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Everything posted by MatterBeam
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Updated to latest plug-in. Should now be compatible with 1.1.2 -
Ship not lifting off
MatterBeam replied to Mighty1's topic in KSP1 Technical Support (PC, modded installs)
Try installing latest version of FAR. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
It will cause errors. I will update in 2 days. Click on the spacedock.info link then find the 'Changelog' link. All previous versions are downloadable from there. -
In the latest version (1.1.2), which should be downloaded automatically from Steam, you should have two exe files: KSP and KSP_64. The KSP.exe launches 32bit, the KSP_64.exe launches 64 bit. Your OS needs to be 64 bit to be able to play KSP_64 properly.
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[1.1.2] Year 2200 - A Nuclear Future (Testing)
MatterBeam replied to MatterBeam's topic in KSP1 Mods Discussions
I'll look into that in the future. For now, the multi-mode engines have two modes at most, and I hope to limit dependencies to a maximum. I have unique names for all parts, don't worry. -
[1.1.2] Year 2200 - A Nuclear Future (Testing)
MatterBeam replied to MatterBeam's topic in KSP1 Mods Discussions
Thanks. This replaces SimpleNuclear and integrates SimpleConstruction, but they will be available separately. -
Hi. Year2200 is an all-encompassing mod that allows you to build a nuclear future. It handles power generation, propulsion and new resources to manage. The objective is a simple, integrated mod that balances gameplay options with realistic accuracy and minimal set-up. Teaser Album: Features: Five nuclear reactors producing two types of output. Four multi-mode engines. New ISRU units and reworked resource converters. Three nuclear resources and two fuels resources. Resource switching for all Ore and Fuel tanks. Integrated Rocket-Building. Requires: Module Manager Tweakscale Recommended: Real Solar System Thermal Monitor Downloads SpaceDock. Dropbox. Completed: Engine parameters. Reactor resources and initial balancing. Resource switching and converters. Resource extraction and scanning. Tech tree and costs In development: Stock power level .cfg file. Planned: Stock power level .cfg file. Test for compatibility with other mods. Create tutorial. Changelog: v6: Part placement on tech tree. Increased engine thrust and power consumption. v5: Test release. v4: Finished up resource side: ISURU/MiniISRU now replaced by AdvancedIRSU, with separate LF/Ox/MP/LH converters. Second round of temperature behavior balancing. Increased reactor power density by about 2-3x. Disclaimers: This mod contains part models and textures from KSPI-Extended and Near Future Propulsion, so thanks to @FreeThinker and @Nertea for creating them This mod contains plugins from InterstellarFuelSwitch and ExtraplanetaryLaunchpads, so thanks to @FreeThinker and @taniwha for providing them. This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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SimpleNuclear will be abandoned. A replacement mod will be published soon.
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Interstellar Fuel Switch for all tanks
MatterBeam replied to MatterBeam's topic in KSP1 Mod Development
Is there anything that can be written using MM in the mean time? I tried this: //Stock FuelSwitch (runs if IFS but no metastock resource support is present) @PART[*]:HAS[#category[FuelTank]] { MODULE { name = InterstellarFuelSwitch resourceGui = LFO;LiquidFuel;Oxidizer;LqdHydrogen;Structural resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;LqdHydrogen;Structural resourceAmounts = #$/../LF$,$/../Oxi$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$*10;0 %tankMass = 0;0;0;0;0;0 %basePartMass = #$../mass$ volumeMultiplier = 1.0 massMultiplier = 1 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } to no avail. -
Interstellar Fuel Switch for all tanks
MatterBeam replied to MatterBeam's topic in KSP1 Mod Development
That was the 'IFS integration mod' I was referencing. In my game, the 'stock resources' .cfg file only affected tanks while held liquid fuel only (like the small MK-0 fuel tank), giving them the full range of resource options. Regular fuel tanks did not have switching capability. I then tried modifying the file, but I was unsuccessful in getting the desired effects. -
