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Svm420

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Everything posted by Svm420

  1. Woot thanks Nathan . And for the AJE update as well
  2. Does the mod depend on stock aero? I tried them with RF and FAR. I switched them back to SF and they just fire as soon as they are armed or staged. I guess I will try with just the stock engine module and see.
  3. Well right now you are correct it would still use SF, but that won't last the goal is to convert all SF over to a RF fuelz so I am asking more for future proofing. Plus I made the change to my personal game, just haven't shared the config to the repo. I appreciate your time and effort. I will go back to solidfuel for these SRMs I'd rather have function there and when the time comes I can easily go back.
  4. It does aim to replace SolidFuel with the real world fuels namely HTPB, HNIW, PBAN, NGNC, PSPC. Of those only HNIW and HTPB I would think would be likely to be used in a SRM like these, but I have no real idea. From the community resouce pack ehre is the stats on the available fuels. Remember these are 1L units as opposed to kerbals ~5L units I think. I assume you have SolidFuel's stats readily available. Now looking there are all really close to stock density is the calculate robust enough to make up the difference? Realfuels does multiply all quantity/voolume of SolidFuel/RF equivalent by the appropriate factor to get the same delta V with SRMs despite RF units being L and therefore less dense. However you want to handle it is fine. This is modding a mod for a mod and I don't expect it to be a priority if is only for me I only ask if you want. Thanks once again for even getting it working with 1.0. RESOURCE_DEFINITION { name = HTPB density = 0.00177 unitCost = 1.8585 hsp = 920 // FIXME, total guess but based on 'standardized' solids and the stock SolidFuel hsp. flowMode = NO_FLOW transfer = NONE isTweakable = True ksparpicon = RealFuels/Resources/ARPIcons/HTPB } RESOURCE_DEFINITION { name = NGNC density = 0.0016 unitCost = 0.01 hsp = 920 // FIXME, total guess but based on 'standardized' solids and the stock SolidFuel hsp. flowMode = NO_FLOW transfer = NONE isTweakable = True ksparpicon = RealFuels/Resources/ARPIcons/NGNC } RESOURCE_DEFINITION { name = PBAN density = 0.001772 unitCost = 1.593 hsp = 920 // FIXME, total guess but based on 'standardized' solids and the stock SolidFuel hsp. flowMode = NO_FLOW transfer = NONE isTweakable = True ksparpicon = RealFuels/Resources/ARPIcons/PBAN } RESOURCE_DEFINITION { name = HNIW density = 0.002044 unitCost = 0.4504976 hsp = 920 // FIXME, total guess but based on 'standardized' solids and the stock SolidFuel hsp. flowMode = NO_FLOW transfer = NONE isTweakable = True ksparpicon = RealFuels/Resources/ARPIcons/HNIW } RESOURCE_DEFINITION { name = PSPC density = 0.00174 unitCost = 0.01 hsp = 920 // FIXME, total guess but based on 'standardized' solids and the stock SolidFuel hsp. flowMode = NO_FLOW transfer = NONE isTweakable = True ksparpicon = RealFuels/Resources/ARPIcons/PSPC }
  5. Any chance of a recompile for the latest FAR I had wanted on the last version because it seemed like a new one was right around the corner. Lo and behold it was, and rather than ask twice I waited, but now you are busier with work and about to go on vacation, so I desperately got on here to beg for a recompile before you go oh great Purveyor of Nyan. Please! Thanks! Enjoy your vaca
  6. I wondered if this would work with real fuels? It changes the engine module a lot so I don't know if the plugin would work natively. either way thanks for fixing the problems I will be using it either way too cool of a way to land not to!
  7. Have you done any testing with this method at larger than stock radii? If so how does it compare to the regular texture map method? Does the terrain come out any nicer or less flattened? Really interesting development either way.
