-
Posts
1,972 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TiktaalikDreaming
-
[1.12.x] Community Tech Tree (August 13)
TiktaalikDreaming replied to Nertea's topic in KSP1 Mod Releases
Thanks for the help. The parts all have existing entries for tech required, and that actually works (ie, they're all sitting in the stock veryLargeRocketry node). I will convert to % anyway, because, as you say, it's a better thing. And who knows, it might fix it. For a while I thought it may have been the node itself, but there's other parts that don't get moved to their correct nodes as well. I'll also try splitting the file up, even though that makes little sense. I'll let people know how I go, in case it helps others. :-) -
All you need to do is fix up the module. Source code is in the zip. :-)
-
Yep. The stack nodes need the vector rearranged for v1.0+. That means you'll be able to stack the parts, but the module to make pulsed drives work, doesn't. You can still check to see if your boosters can loft an Orion into orbit, but the Orion won't work just yet.
-
[1.12.x] Community Tech Tree (August 13)
TiktaalikDreaming replied to Nertea's topic in KSP1 Mod Releases
So, what are the reasons Module Manager might stop processing a cfg file? I seem to get the first few entries in my CTT cfg processed, but then the rest aren't placed in nodes. It's a bit frustrating? I've gone through my cfg and cleaned up a couple of part names, but the processing didn't seem to stop at those errors anyway. The processing stops at the Nexus50EnginePlug, which is the first item I've put in colossalRocketry (spelling/case copy pasted from the CTT mod's cfg file). @PART[NexusRCShalfy]:NEEDS[CommunityTechTree] { @TechRequired = experimentalRocketry } @PART[N70flandingLegM2]:NEEDS[CommunityTechTree] { @TechRequired = exoticAlloys } @PART[Nexus150fHeatShield]:NEEDS[CommunityTechTree] { @TechRequired = giganticRocketry } @PART[airbrakeNex1]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } @PART[Nexus50EnginePlug]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NexusDec70f]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[LF70DualPlate]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[LF70SinglePlate]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NSS70fO2Shrt]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NSS70fH2Shrt]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NSS70fO2XtraShrt]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NSS70fH2XtraShrt]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[LF70f]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[LF70f-B]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NexusDec150f]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NexusDec75f60f]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[SegmentedLF120f]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NexusAdapter7.5m]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NexusSeparator]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[fairingSize9]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[fairingSize14]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[GCnuclearEngine3k]:NEEDS[CommunityTechTree] } @TechRequired = advNuclearPropulsion } @PART[GCnuclearEngine4k]:NEEDS[CommunityTechTree] } @TechRequired = advNuclearPropulsion } @PART[GCnuclearEngine6k]:NEEDS[CommunityTechTree] } @TechRequired = advNuclearPropulsion } @PART[Nexus25mShell]:NEEDS[CommunityTechTree] } @TechRequired = colossalRocketry } @PART[NexusFuel25]:NEEDS[CommunityTechTree] } @TechRequired = experimentalRocketry } -
v1.0.1 uploaded. And I apologize for it. I decided a short while ago to mess with units. As all this is based on 1960s designs, even NASA was mostly imperial back then. (they're kinda half maybe metric now). But, all the sizes are in feet. And it's too damned big for KSP. But Kerbals are only about 1m tall, so I'm using the vaguely accepted half scale used by other modders that are converting real-world rockets to KSP. So, it's not 150 feet across, it's 22.86m. But this has led to me confusing the hell out of myself, as I have a tendency to name the parts after the original sizes. EG: the 120 foot adapter. But then other times I use KSP adjusted sizes like the 35 foot tanks. So I decided that Kerbals need some old Kimperial units. 1 Kerbal Foot = 0.1524m, 17.6 Kerbal pounds to a kg, etc. That way, I can have a 70 foot tank with a 4 million pound thrust GCR, refer to it that way, and use half sizes. Thankfully the Nexus was all old-school imperial units. But anyway, this renaming means several parts have different names from pre 1.0.1. Which means craft using those parts won't load after this update. Sorry. V1.0.1 also has the updated 120 foot tank. A completed set of CTT configs, although they're not working for me, so I may have done something wrong. And some various bug fixes. Like non-convex colliders for all the adapters now. Less explody fun when decoupling.
