Jump to content

SpaceHungryMan

Members
  • Posts

    70
  • Joined

  • Last visited

Everything posted by SpaceHungryMan

  1. Hello! Just wanted to report that your 0.90 rebuild works great! - Works fine with Kronal Vessel Viewer - Saving and loading a craft with the root part outside the walls causes no issues - Launching a craft with the root part outside the walls causes no issues (at least for me) Also, should you be able to move the camera outside and around the walls? Or does this only extend the camera upwards and downwards? Thanks.
  2. It works! Thank you Raptor831, I'll submit the pull request as soon as I finish testing. Hopefully within the hour.
  3. Hello. I was hoping could enlighten me a little about how Real Fuels handles ModuleEngineConfigs. Specifically, is it possible to support fuel switching for multi-mode engines? For example, Space-Y's R5 Engine Cluster can toggle between two modes: AllEngines and CenterOff. What I want is to be able to choose fuel mixtures to each mode. How it currently works is the "main" mode (AllEngines) has the ability to switch fuels while the "secondary" mode can only use one fuel mixture. I've tried playing around with the configs a bit and I can't seem to get it working. Is there a way to assign ModuleEngineConfigs to a specific engine mode? Thanks!
  4. Raptor, feel free to use this as a base. It covers most of the fuels that a lifter body might use in addition to hypergolic combinations. Its downside is that at the moment it does not modify thruster power by fuel combination as I was being a bit lazy and just wanting a quick fix solution to the problem. Also, it sets flow mode to STAGE_PRIORITY_FLOW so that it works out of the box without the cross feed enabler. (I did this with all of the RCS engines for my install) I was gonna send a pull request up later today anyway so if you don't mind I'll include yours with the bunch. Full credit to you of course.
  5. Are you talking about Squad's Vernor engines? I thought they were supported. Which engine pack are you using?
  6. I see. I was under the (wrong) impression that KSPI was in a better position to handle those configs than RFStockalike. So as I understand it, you're saying that KSPI as it stands is balanced towards stock parts and the RFStockalike configs are required to give them "realistic" performance. And you're also saying that RFStockalike is in a better position to handle Interstellar's engine configs. What does that imply for the integration-configs handling resources and tanks? It seems like something that should be relegated to you guys because KSPI uses an entirely different set of resources. Much like how the Karbonite-Real Fuels integration configs aren't included with the main repository and instead have their own folder. Also, have you considered making proper configs for KSPI's chemical engines using Raptor831's web-app? You seem to have a lot of knowledge about the topic and it's very easy to set up.
  7. Thanks! I was just discussing this with Raptor831 and we're tossing around the idea of removing our KSPI configs and let it be handled on your end. You seem to be in a better position to ensure compatibility and keep them updated. Especially considering the rapid-fire changes you've made the past few weeks. Also, you and Northstar1989 seem to know Interstellar's systems better.
  8. Hello again. Got another question for you. Is the Real Fuels fix included with your version intended to replace the ModularFuelTanks/RealFuels configs? I ask because they appear to target the same parts but yours seem better updated.
  9. Thanks for the explanation. The reason I asked is because I THINK I figured out a way around the Real Fuels catch-all overwrite issue. After doing some testing, the it no longer applies Kerosene to the Magnetic Nozzle and instead shows the required resource as "LiquidHydrogen." I just wanted to confirm that this is indeed how it "should" be.
  10. Hello FreeThinker, NorthStar1989. I'm a little confused about the Magnetic Nozzle parts. The description says that they are only powered by "charged particles". Is this an actual resource? Because the tooltip shows it as using LiquidHydrogen. Is this as intended? Thanks.
  11. Sounds good. Should the descriptions be humorous like stock? Or do you want them more factual and informative? Bit of both perhaps?
  12. I'd love to give you a hand with the part descriptions. Do you have a Github or something?
  13. Concerning the MFT config, I'm pretty sure that MFT has a catch-all that should've added that feature to these new tanks. There shouldn't need to be any extra work done. Have you tried them out in your game yet? Because it works in mine with Real Fuels which is a branch of MFT. Also @Munar Industries, a few minor issues: - All tanks calling themselves 3.75m tanks are in fact 2.5m tanks. - The TT-S1 toroidal tank's description should say 2.5m not 0.75m - The TT-L1 toroidal tank's description should say 3.75m not 1.25m - The 5M-- Adapter and 5M-D1 Dome tanks's name and description appear to have been switched