Hi! How do I create a module manager patch that both lets all fuel tanks switch between all resources, and add a resource to all fuel tanks? I've made this unsuccessful attempt, based on the IFS Integration mod: //Stock FuelSwitch (runs if IFS but no metastock resource support is present) @PART[*]:HAS[#resource[LiquidFuel]]]:NEEDS[InterstellarFuelSwitch] { %MODULE[ModuleCrossFeed] { } %percentage = 0 %percentsquared = 0 @percentage = #$/RESOURCE[LiquidFuel]/maxAmount$ @percentage /= 26880 @percentage != 0.3333333 @percentsquared = #$/percentage$ @percentsquared != 2 %LF = #$/RESOURCE[LiquidFuel]/maxAmount$ %Oxi = #$/RESOURCE[LiquidFuel]/maxAmount$ @LF *= .45 @Oxi *= .55 MODULE { name = InterstellarFuelSwitch resourceGui = LFO;LiquidFuel;Oxidizer;LqdHydrogen;Structural resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;LqdHydrogen;Structural resourceAmounts = #$/../LF$,$/../Oxi$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;0 %tankMass = 0;0;0;0;0;0 %basePartMass = #$../mass$ volumeMultiplier = 1.0 massMultiplier = 1 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } }
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Hi! How do I modify the IFS integration files so that every single fuel tank is switchable (not fuel tanks with liquid fuel only) and add a resource? I've made this unsuccessful attempt: //Stock FuelSwitch (runs if IFS but no metastock resource support is present) @PART[*]:HAS[#resource[LiquidFuel]]]:NEEDS[InterstellarFuelSwitch] { %MODULE[ModuleCrossFeed] { } %percentage = 0 %percentsquared = 0 @percentage = #$/RESOURCE[LiquidFuel]/maxAmount$ @percentage /= 26880 @percentage != 0.3333333 @percentsquared = #$/percentage$ @percentsquared != 2 %LF = #$/RESOURCE[LiquidFuel]/maxAmount$ %Oxi = #$/RESOURCE[LiquidFuel]/maxAmount$ @LF *= .45 @Oxi *= .55 MODULE { name = InterstellarFuelSwitch resourceGui = LFO;LiquidFuel;Oxidizer;LqdHydrogen;Structural resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;LqdHydrogen;Structural resourceAmounts = #$/../LF$,$/../Oxi$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;0 %tankMass = 0;0;0;0;0;0 %basePartMass = #$../mass$ volumeMultiplier = 1.0 massMultiplier = 1 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } I am using KSP 1.1.0
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I just can't get engine FX to work!
MatterBeam replied to MatterBeam's topic in KSP1 Mods Discussions
Problems solved! Thank you! -
I just can't get engine FX to work!
MatterBeam replied to MatterBeam's topic in KSP1 Mods Discussions
I'll do some testing, thanks. -
I just can't get engine FX to work!
MatterBeam replied to MatterBeam's topic in KSP1 Mods Discussions
I have tried that for the thermal turbojet: PART { name = ThermalTurbojet module = Part author = Porkjet mesh = TurboJet.mu rescaleFactor = 1 node_stack_top = 0.0, 3.0, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -0.875, 0.0, 0.0, 1.0, 1 CoMOffset = 0.0, 2.3, 0.0 TechRequired = basicScience entryCost = 10000 cost = 1500 category = Engine subcategory = 0 title = Thermal Turbojet manufacturer = SimpleNuclear description = A heat exchanger that consumes thermal Megawatts to heat incoming air. It's low power-to-weight ratio is compensated by no longer needing on-board propellant. attachRules = 1,0,1,0,0 mass = 1.1 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = aircraft jet plane nuclear MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 250 heatProduction = 300 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.2 useVelocityCurve = False flameoutEffectName = flameout powerEffectName = running_thrust runningEffectName = shockDiamond engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 40 PROPELLANT { name = MWt ratio = 16750 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 4000 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 2.0 machLimit = 10 machHeatMult = 1 velCurve { key = 0 0.5 0 0 key = 0.1 0.75 0 0 key = 0.6 1 2.433527 2.433527 key = 1 1.5 1.986082 1.986082 key = 2 2 1.452677 1.452677 key = 3 2.5 0.0005786046 0.0005786046 key = 6 3 -4.279616 -4.279616 key = 10 0.5 -0.02420209 0 } atmCurve { key = 0 0 0 0 key = 0.001 0.01 4.304647 4.304647 key = 0.1 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 } } MODULE { name = FXModuleAnimateThrottle animationName = TurboRamJetNozzle dependOnEngineState = True dependOnThrottle = True responseSpeed = 1 layer = 1 } MODULE { name = FXModuleAnimateThrottle animationName = TRJ_Heat dependOnEngineState = True responseSpeed = 0.0005 layer = 2 } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 25 falloff = 2 thrustTransformName = thrustTransform } EFFECTS { running_thrust { AUDIO { channel = Ship // clip = sound_jet_deep clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.5 0.4 volume = 1.0 0.5 pitch = 0.0 0.8 pitch = 1.0 1.5 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } shockDiamond { MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_shock transformName = smokePoint emission = 0.0 0.0 emission = 0.45 0.0 emission = 0.6 0.8 emission = 1 1.15 speed = 0.4 0.3 speed = 0.6 0.8 speed = 1.0 1.15 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.02 0.0 volume = 0.1 0.8 volume = 0.2 1.0 volume = 0.5 1.0 pitch = 0.0 0.5 pitch = 0.2 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/afterburner_flame transformName = smokePoint emission = 0.0 0.0 emission = 0.16 0.0 emission = 0.3 0.5 emission = 0.5 1.0 emission = 1.0 1.0 speed = 0.1 0.05 speed = 0.3 1.0 speed = 0.5 1.15 speed = 1.0 1.15 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = FXModuleAnimateThrottle animationName = TurboJetThrottle dependOnEngineState = False responseSpeed = 0.5 } } Copied directly from the stock Whiplash, to no avail. -
Hi. I've been trying to make an engine based on a model from KSPI-E. PART { // --- general parameters --- name = ThermalNozzle module = Part author = Zzz // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 0.055308 , 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.196 , 0.0, 0.0, -1.0, 0.0, 2 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = basicScience entryCost = 4000 // --- editor parameters --- cost = 4000 category = Propulsion subcategory = 0 title = Thermal Nozzle manufacturer = SimpleNuclear description = A heat exchanger uses thermal Megawatts to heat propellant to temperatures upwards of 2500K. Can be run in Chemical mode (uses Liquid Fuel and Oxidizer to boost thrust) or in Hydrogen mode (uses LqdHydrogen for better Isp). // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 2.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 skinInternalConductionMult = 4.0 emissiveConstant = 0.7 bulkheadProfiles = size2 tags = nuclear engine simple MODULE { name = MultiModeEngine primaryEngineID = Chemical secondaryEngineID = Hydrogen } MODULE { name = ModuleEnginesFX engineID = Chemical thrustVectorTransformName = TT exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2000 heatProduction = 150 useEngineResponseTime = False useVelocityCurve = False fxOffset = 0, 0, 1.5 exhaustDamageDistanceOffset = 0.19 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } PROPELLANT { name = MWt ratio = 18.5 } atmosphereCurve { key = 0 500 key = 1 450 key = 9 0.001 } } MODULE { name = ModuleEnginesFX engineID = Hydrogen thrustVectorTransformName = TT exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 188 heatProduction = 250 fxOffset = 0, 0, 1.5 exhaustDamageDistanceOffset = 0.19 PROPELLANT { name = LqdHydrogen ratio = 1 } PROPELLANT { name = MWt ratio = 2 } atmosphereCurve { key = 0 800 key = 1 150 key = 9 0.001 } } MODULE { name = TweakScale type = stack defaultScale = 2.5 } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 2 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat } MODULE { name = ModuleGimbal gimbalTransformName = Nozzle gimbalRange = 5 } } Whatever I do, the flame effects just don't appear. It is extremely frustrating - I've tried everything, from copying stock effects, using an EFFECTS module, using the original FX, nothing. Everything else works fine.
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What's the payload to orbit? How scalable is the design?
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[1.2.1] GTIndustries (Updated 24-11-2016)
MatterBeam replied to Warezcrawler's topic in KSP1 Mod Development
I looked through the RAPIER engine .cfg and found this module: MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } It's restricted to two modes. I don't think 'tertiaryEngineID' is a valid line. -
[1.2.1] GTIndustries (Updated 24-11-2016)
MatterBeam replied to Warezcrawler's topic in KSP1 Mod Development
I've tried looking through it, but I don't understand. How is this different from the engine mode switching from, say, the Rapier? -
How is the air-augmented Merlin engine better than an aerospike?
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
I haven't installed that yet. Apparently has many bugs and required plugins for my mod (EPL, Module Manager) don't work anymore... -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
MatterBeam replied to MatterBeam's topic in KSP1 Mod Releases
Not yet. I'll make a short test and put up version 1.8 for 1.1.1 -
Hi! I've had reports of some trouble with CKAN compatibility of my mod (in signature). I uploaded the latest version to Spacedock.info, checked the little 'add to CKAN' box and marked it as compatible for 1.1 However, it is still listed as only compatibly with 1.0.5 in CKAN? Could this error be amended, please?