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Everything posted by TiktaalikDreaming
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[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I'm sure I've come across this before, but for the life of me can't remember what caused it. Which size is that? The 5m? I'll double check what's in the mod. If that's the old mu file with new cfg file, then it would be clear what's happening to me. ... that IS what's going on. I was just prepping to ask for a view of your folder with dates for the file modified times, like this; And realized I can see the issue right there in my master copy. That mu file has the old thrust transforms for the flames, but I changed the cfg so those are only used for effects, with the thrust physics effect being based on a single (and less CPU killing) transform in the middle, which will be missing from that mu. The cfg file does the rescaling (and I should move them all into one folder to avoid this type of daft mistake yada yada) so you can copy the NewModel.mu file from the Parts/Mk2to3/Rengine/ folder to the Mk3to4/Rengine. I'll also update the mod. Thanks for spotting that. OK, testing shows that explains the missing thrust, but NOT the "let's have flame effects with zero throttle". I have to head off to work. There's a github 1.0.7 (tga files instead of dds, not cleaned up, maybe dev parts etc) that gets thrust back, but doesn't fix the effects effect. https://github.com/TiktaalikDreaming/ModPods/releases/tag/1.0.7 -
OK, time to check the chute config again I guess. Although I typically open them at about 55k for the drogue and about 40 or 45 for the ballute, both should be ok for higher temps than 220. I'm guessing they're not getting the correct chute material assigned. I did sort of stop looking too close when I finally got them to function at all. interesting that you have decent delta v for ascent. The issue may be my install. My issue seems to be that the game is dead sure the dry mass of an accent tank is 0.491, while the mm config and the cache both say 0.091. So at launch, I'm lugging an extra 3.2 tonnes, which does seem to run my accent a bit. I had to google Kehrwoche. Good luck.
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[1.2.2] Real Agencies Collection v1.0.4
TiktaalikDreaming replied to h0yer's topic in KSP1 Mod Releases
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OK, updated config that fixes a few issues with RO; https://github.com/TiktaalikDreaming/NAR_MEM/releases/tag/0.14-ro5 Fixed up the Solid boosters and a few things that I can't recall. Plus a few bits of progress in remeshing and retexturing, in the framework bits. The most significant issues remaining with deltaV and ascent are the dry weight of the ascent tanks. There's a spurious 400kg being added at some point, per tanik. And I think it's enough extra mass to mess with deltaV enough that it's dropping below 3800
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Solid fuel stuff fixed up. I messed around with a few tweaks. The ConfigCache from MM kept having mismatches for the required propellant and fuel tanks. After I spotted I had a ModuleFuelTanks entry with no actual tank that is. But I tracked it down to the RF config itself about fuel tanks, and the designated propellants for solids. There are actual lists for propellants, so my inventing one and using it wasn't working because it didn't match one of the propellants. There'd be a tank of type solid, that had config for propellant that was incompatible with type = solid. I've switched to one of the standard propellants, and it all works nicely. I'll have a look at how that list is created, and see if I just missed something in my definition, or if there's someway of MMing the new propellant onto the list.
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[1.2.2] Real Agencies Collection v1.0.4
TiktaalikDreaming replied to h0yer's topic in KSP1 Mod Releases
I do really like this. The more I think about it, it has the potential to homogenize the Real World agencies across mods, like Community Resource Pack did for resources. I was going to donate some of my other old Space Company logos, but it looks like I kerbalized them all. EG: Kerbal Dynamic - Electrik Boat and so on. So I think instead I'll add MM config for this to point at your IFF it's installed via the :NEEDS[] thingamything. And do up/find real word editions of the things I've kerbalized to donate. I'm not sure how many people in KSP modding land are doing parts based on real world plans (never flown) for things where the craft would have been mostly built by the submarine section of General Dynamics, so I will do up the odd ones for you. I have a slim chance there's remnants of the originals before I kerbalized them somewhere on a hard drive around here too.- 10 replies
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The solid fuel : I did see this, and I think it's likely due to me not putting an AFTER[real fuels] in my config. I need to double check which mods were switching the solid boosters to the default solid propellant. I'm pretty sure my config is changing the fuel used by the engines and then something else comes along and changes my new fuel tanks to the other solid fuel. For the accent drop tanks, start in the middle, in pairs. After the first two pairs, the CoM goes back to central then, and gets closer even after the first talks go. I tend to just have the last four go evenly, even though you would be slightly better off pairing them diagonally and dropping the first pair. Also, I've noticed the accent stage doesn't have the delta V required without significant RCS help. I need to double check all the values.
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Well, now that I have ladder type bits (for some reason the ladder thingy isn't working, but F-climb does) leading to the top, KIS bits would be a really good idea. I'm actually working on adding some similar cut out areas in the cargo edition thingy that replaces the ascent stage. Those I'm just going to do as mini science/cargo bays.