  14. KSP: 0.90 Ubuntu 64bit PROBLEM: Frequent crashes to desktop. Occurs mostly during startup but also occasionally in the VAB or flight scenes. Reported as "Aborted (core dumped)" in the terminal. LOGS: KSP.log | Player.log (These particular logs are from my most recent crash which was from the VAB instead of startup as usually happens) MODS: Mod List | Picture of mod folder GENERAL SYSTEM SPECS: i7-4790K OC (4.6GHz @ 1.175v), 32GB DDR3-1866 RAM, GTX 780 First of all, I do not have this problem with a stock-only install which makes me think it's a mod issue. That being said, I cannot isolate the problem to one specific mod or even one group of mods. As far as I can tell, they all work fine with one another. When it's not crashing, everything works smoothly. Good framerate, no signs of odd effects or glitchiness. The crashes only seem to occur when I'm using more than 7.5-ish GB of RAM. By that, I mean that I can go into my folder and randomly prune mods until it respects that limit and then all of a sudden the crashes stop happening. I'd prefer not to use this solution if possible because I enjoy having lots of mods and consider most of the ones I have necessary. I was also given to understand that KSP on Linux 64bit has no "hard" RAM limit so what gives? Here are the things I've tried: Ensured all mods are up-to-date Ensured all mods are correctly installed Verified integrity of game cache on Steam Deleted everything, reinstalled KSP, and reinstalled all my mods (this was a few weeks ago and I'd hate to try it again since it didn't work the first time) Tried with and without the segfault fix by Addle over in The Linux Thread tried with and without the quad-core startup script provided in The Other Linux Thread Reduced swappiness Disabled swappiness I would appreciate any insight. Please let me know if you need anything else. Thanks!
  15. Thanks for the explanations everyone! I was just worried that I might be missing out on some high-performance fuels. Ahem. As it happens, I have been giving some thought to this as well especially since Tweakscale is disabled. Personally, I would like to see some or all of the following: 1) 5m low-profile orbital engines. They don't have to be monstrously powerful or efficient, I just want them to be flush with my fuel tanks. 2) Orbital engines with 300 - 800 kN of thrust. Seems to be a gap there currently. 3) 5m upper-stage engines with 2 000 - 6 000 kN of thrust. 4) 3.75m upper-stage engines with 500 - 2 000kN of thrust. 5) Lower-stage engines with a 6.25m form factor or greater. Not a necessity, purely for aesthetic purposes. And maybe because it would be awesome. 6) Smaller engines for clustering/gimballing. Always wanted to try that. Possible engine candidates to fulfill #1: - L2 Atlas Low-Profile Engine from B9 Aerospace. The prettiest of the bunch. Especially the engine effects. - CAPELLA Orbital Maneuvering System from Tantares. - LV-T95-8 Liquid Fuel Engine Assembly from Near Future Spacecraft. - RKMX-4 "Quadroodle" Liquid Fuel Engine from R&S Capsuledyne. Possible engine candidates to fulfill #4: - Liquid Fuel Engine, 3.75m "Terrier" from MRS. - Various Bertha engines FASA and/or Novapunch. - Micro Mother from Novapunch. Thoughts?
  16. I decided to look that up and found this: "It is, of course, extremely toxic, but that's the least of the problem. It is hypergolic with every known fuel, and so rapidly hypergolic that no ignition delay has ever been measured. It is also hypergolic with such things as cloth, wood, and test engineers, not to mention asbestos, sand, and water  with which it reacts explosively. It can be kept in some of the ordinary structural metals  steel, copper, aluminum, etc.  because of the formation of a thin film of insoluble metal fluoride which protects the bulk of the metal, just as the invisible coat of oxide on aluminum keeps it from burning up in the atmosphere. If, however, this coat is melted or scrubbed off, and has no chance to reform, the operator is confronted with the problem of coping with a metal-fluorine fire. For dealing with this situation, I have always recommended a good pair of running shoes." (John Drury Clark) And I have to ask, how was its toxicity and volatility reflected in gameplay? Was it a tradeoff type thing where you get increased performance at the cost of decreasing life support or something?
  17. Got a question. I noticed that Real Fuels gives your tanks several dozen different fuel combination options. With this set of configs, only 15 or so are available for use. Is there a particular reason why? Are the other fuels redundant? Or are we missing out? Not a complaint. Just curious.
  18. Should work fine with RSS. I added a new star and a bunch of planets to my game and CactEye works flawlessly.
  19. They seem to work fine with RF right out of the box. They're considered 'Standard' tanks in Real Fuels, no insulation.
×
×
  • Create New...