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Citizen247

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Everything posted by Citizen247

  1. I did think about that today. I didn't make the models, I'm trying to configure intakes from the Stryker and Airplane Plus packs, but they do work fine in stock. Is stock less strict with the transform than AJE? ETA: And we have our answer! I just tested the intakes by putting them on the craft backwards, and they work fine, so obviously the transform is reversed. I'll raise a bug with the mod creators. Thanks very much for all your help.
  2. I just looked, I couldn't see any other configs with those settings. I've configured four intakes, all four have this problem. Other intakes seem to be fine, including the stock ones I copied the config from. @PART[mk1intake]:FOR[AJE] { @MODULE[ModuleResourceIntake] { @name = AJEInlet %Area = 0.6 #@AJE_TPR_CURVE_DEFAULTS/PilotTube/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/PilotTube/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/PilotTube/description$ } }
  3. @blowfish Sorry it's taken me awhile to get back to you. The configs are one's I've written (well, copy pasted :)). Originally based on the AJE-Squad inlet configs I think. I added the line when I saw it in other configs, and I was having the problem with TPR dropping for no apparent reason. It seemed to work under stock aero, the TPR worked as expected but obviously not under FAR. I think it's the QuizTechAero configs that still has them. Anyway, that all makes sense, thanks. I'm just left with the problem of intake TPR dropping like a stone at relatively low speeds. I can't get some aircraft into the air because although they have plenty of thrust at 0m/s, by the time they're reaching take off speeds the inlet TPR has dropped so much the engine provides virtually no thrust.
  4. So I think this log has both the loss of intake and FAR problem in it: https://1drv.ms/u/s!AsRF_VZ1GjT3hNMQe4J1pllmiDCi7w Toward the end, when I was testing an inlet with !RESOURCE... line there's a stream of errors like this: [EXC 00:44:55.140] NullReferenceException: Object reference not set to an instance of an object ModuleResourceIntake.FixedUpdate () SolverEngines.AJEInlet.FixedUpdate () [EXC 00:44:55.141] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateEngineAndIntakeBasedParameters (Double vesselSpeed) FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () Which is presumably the problem. The vessel loaded before that one had an inlet with identical configs but with the !RESOURCE line commented out. It had the strange inlet bug, where the TPR tanks at relevantly low speeds.
  5. You're right, sorry. I didn't think it was a bug, but more something I was doing wrong, hence the lack of logs (that and KSP is running on my Linux desktop and I'm writing this on my windows laptop :)). Honestly I appreciate any help. I'm just reloading the game with the changes reverted, I'll give you logs ASAP.
  6. FAR and AJE are recently from GIT. AVC says AJE is 2.7.3 and FAR is 0.16. KSP version is 1.2.2 build ID 01622 (2016-12-06_07-56-46). I will add that I did recently download an updated FAR, and I think the problem wasn't occurring before then. I don't think I've updated AJE recently though.
  7. I'm having some trouble configuring air intakes and was hoping for some advice. If I include the line !RESOURCE[IntakeAir] {} the intake seems to cause FAR to crash, I get no flight status display and aero drag and lift aren't applied properly. If I remove that line the intake's TPR drops off incredibly quickly and the engine provides virtually no thrust when travelling much more than 30-40m/s. I literally copied the config from the stock intake that works perfectly fine, so I'm not sure what's actually going on. I was hoping someone could enlighten me.
  8. I'm sorry to be completely off topic for a minute, but this exchange made me laugh to the point of almost swallowing my tongue. I recently wrote a play that has the same exchange and is being put on somewhere in England in a couple of weeks (shameless plug). "It's top secret" "What's that then sir" "It's a mission I can't tell anyone about." "I mean what's the mission sir." "Oh, Well [explains mission], but don't tell anyone, it's top secret!" "'Ere ol' nobby 'ere is only going on a secret suicide mission, don't tell anyone though, its top secret."
  9. With certain air inlets with AJE configs ferram seems to crash, you get no flight data or lift. I was wondering if anyone else had come across it and knew how to fix it? Nevermind, I removed the !RESOURCE[IntakeAir] {} line from the config and it works fine. Pretty strange though.
  10. That makes sense :). I have no idea how TakeCommand works internally, but it might use the same method as rescue contracts maybe? Thanks.
  11. I think I've come across a bug where Kerbalism is adding about a ton of resources to the Kerbal when they're spawned to the game in command seats. The kerbal spawns in with Hydrazine, Oxygen, Food and Water, and ends up massing 1300kg. It's a little intermittent but happens often enough to make it relatively easy to reproduce. I think it's an interaction between Kerbalism and TakeCommand, at a guess Kerbalism is seeing the Kerbal as a command module? Either way added resources to anything in flight without letting me turn it off in the editor would seem to be wrong behaviour. Thanks.