-
Updated to v1.0 I'm unhappy with the 60foot (would be 120f in RL) LH tank, so will probably change that, or at least fix the collider at future date. Also the 60f fairing isn't updated like the 35f one. Community tech tree config only about 60% done. But the rest is pretty much release worthy. Nexus, for all your enormous payload lifting!
-
There's quite some issues with those control rockets. In Convair's diagrams they are mostly positioned at a join between spheroids, and in one diagram there's a hint that there's structure to take the thrust forces that links through to the central tank. But they're always drawn in way too small. Each cluster should be capable of 2 million pounds of thrust, but they're drawn in like glorified RCS nozzles. So, the diagrams don't help an aweful lot. Once upon a time I did a more shaped base that would fit nestled into the lumpy toroid, but in the end it just made for more polygons for no good reason. And mostly looked crap, so I scrapped it. I'm still not sold on the existing base, but I can't think of better alternatives that fit with Convair's diagrams.
-
Nice. I imagine it's usually used on a unit per MW type arrangement, but rockets have their own different whatsit. But thankfully I had a bunch of approximated ISPs and "fuel leakage percentages". 1% by mass of UF4 to H2 is actually quite a small amount of % by volume. Still makes the exhaust into a toxic death gas of course. :-) PS: I didn't really doubt that it *was* there. I was just unsure if it was still there. :-)
-
Just another quick update. Most of the genuinely Nexus parts are done, and I redid my rocket nozzles. I have the second stage bits and pieces to do before uploading. The parts are being added to appropriate CTT nodes as I go and I've started adding config for "RealPlume" for the engines etc. New rocket nozzle in blender. In game With plumes!!!
-
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
TiktaalikDreaming replied to Felger's topic in KSP1 Mod Releases
Ha. It's been on my wish list for a while for a way to change effects for RCS, since adding larger bifuel RCS for the Orions. The Nexus "let's use bundles of 6 uprated J-2s as RCS blocks" plan has just increased my desire for flamey RCS. And all you ever get is a teeny white gas plume that looks like you're running a steam nozzle on a coffee machine. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
TiktaalikDreaming replied to Felger's topic in KSP1 Mod Releases
On a related note: Can this be used to "plume" RCS? I suppose I should go see if the RCS block is included in the Squad configs. :-) No example configs for RCS. I might have a look anyway. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
TiktaalikDreaming replied to Felger's topic in KSP1 Mod Releases
Thanks. My expectations were plain wrong. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
TiktaalikDreaming replied to Felger's topic in KSP1 Mod Releases
I'm not too worried about how long they are in an atmosphere, but they seem to get shorter an more difuse with less atmosphere. My understanding is that the opposite would happen. Or should I be applying different configs for that? I've been using @PART[Nexus50EnginePlug]:FOR[RealPlume]:NEEDS[smokeScreen] { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hydrolox-Upper } PLUME { name = Hydrolox-Upper transformName = ThrustTransform localRotation = 0,0,0 flarePosition = 0,0,1.2 plumePosition = 0,0,1.7 fixedScale = 2.3 energy = 1.7 speed = 1.0 } } (there's 60 "ThrustTransforms", so it creates a cone) But as altitude increases, it turns into a fuzzy ball. -
I'm going to step through making the existing parts more complete, one at a time. Most parts need an actual UV-texture. Most currently just have a generic one colour texture applied per mesh at the moment, and need actual textures. This will bloat out the RAM use a bit, but I'll do my best to keep it sane. I'll be tidying up any weirdnesses (like the clipping on the flag mesh when you zoom out) and attach nodes etc as I go, so if people have concerns I might not have noticed with the curent release, please let me know. I'll be applying Community Tech Tree patching. This means the parts will fit the normal tech tree, but if CTT is installed, the parts will shift over to those tech nodes.
