]:FOR[HotRockets]:NEEDS[HotRockets]		//S1 KD25k Kickback		//This happens regardless of the FOR or NEEDS I write
    {
    	@EFFECTS
    	{
    		@running_closed
    		{
    		
    			!MODEL_MULTI_PARTICLE{}
    		
    			!PREFAB_PARTICLE{}
    			
    			!MODEL_PARTICLE{}
    				
    			MODEL_MULTI_PARTICLE_PERSIST
    			{
    				name = flamethrust
    				modelName = MP_Nazari/FX/KWbooster
    				transformName = NozzleTransform
    				
    				emission = 	0.0 		0.0
    				emission = 	0.05 		0.0
    				emission = 	0.075 		0.55
    				emission = 	1.0 		1.75
    				
    				speed = 	0.0 		1.88
    				speed = 	1.0 		1.24
    				
    				energy = 	0.0 		0.33
    				energy = 	1.0 		1.33
    				
    				offset = 	0.0 		0.6
    				offset = 	1.0 		0.6
    				
    				size = 		0.0 		2.0
    				size = 		1.0 		2.0
    				
    				fixedEmissions = false
    			}
    
    
    			MODEL_MULTI_PARTICLE_PERSIST
    			{
    				name = smokethrust
    				modelName = MP_Nazari/FX/smokebooster
    				transformName = NozzleTransform
    				
    				emission = 	0.0 		0.0
    				emission = 	0.07 		0.0
    				emission = 	0.2 		0.4
    				emission = 	1.0 		1.1
    			
    				energy = 	0.0 		0.2
    				energy = 	1.0 		3.0
    			
    				speed = 	0.0 		1.0
    				speed = 	1.0 		0.8
    			
    				grow = 		0.0 		0.0
    				grow = 		1.0 		0.08
    			
    				scale = 	0.0 		1.0
    				scale = 	1.0 		1.0
    			
    				offset = 	0.0 		0.0
    				offset = 	1.0 		0.5
    			
    				size = 		0.0 		1.85
    				size = 		1.0 		1.85
    			
    				renderMode = "Billboard"
    				collide = true
    				collideRatio = 0
    				fixedScale = 1.0
    				sizeClamp = 50
    			
    				emission
    				{
    					mach = 	0.0 		1.0 
    					mach = 	0.8 		1.05
    					mach = 	1.0 		1.0
    					mach = 	2.0		0.8
    				
    					density = 1.0 		1.0
    					density = 0.4 		1.0
    					density = 0.3 		1.0 
    					density = 0.005 	0.7
    					density = 0.002 	0.2
    					density = 0.001 	0.0
    				} 
    			}
    		}
    	}
    }

     

     

  6. Hello Nazari,

    I noticed that you didn't write any HR configs for the S1 KD25k SRB, or known as the Kickback. I tried to write one, but it didn't come well. I wrote one myself from scratch, and then I tried one modified from KW's HR patch, and none of them worked. The booster provided thrust as it should, though no FX was displayed at all. 

    I've tried both of them on a PC and a Mac, so I guess it's not a hardware or OS problem.

    Any idea what to do?

    I can provide log and the configs if you need me to.

  7. Good to see.

    Possible revision advices:

    Spoiler

     

    Declaration: I won't adviced to build so many (TO BUILD THIS MUCH) war machines in KSP


    Story Line: In the early 0015y, the Kerbal Space Center received a surprise attack from an unknown armed force. For the first time know not everyone on this planet enjoy peace. In lack of preparation (PREPARATIONS), KSC's facility was half-damaged(WAS HALF DESTROYED) which cause serious finicaital (FINANCIAL) problems (not enough √ (√F, sqrt is not a currency) to repair all the buildings). After (THEY) recovered from it. (<--- and ---> should be one sentence) The central command (awkward, consider word choice) decided to establish a rapid reaction force in order to avoid being threatened again.

    Fight for peace,

    Even before the war started                                         ——17th AAD Capt. Shepheard D Kermen


    [PICTURE]

    *Forget about the stupid words upside

    Here, I will represent my awesome crafts in KSP (at least I think they are). Some of them are modelled on planes in real world comics or form other games, others are from my own design. Along with several naval ships and ground vehicles. Also, I'll show some useful skills while building crafts and share some mods I prefer.

    Whatever, have fun :P

      Hide contents

    A ctually I'm not a native speaker, if there is any grammar mistake in the post.... you know what to do 3b968fab2b1a056b.png <--- DEL THAT

     

    Errrr... I have a video here, but I'm not sure whether you guys can open it. (Y2B LINK PLZ)

    [LINK] Just have (GIVE) a try maybe. 