  8. Nathan do you want me to open an issue on Git for Techlevel throttle to be fixed?
  9. I am getting this insane log spam from some mod in my install able to push my log to new height of 200+Mb. I am hoping someone else has experienced this so that I can save time not hunting the bug down. Yes I know about binary sorting. It doesn't work that great when mods have interdependence and you leave some out splitting the install in half. Just here hoping to save time. The spam only happens upon getting out of the atmosphere,but doesn't stop when re entering. Here is an excerpt. Thanks More info provided at request! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.8, 0.4, 0.4) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.7, 0.2, 0.7) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.4, 0.7, 0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-1.0, 0.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.0, -1.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.2, -0.6, 0.7) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.2, -0.6, -0.8) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.0, 1.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.8, 0.1, 0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.2, 0.6, 0.8) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.8, -0.6, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.8, -0.1, -0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.8, 0.1, -0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.8, -0.6, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.2, 0.6, -0.7) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.8, -0.1, 0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.0, 1.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.8, 0.6, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.8, 0.6, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.0, -1.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.5, 0.7, -0.5) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.5, -0.7, 0.5) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.4, -0.7, -0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.1, 0.0, 1.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.1, 0.0, -1.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (1.0, 0.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.8, 0.4, -0.4) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.7, 0.3, -0.7) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.8, 0.4, 0.4) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-0.7, 0.2, 0.7) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (0.4, 0.7, 0.6) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) (-1.0, 0.0, 0.0) 000_FilterExtensions 000_FilterExtensionsConfigs 000_Toolbar 000_USITools AAAMM_PAtches ABI AIES_Aerospace ASET AdjustableLandingGear AoATech Apex ArcanumIndustries AsteroidDay BackgroundP BahaSP BoulderCo BoxSatAlpha BoxSatPrototypes CIT CTN CoherentContracts ColorfulFuelLines CommunityResourcePack CommunityTechTree ContractPacks CoolRockets Corvus CrowdSourcedScience CryoEngines DMagicOrbitalScience Diazo DynamicControls EnvironmentalVisualEnhancements EvilCorp ExtraplanetaryLaunchpads FASA FalconTech FederalProductions FreedomTex HullCameraVDS Hyomoto Intstell JSI KAX KR-71ArchangelCockpit KSEA KSPRC KWRocketry Kerbaltek KerboKatz KipEng Klockheed_Martian_Gimbal Lionhead_Aerospace_Inc MP_Nazari MainSailor Mk2Essentials Mk2Expansion Mk3MiniExpansion Mkerb NEBULA NMSG NavyFish NearFutureConstruction NehemiahInc Nereid NovaPunch2 OPMClouds OblivionAerospace ProbeSASUpgrade ProceduralDynamics RLA_Stockalike Ravien SDHI SETIcontracts SETIgreenhouse SXT SentarExpansion ShowAllFuels Sigma SolarScience Squad SquiggsySpaceResearch StationPartsExpansion StockBugFixModules StretchySNTextures SurfaceLights Taerobee Tantares TemperatureGaugeKiller ThermalMonitor ThunderAerospace TriggerTech UmbraSpaceIndustries UniversalStorage VNG VTProp VenStockRevamp Vexcom_RPMHUD WhitecatIndustries WildBlueIndustries aWolf hraban iPeer masTerTorch sp314 zzzMM_patches
  10. I want to add intake modules for IntakeAtm to all intakes via module manager. My question is should I set these up as the stock ModuleResourceIntake, or as AJEInlet modules with IntakeAtm instead of IntakeAir. I didn't know how the AJEInlet module handled other resources. Thanks!
  11. Wow nice to see you are finally volunteering your time for all of your requests. Hope we can get them that much faster
  12. Would we be able to get an update for DOE 1.6.1? Thanks!
  13. Update on procedural parts filling. It works great on life support items draining waste resources and filling needed ones. It just does do anything with fuel though did not fill kerosene, E.C., or Nitrogen. This is using KCT, Pparts and RF latest release of all. No errors in the log at all.