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Yeah, RealChutes over-rides the symmetry chute thing from stock that keeps them apart. There is a slider for "Spread" or similar per chute in RC that allows you to push them apart, but it only goes out to 10 (assuming degrees, but I don't think it says). It's not quite enough. And, technically, the design called for only one drogue, followed by the one ballute. My intention is to make some comms gear and a science bay type thing for the remaining insets, and then let the player choose between extra chutes and other bits-n-bobs
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[KSP 1.3.0->1.5.*] Mod Pods
TiktaalikDreaming replied to TiktaalikDreaming's topic in KSP1 Mod Releases
It's taken me a while to get back to this, and I can't replicate. I'm fairly sure nothing in ModPods should be causing it, but I'm not 100% certain there's not some weird interaction going on. I will not that even with ModuleManager removed, it leaves behind it's cache file, ModuleManager.ConfigCache, which starts with global physics settings. "PHYSICSGLOBALS" which includes some buoyancy settings. None of which are altered by modpods. Can you try with also deleting the cache file? And, can you check for any MM config? Searching for files *.cfg in the GameData folder with an @ symbol would work as a first order search. My quick search looks like G:\KSP-TestWeirdModPodThing\GameData>findstr /LS "@" *.cfg Squad\Controls\Dvorak.cfg: At = @ Squad\Controls\Qwerty.cfg: At = @ Squad\Controls\Qwerty_ja-JP.cfg: primary = @ Squad\Controls\Qwerty_ja-JP.cfg: BackQuote = @ Squad\Localization\dictionary.cfg: #autoLOC_220691 = <b>Max. Thrust: </b><<1>> kN @Mach <<2>>\n Pretty sure you can do file content searching using the windoze GUI as well. For linux/bsd it would be fgrep -r "@" * | fgrep .cfg -
There is a configurable spread angle. Which, while arguably not as good as the new stock auto-spreading, was there quite a bit earlier. If you'd like to implement the stock spread in the code for real chutes, I'm sure a pull request will be considered.
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I have some working fix ups for chutes and the deorbit unit tested just prior to leaving for work. Some will need further tweaking, but the functions exist and behave now. If I get a moment at work I'll tell github to call it a version and make it downloadable. https://github.com/TiktaalikDreaming/NAR_MEM/releases/tag/0.14-ro4
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A vaguely current version with a few extra tweaks; https://github.com/TiktaalikDreaming/NAR_MEM/releases/tag/0.14-ro3 Colliders changed (hopefully for the better) for the ascent engine and the interstage decoupler. Rework of the de-orbit engine, all now sit in one folder, using model tags as noted above, with the main useful change being removal of a dot. Double checked the fuel values for the solids, and they still have depressingly small amounts of fuel in game, with resultantly depressing amounts of deltaV.
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I have a partial fix for ascent stage staging by way of fixing up some collider meshes so they act like non-intersecting parts,. Of course, there's still the inherent joy of staging an ascent stage from a base that is not a series of launch clamps. With new colliders I've managed a clean separation. It took a few tries, but I got there. There also doesn't seem to be quite enough delta V for a Martian orbit though. I'll have to look at whether some parts aren't picking up RO config or if said config needs assistance.
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OK, Chutes not as fixed as thought, but still working. Having a look at the ascent stage's staging fun. There could be intersecting colliders causing the explosions meaning there's no way around it. It *could* just be due to the daft ideas, but I tried froma quicksaved landed MEM several times with several techniques with no luck. And if the A-4 from A-10 staging works this has no excuse.
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Yeah, thinking of making up a resource for Ammonium Perchlorate Beryllium Composite or something like that. There's not actually heaps of info on exactly what the beryllium based propellant was. So assuming the usual oxidizer doesn't hurt. The MIA part ended up being a spurious full stop character in emmisiveConstant. :-/ And, yeah, 172 is the non-RO value. It *should* have 1730.29 Testing!
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Never mind. Turned out to be mm confusion with old versions of the same parts. Never mind the nevermind, turned out I was managing to test without real chute installed for a bit. I think it's more about me being daft with MM config and not being explicit about AFTERs.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
TiktaalikDreaming replied to RoverDude's topic in KSP1 Mod Releases
Pick a value to make it hard, for game balance. Last I checked current real world theories they'd knocked lots of the initial estimates of about half the universe converted into energy. It could be down as low as one percent. -
Well, now the part doesn't show up. "Progress"! It's gone for me from stock as well. Even though the MM config cache has it, and the logs have no errors.... Not working too well today. Gonna park the de-orbit engine issues for a bit. It's making no sense. I have moved all the de-orbit stuff into one folder so it just needs the one copy of that one texture. And switched to the MODEL {model = } format in case there was confusion about parts etc. But, as far as I can tell. my PC just decided to hate that part. There's a chance coffee will help. It never hurts.