    You can see some of my crafts in it.

     

  8. [quote name='NathanKell']Yeah, was looking at the Whiplash in particular since the other (well, non-RAPIER) jets are already real in 1.0x, they just have only .65-.75x the mass-per-thrust of their real counterpart, and 2x the Isp (although in real life Isp varies by velocity as well, so...). But I noticed you were giving some crazy-high increases in thrust at altitude, which don't comport at all with my research.

    For the record: the Juno is a J85 (upsized to produce 20kN not 13-14kN), the Panther is an F404 (although upsized to F100 size thrust), the Wheesley is a JT8D-219 (slightly upthrusted, again), the Goliath is a CF6 (ditto).
    The Whiplash is inspired by a J58 although a lot of guesswork is involved, and the RAPIER moreso.
    Feel free to crosscheck in AJE or something. :)[/QUOTE]

    Thanks for the info :)
  9. Stock configs had never been real, or even close if at all. Some people grab RO as they want more challenges, while some others had to stuck with what stock game has.

    You may have changed some stuff here or there already, while you still want something that covers a wider spectrum of parts.

    There you go. WAST Studio is proud to present you the Stock Realism Rebalances, or SRR for short.

    It puts the difficulty between stock game and RO, and specs making as much senses as possible. For example, big turbofans with high bypass ratio are not supposed to work at full thrust at 1.5 Mach, nor should any turbofan go up to 3 Mach at all.

    The table of contents is dead. Goto command doesn't exist anymore. RIP Table of Contents.

    KSP%20v1.0.5-SUPPORTED-brightgreen.svg?s PLATFORMS-Windows%20%7C%20OS%20X%20%7C%2 CKAN-INDEXED-green.svg?style=flat-square STATUS-PRE--RELEASE-orange.svg?style=fla
    Unofficial%20x64%20Builds-SUPPORTED-yell License-CC%20BY--NC--SA%204.0-yellow.svg

    DOWNLOADS-1%2C000%2B-brightgreen.svg?sty

    5IG0I74.png

    Some pictures for dynamic Isp for jets! 

     

     

    No pics no clicks. Below: RAPIER burning precooledLOX, thrust curve for S1 KD-25k SRB, and the turbo part for the jets

     


    FEATURES 
    Rebalances

    • Reduced jets' specific impulses
    • Reduced most jets' operating speed
    • Reduced altitude of operations of jets
    • Increased some jets' thrust
    • Jets now will change their Isp according to their speeds! (NEW IN 0.2.2!)
    • Splitted JX-4 Turbo Ramjet into two different engine modules (turbofan and ramjet)
    • Reduced ion thruster's specific impulse
    • Many engines now have the capabilities of combusting LH2
    • Engine Precoolers now produces PrecooledLOX from intakeAir
    • Air breathing mode of the RAPIER engine uses PrecoooledLOX as oxidizer instead of intakeAir
    • The Mk2 Scramjet in OPT now uses LH2 as fuel, also oxygen-rich combustion will be available (not released yet, more testings to be done)
    • S1 KD-25k Kickback SRB now has a thrust curve relative to fuel level and a gimbal has been added
    • More to come

    Parts

    • Added a small SRB mimicking the IUS
    • Components of an active liquid-cooling cycle (not yet)
    • An Mk2 sized engine precooler (needs more testings)

    Tweaks & Extras

    • Added an Anti-Engine-Cannot-Be-Activated-While-Stowed Patch (shieldedCanActivate = true for all)

     


     WIP FEATURES

    • More LF-OX engine rebalances
    • Battery rebalances
    • Supports for mods

    UPCOMING FEATURES (AKA ComingSoon™) 

    • PB-NUK RTG now uses 238Pu properly
    • Patches for ALL B9 Aerospace engines
      • Mostly jet reconfigs, HX engines aren't going to be rebuilt for this time
    • Overhauled resources
    • Science labs now uses ScienceMaterials as a comsumable resource

    PLANNED FEATURES

    • Supports for mod parts
    • Possible career tweaks

     


    DOWNLOADS
    dzaq2CK.png

    Secondary: GitHub

     


    DEPENDENCIES

     


    NOT DEPENDENT BUT HIGHLY RECOMMENDED

     


    COMPATIBILITY
    Works under KSP v1.0.5


    DOES NOT WORK WITH:
    Realism Overhaul (why would you want this if you have RO?)