  14. Does this help seems I think it has SFC for the water cooled variant? Or maybe this? Seems to be a military PDF that lists it as 0.8lb/hrlbf pretty close to what the other source rated the water cooled variant at.
  15. What would you need to add the J75-P-17? I really want to build a F106 alike.
  16. Well I am getting this error in my log. I was using .NET 3.5 and latest KSP [ERR 13:40:07.129] AssemblyLoader: Exception loading 'AVTOL': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 This is the source I was using when I got the error. I tried without the AJE and RF stuff and it works in the editor and shows up on all engines like it used to, but doesn't have any effect on engine thrust when pitching up or down like it should. That was on a RF engine so I can see I need to have them be a part of the plugin if I want it to work on that engine type. using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using KSP; using RealFuels; using AJE; using SolverEngines; namespace AVTOL { public class AVTOL:PartModule { [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Pitch Neutral%"), UI_FloatRange(minValue = 0f, maxValue = 100f, stepIncrement = 1f)] public float pitchNeutral = 100f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Pitch Range%"), UI_FloatRange(minValue = -100f, maxValue = 100f, stepIncrement = 1f)] public float pitchRange = 0f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Roll Neutral%"), UI_FloatRange(minValue = 0f, maxValue = 100f, stepIncrement = 1f)] public float rollNeutral = 100f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Roll Range%"), UI_FloatRange(minValue = -100f, maxValue = 100f, stepIncrement = 1f)] public float rollRange = 0f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Phase Angle"), UI_FloatRange(minValue = 0f, maxValue = 180f, stepIncrement = 5f)] public float phaseAngle = 90f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Max Angle"), UI_FloatRange(minValue = 0f, maxValue = 180f, stepIncrement = 5f)] public float maxAngle = 90f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Step Angle"), UI_FloatRange(minValue = -90f, maxValue = 90f, stepIncrement = 0.5f)] public float stepAngle = 22.5f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "Vertical Cutoff"), UI_FloatRange(minValue = 1f, maxValue = 100f, stepIncrement = 1f)] public float verticalspeed = 100f; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "VTOL setting:"), UI_Toggle(disabledText = "Off", enabledText = "On")] public bool showMenu = true; [KSPField(isPersistant = true, guiActive = true, guiActiveEditor = true, guiName = "VTOL system:"), UI_Toggle(disabledText = "Off", enabledText = "Engaged")] public bool isEngaged = false; [KSPAction("Toggle VTOL system")] public void toggleSystem(KSPActionParam param) { isEngaged = !isEngaged; print("VTOL Control System is " + (isEngaged ? "Engaged" : "Off")); if(!isEngaged) { SetThrustPercentage(100f); } } [KSPAction("Increase Phase Angle")] public void increasePhaseAngle(KSPActionParam param) { phaseAngle += stepAngle; if (phaseAngle > maxAngle) phaseAngle = maxAngle; } [KSPAction("Decrease Phase Angle")] public void DecreasePhaseAngle(KSPActionParam param) { phaseAngle -= stepAngle; if (phaseAngle < 0f) phaseAngle = 0f; } private ModuleEngines engine; private ModuleEnginesFX engineFX; private ModuleEnginesRF engineRF; private ModuleEnginesAJEJet engineAJEj; private ModuleEnginesAJERotor engineAJEr; public override void OnStart(StartState state) { if (state == StartState.Editor) return; showMenu = false; if (part.Modules.Contains("ModuleEngines")) engine = (ModuleEngines)part.Modules["ModuleEngines"]; if (part.Modules.Contains("ModuleEnginesFX")) engineFX = (ModuleEnginesFX)part.Modules["ModuleEnginesFX"]; if (part.Modules.Contains("ModuleEnginesRF")) engineRF = (ModuleEnginesRF)part.Modules["ModuleEnginesRF"]; if (part.Modules.Contains("ModuleEnginesAJEJet")) engineAJEj = (ModuleEnginesAJEJet)part.Modules["ModuleEnginesAJEJet"]; if (part.Modules.Contains("ModuleEnginesAJERotor")) engineAJEr = (ModuleEnginesAJERotor)part.Modules["ModuleEnginesAJERotor"]; } public void FixedUpdate() { this.Fields["pitchNeutral"].guiActive = showMenu; this.Fields["pitchNeutral"].guiActiveEditor = showMenu; this.Fields["pitchRange"].guiActive = showMenu; this.Fields["pitchRange"].guiActiveEditor = showMenu; this.Fields["rollNeutral"].guiActive = showMenu; this.Fields["rollNeutral"].guiActiveEditor = showMenu; this.Fields["rollRange"].guiActive = showMenu; this.Fields["rollRange"].guiActiveEditor = showMenu; this.Fields["phaseAngle"].guiActiveEditor = showMenu; this.Fields["phaseAngle"].guiActive = showMenu; this.Fields["maxAngle"].guiActive = showMenu; this.Fields["maxAngle"].guiActiveEditor = showMenu; this.Fields["stepAngle"].guiActive = showMenu; this.Fields["stepAngle"].guiActiveEditor = showMenu; this.Fields["verticalspeed"].guiActive = showMenu; this.Fields["verticalspeed"].guiActiveEditor = showMenu; if (HighLogic.LoadedSceneIsEditor) { return; } if(HighLogic.LoadedSceneIsFlight && isEngaged) { float T = pitchNeutral; T *= (1f - (float)vessel.verticalSpeed / verticalspeed); T *= Mathf.Sin(phaseAngle / 57.259f); T = Mathf.Clamp(T, 0f, 100f); T += pitchRange * vessel.ctrlState.pitch; float R = rollNeutral; R *= (1f - (float)vessel.verticalSpeed / verticalspeed); R *= Mathf.Sin(phaseAngle / 57.259f); R = Mathf.Clamp(T, 0f, 100f); R += rollRange * vessel.ctrlState.roll; float avgMoment = (T + R) / 2; SetThrustPercentage(avgMoment); } } void SetThrustPercentage(float avgMoment) { avgMoment = Mathf.Clamp(avgMoment, 0f, 100f); if(engine!=null) { engine.thrustPercentage = avgMoment; return; } if (engineFX != null) { engineFX.thrustPercentage = avgMoment; return; } if (engineRF != null) { engineRF.thrustPercentage = avgMoment; return; } if (engineAJEj != null) { engineRF.thrustPercentage = avgMoment; return; } if (engineAJEr != null) { engineRF.thrustPercentage = avgMoment; return; } } } }
  17. Like it agreed on thrusters and would agree it would look nicer and be more aerodynamic longer.
  18. Congrats on the release. Here is an analog cockpit made with the aset props. . From this thread.
  19. Is there anyway to configure recovery time? I would ideally love it to be formula based using weight, distance to KSC and maybe resouces in the recovered craft as well, but would like to at least reduce it by itself as I upped the overall time multiplier for longer builds, but don't want 8 hours for a simple refuel is a bit much i think. Not sure if that has been mentioned or is in the works so excuse the request if so. Thanks Magico
  20. They conflict. That stated I wont be updating to avoid conflict they aren't meant to be used together. The stockalike RF config is going for engines using the right plume for the right fuel and engine design. The stock configs are going for whatever. It took quite some time, more than you might think, to make all those configs for this mod and I am not wasting my time making something I don't want.
  21. If you decide to make an rpm functional IVA would you consider using ASET avionics? They make a great airplane experience. Awesome looking parts as usual 8)
  22. That would however be perfect for ASET avionics and maybe a few of ASET props in general. With these 2 available prop packs I think all mod IVAs should use these if they want function why try to recreate what has been done so nicely. They are sooooo useful.
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