  12. Hi I've done some more checking myself, and it looks like the extra weight is actually coming from a ton of resources that are being erroneously added to the Kerbal (a really obvious thing I just didn't think of). Stuff like Water, Food, Hydrazine etc. I'm not sure what's chucking those in, but I'd guess it's Kerbalism? Could be an interaction between this and that? I'll try over in the Kerbalism thread. Thanks
  13. Fair enough. I've found that key patches can be a bit hit and miss sometimes myself. Generally, I just copy the entire key set, change the value I want, and delete the original, because that seems more reliable.
  14. I don't know if it's of any interest to anyone other than me, but I've written configs to convert various piston prop engines from Kerosene to AVGas: It currently converts engines from Airplane Plus, SXT and StrykerAerospace, and the extra engines from AJE. ///////////////////////////////////////////////////////////////// // // // AVGas engine conversion // // by Citizen247 // // // ///////////////////////////////////////////////////////////////// //SXT - Engines @PART[SXTPWR2800]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTR280018WProp]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTR280021Prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { !PROPELLANT[LiquidFuel] {} !PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTTinyprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTKO211Dprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTJ213]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXT_Jumo213A]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTMerlin66prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[SXTMerlin46Prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } //AJE - Engines @PART[spadprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[fokkerprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[51prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[hawkerprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[chaikaprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[AJP_109_605Prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[109Prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[corsairprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[APP_R2800Prop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[zeroprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[fighterProp]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[merlin]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[AJP_MERLIN]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[spitfiremerlin]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } @PART[yakprop]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } } //Stryker @PART[noirengine]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleEngines*] { -PROPELLANT[LiquidFuel] {} -PROPELLANT[Kerosene] {} PROPELLANT { name = AvGas resourceFlowMode = STAGE_PRIORITY_FLOW ratio = 1 DrawGauge = True } } }
  15. You'd need to change the velCurve in the engines module. A MM patch a long the lines of: @PART[fokkerprop] { @MODULE[ModuleEngines] { @velCurve { key,10 = 0 1 } } } Should make the Baron generate full power while at a standstill. I've not tested this at all though, so I can't promise anything. It's the velCurve you need to alter though. If you look in the engine config files you can find out which key needs to be altered, with the first key being key,0 followed by key,1 and so on. The first number is the speed in mach number, the second is the engine output. So 0.5 0.5 would mean the engine gives half maximum output at half the speed of sound.
  16. Maybe learn how the English language works, because there's nothing in any of your posts that even suggest the interpretation you're claiming. Although frankly you're probably just lying, either way i don't plan on reading another post of yours.
  17. I understand your point, it's just completely irrelevant to anything I said, which you'd know if you actually bothered to read and think about what I said. I can tell you haven't bothered to read what I wrote, because the conversation thus far is basically this: Me: I'm not talking about looks. You: So you're talking about looks? Me: No, I'm not talking about how it looks. You: So you're talking about looks then. Everyone knows you can't make replicas that look exactly the same. I'm. NOT. Talking. About. How. The. Craft. LOOKS. When you've bothered to read what I wrote, get back to me. I have no further desire to be the stand in for your strawman.
  18. If you actually read my post, you might find it easier to know what my point was. You can start with the sentence you quoted that literally says it's not about the looks of the craft. I've not once talked about how the craft looks. Not once.
  19. It doesn't matter what it looks like. The point is you can't make replicas at all due to part weight. You need engines many times more powerful than they should be.
  20. Hi I'm not set up for video, but I've taken some screenshots: Jebediah massing 1.3 metric tons. The craft with double the weight it should have: Hopefully, the files you need will be in the zip below: https://drive.google.com/open?id=0B4Hl_eHPEXvFSjJVZU80UFBLczg
  21. When the Kerbal is ejected, it takes on the weight of the craft it was supposed to be controlling. In the case I noticed this the plane weighed ~1300kg when the kerbal was thrown out of the seat. If you check the weight of just the Kerbal it'll be 1300kg. If you then get the kerbal to board the aircraft the total weight of the craft is 2600kg. So 1300 of the original craft, and 1300 again because the kerbal has been eating too much special-k 0.o.
  22. No doubt, but the real problem is that the Kerbal ends up weighing several tons ;).
  23. Hi, I've just come across something strange which I think is related to this. Sometimes the Kerbal appears, but isn't in the seat, that's not a great problem except in those times the kerbal takes on the entire vessels weight... What information do you need from me related to this?
  24. Sure, I hope it didn't come across as I was attacking anyone. I was just trying to point out the difficulties involved with replicas and KSP. You pretty much have to install mods like RealFuels that lower the weight of parts in order to get anything like a functional replica of real aircraft.
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