-
The mod doesn't yet work in 1.0. No amount of changing the order will help. The core module is non functional until it's updated. - - - Updated - - - Nyrath aka Winchell Chung has plenty things to keep busy with and just doesn't have this working yet.
-
I've converted everything I can find (not 100% sure I caught all the engines and tanks) to Community Resource Pack fuels, plus I've added two new fuels for the Gas Core NTRs. Uranium TetraFluoride as the main nuclear fuel, plus a seed for the propellant, Tungsten (again, I was a bit surprised this wasn't already in CRP). Tungsten acts as a neutron and gama ray absorber, as Hydrogen is quite crap at that. Mass ratio of about 1% with Hydrogen aparently works OK. My first thought was 1% of a 60 foot diameter tank is still going to need some extra parts, but then good old Wolfram vs Hydrogen densities puts the volume ratio at ~0.00004, I can get by with a few tens of litres. I've set both Tungsten and Uranium tanks to hold quite a bit at max, but the default amounts are a bit over one fuel burn for Tungsten and about twice that for Uranuim. Both can be doubled. So, it's perfectly reasonable to do a one way trip with mining and purification systems to regenerate enough H2 to come back. And for extreme versions, it'd be a lot safer to mine and purify Tungsten than Uranium TetraFluoride. You really don't want to be handling UT4. Realistically, you probably want to wait a while before exiting a craft that's touched down using these GCRs, even in a vacuum. The exhaust from a mix of UT4, H2, and fission products is not friendly to anyone. Thankfully it's quite reactive and likely to finish coroding what it's going to corode fairly quickly. Leaving just mildly radiactive surfaces. Anyway, I'm away for a few days, so will upload this when I get back, after I've done more testing than seeing if the GCRs still work on a test bed.
-
I've looked through the list for CRP several times, and it has various Uraniums, but no UF4 that I can find. I may just be missing it. I'm guessing then it's in the Interstellar resources. I might double check to be sure (and steal theirs, so I don't have to come up with numbers and so I don't conflict with theirs). Thanks for the heads up. Looks like it may just be memory based mixing of data. There's Thorium TetraFluoride and Uranium Nitride, one after the other in the list for the KSPI section of CRP. Both a bit different.
-
Just to let people know: My next update will be to make this Community Resource Pack compliant, and switch to using LOX + LH for the main engines, and LH for the Gas Core Rockets. I'll also be de-sillying the Blutonium-TetraFluoride nuclear fuel to the actual fuel name (Uranium TetraFluoride aka UF4) to be more in line with CRP, and submitting that fuel for later inclusion. With that, I'll be doing some part/mass adjustments to get it all to match 1/8th of the Convair Nexus-1. After that release, it's on to texturing. Then variants. The tailored Nexuses, and Nexus-2 (double mass+payload) and possibly the super-Nexus (bigger again).
-
You should check what else you have installed. I tested this using a stock install of KSP (ie, no other mods), and TWR was definitely not below 1.0 Also check that you placed the control rockets. You'll need four to match original Nexus designs, and I'm pretty sure without them you'll have less than TWR of 1.0. Base design is much like . Hopefully you can see the four control rockets spaced around the edge. The base Nexus design has 24,000,000 lbTrust from the main engine and 8,000,000 lbTrust from the control rockets. And 24,000,000 lbs for total weight, so without the control rockets, the TWR is 1.0, aka, going to sit on the launch pad until you've burnt a fair bit of LOX+LH. Skipping the control rockets is like skipping five and a bit SaturnV F1 rockets. For extra heavy payloads, extra control rockets can get you the TWR to get airborne, although you'll trade delta V for that privilege. I've tried it, and with 6 and a heavy payload you can still get to orbit using stock Kerbin planet sizes. I doubt it'd work on Earth, but it'd be OK for parabolic insertion instead of single stage to orbit.