    PROBABLY DOESN'T WORK WELL WITH:
    HotRockets!
    RealPlumes (including RP Stock Configs)
    Because I've messed around with the FX a little bit, the next update will (maybe) included a modified HotRockets patch (partially done)

     


    INSTALLATION
    1. Hit a download button somewhere
    2. Unzip
    3. Dump the content into GameData folder like you always do (Do NOT replace Cryogenic Engines if you already have it)
    4. ???
    5. PROFIT!!!

    Please, DO delete your previous SRR folder ( \KSP Root\GameData\WAST\ ) before updating. It's highly recommended to delete it manually, even though your machine will probably tell you if you want to replace it or not.

     


     RECOMMENDED HARDWARE SETUP

    Recommended:

    • PC w/ Windows 7 x64 or higher
      • Intel Core i5 4210M (2C4T, BF 2.60GHz, Turbo Boost 3.20GHz - 3.10GHz)
      • Intel HD Graphics 4600 (20EU at 200MHz - 1350MHz, 1GB Shared), Preferrebly highter
      • 6GB DDR3-1333
      • 5400RPM SATA3 HDD

    Or if you are a Mac user: (which, PCs are better. Fact, not opinion.)

    • MacBook Pro Late 2013 w/ Retina Screen
      • Intel Core i5 4258U (2C4T, BF 2.40GHz, Turbo Boost 2.90GHz - 2.80GHz)
      • Intel Iris Graphics 5100 (40EU at 200MHz - 1200MHz, 1.7GB Shared)
      • 8GB DDR3-1600
      • Apple SSD


    If you are able to run the stock game at a reasonable framerate, you should be fine with this

     


    KNOWN ISSUES
    If RealPlumes or HotRockets are installed, no FX are displayed for Whiplash and RAPIER (maybe Panther as well), but otherwise they function just fine

    Please comment if you find any.

     


    FREQUENTLY ASKED QUESTIONS

    • Q: Will this pack cause my computer to blow up?
    • A: No. (If this happens to you, first of all, sorry about that, secondly, you've got problems. Seriously.)

     

    • Q: Do you support installations with the Community Windows x64 Workaround?
    • A: Yes. We. Do. As long as it's within our abilities, we will provide as much support as we do to the x86-32 stock builds.

     

    • Q: How is this DIFFERENT from Realism Overhaul and its components?
    • A: This just gave you a basic (-ish) idea of how rockets work (mostly). I'm being very loose on mixture ratios, all LH2/LOX has 10:1, and all LF/OX has 9:11. The real world doesn't work like that, and that's the main different between SRR and Real Fuels. RO is also stricter on other parameters, like mass. Besides, SRR has mostly rocket-centered patches, while RO also supports more stuff, like thermals. In terms of AJE, it's more automatic (though frankly more buggy).

     

    • Q: (some sort of bugs, instabilities and whatnot) happened! What the %$#@& is wrong with this!
    • A: Please refer back to the known issue section. This mod is still in heavy development phase, and as I've said above, use at your own risk. Nearly all pre-released stuff are buggy, and do expect that when using it. We're working hard to debug, though there are some beyond our ability or it takes longer to fix. Please, do backup your install before using this mod.

     

    • Q: My jet is not working in (some conditions)
    • A: If your craft is built and flown correctly, then I'll say it probably shouldn't work that way. No turbofan or turbojet engines are supposed to work at 3 Mach. Don't talk to me about SR-71. That thing goes to afterburner-ramjet mode after Mach 3, and its fuel flow into the turbine starts to decrease around Mach 2.8.

     

    • Q: My plane went too fast and exploded!
    • A: Too bad. If you have the Whiplash engine, well, that's how ramjets are. Live with it. It is a little bit overpowered considering its wide range of operation. I may or may not change that in the future.

     

    • Q: Will you add (this and that)
    • A: Probably not. But feel free to comment if you find something you want and it's not in the WIP Features list. We may add it to that if it's good.

     


    CONTRIBUTORS
    Wavechaser (Project lead)

     


    SPECIAL THANKS 
    NathanKell (A loooooooooot of help and goodies)
    AkanoLoki (Researches on info of some KSP parts' realworld counterparts)

    This product has not been tested on animals, including humans.

     


    CHANGELOG  

    This will be in the spoiler until somehow I can ever make it take a reasonable amount space instead of being a ginormous block

    v0.3.1.22Y
    Dev Preview, Latest Version
    	- Readjusted a lot of stock jets
    	- Added full KW support and some B9 Engine support
    	- Cuts all fuel tanks (except for jet tanks as I don't quite want to break your planes) mass to 50%
    	- Added minThrust limit to most of all engines (pretty sure it's this release)
    	- Cut back all stock reaction wheels (including those in command modules)
    	- Made all command modules (manned or not) consume a good amount of E/c
    	- Made solar panels somewhat more powerful, and batteries a lot more capaci-tious
    	- The RTG now consumes 238Pu as fuel
    	- Other minor fixes
    
    v0.2.2.20X
    Not released
    	- a bunch of debugging
    	- still fighting with some patches not loaded/not working issue
    	- rebalanced all electrical components
    	- rebalanced all reaction wheels/SAS/ASAS parts
    	- rebalanced all command pods and probe cores
    	- added KW support
    		- all liquid fuelled engines are configured against their realworld conterparts if any
    		- lowered heatProduction for all
    		- all SRBs recieved a ETC thrust curve
    	- added B9 support (partial)
    	- small rebalances that I can't remember
    
    v0.2.2.19Y
    Dev Preview
    	- added velCurveIsp to all jets, now their Isp changes according to speed
    	- added a HotRockets config for S1 KD25k Kickback SRB
    	- adjusted Whiplash's velCurve for Turbojet mode
    	- attempted to simulate cryogenic fuels' loss due to evaporation, disabled by default
    	- (not in release) attempted to make a liquid-cooled cycle
    	- added an Anti-Engine-Cannot-Be-Activated-While-Stowed patch
    	- overhauled code
    
    v0.2.1.15X
    Not released
    	- added HotRockets FX for S1 KD25k Kickback SRB
    	- tweaked HotRockets FX for stock engines
    	- added a module to simulate loss of LH2 due to evaporation
    	- PB-NUK RTG now actually uses 238Pu
    
    v0.2.0.13Y
    Dev Preview
    	- finished patching ALL stock engines (yay)
    	- tweaked KR-1x2 to RS-68A engines (mostly Isp and mass)
    	- reorganizations of directories
    
    
    v0.2.0.12Y
    Dev Preview
    	- tweaked KR-1x2, KR-2L+, and KS-25x4 engines. They now all burn LH2/OX as well
    	- realigned KS-25x4 with KS-25 Vector engine, so they share the same characteristics
    	- tweaked O-10 Puff
    	- (finally) rebalanced Whiplash's ramjet engine velCurve
    	- added Readme.txt
    	- added License.txt
    
    
    v0.1.2.11X
    Not released
    	- added gimbal and Engine Thrust Control modules to S1 KD-25k Kickback SRB
    	- tweaked S3 KS-25 Vector engine, it now burns LH2/OX
    	- tweaked RE-I5 Skipper engine, it now burns LH2/LOX as well
    	- tweaks on Poodle, Thud, Mainsail, LV T-45 Swivel, LV T-30 Reliant
    
    
    v0.1.2.10X
    Not released
    	- fixed RAPIER's vastly-overpowered-ness
    	- general overhaul according to NathanKell's suggestions
    	- Wheesley's thrust decreased from 150kN to 100kN max
    	- increased Wheesley's heat production to 150% stock
    	- cutbacks on Goliath's thrust and increased its mass
    	- small tweaks on Whiplash, major overhaul WIP
    	- tweaked LV-N's Isp to 380s - 825s (ASL-vac)
    
    
    v0.1.0.08Y
    Dev Preview
    	- Initial release as a dev preview

    Our versioning scheme:

    Spoiler

    Our versioning scheme: major.minor.patch.build-suffix.
    Suffixes:
    B: Beta
    RC: Release Candidate
    X: Experimental build, usually not released
    Y: Evaluational build, usually released as a Developmental Preview
    Suffixes will take the last digit of the three-digit build number, regardless how many characters the suffix has.



    License: CC BY-NC-SA 4.0 International
    88x31.png
    Module Manager is released and redistributed under CC BY-SA 4.0 license. Original author is ialdabaoth, currently maintained by Sarbian.
    Interstellar Fuel Switch is released and redistributed under CC BY-NC 4.0 license. Original author is FreeThinker.
    Cryogenic Engines is released and redistributed under CC BY-NC-SA 4.0 license. Original author is Nertea.
    Engine Thrust Control v2 does not have a license. Original author is HoneyFox.



    Other legal stuff: This mod is provided "as is", and we are not responsible in any way for any damages caused by using of this mod. If you don't feel like it, you can totally not download this mod and pretend you've never been here. By downloading and using this mod, you have agreed to that you are fully responsible for any damages caused by it. This mod could potentially break your system if KSP glitches out really really wildly, although it is not supposed to happen and it has never happened according to our knowledge. You can and you are encouraged to backup your current KSP installation in case of any damages to the saves and current mods you have ever occurs. I mean, backing up your KSP is a good idea anyway as Kraken can come any time. Warranties of any kind are not provided.

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