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Nnimrod

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Everything posted by Nnimrod

  1. is there a way to make it so that no other patches can affect a part? So that you could make a patch for a part that blocks a patch in another mod from affecting it. Say mod Z has a patch like this @PART[*]:HAS[@MODULE[ModuleEngines]] { %MODULE[something] { %key = value } } And you have a part that has ModuleEngines, but you don't want Mod Z's patch to add something to it. You also don't want any other patches messing with this part.
  2. https://web.archive.org/web/20160304202009/http://www.b14643.de/Spacerockets/Diverse/U.S._Rocket_engines/engines.htm https://web.archive.org/web/20160531182419/http://www.b14643.de/Spacerockets/Diverse/Russian_Rocket_engines/engines.htm http://imgur.com/a/ZTkYI I have a question. With this patch, it seems that the changes I made to the ModuleEnginesFX node are being applied to the ModuleEngines node, and changes I made to the ModuleEngines node are being applied to the ModuleEnginesFX node. What am I doing wrong here? @PART[bluedog_Juno_Engine6K]:FINAL { //Old title: Chryslus-6K "Seeker" Liquid Engine //Source mod: Bluedog Design Bureau @name = Robin_engine @rescaleFactor = .8 @mass = .114 %tags = robin @MODULE[ModuleEngines] { @maxThrust = 104 !PROPELLANT[*],*{} PROPELLANT { name = Hydrazine ratio = 0.28571 DrawGauge = True } PROPELLANT { name = IRFNA ratio = 0.71429 } @atmosphereCurve { @key,0 = 0 258 @key,1 = 1 232 } } !MODULE[ModuleTestSubject]{} @MODULE[ModuleEnginesFX] { @maxThrust = 7 !PROPELLANT[*],*{} PROPELLANT { name = Hydrazine ratio = 0.28571 DrawGauge = True } PROPELLANT { name = IRFNA ratio = 0.71429 } @atmosphereCurve { @key,0 = 0 230 @key,1 = 1 190 } } !MODULE[ModuleAlternator]{} !RESOURCE[ElectricCharge]{} } For reference this is the original PART { name = bluedog_Juno_Engine6K module = Part author = VenomousRequiem & CobaltWolf MODEL { model = Bluedog_DB/Parts/Juno/bluedog_Juno_Engine6K } scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.01528846, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.084327, 0.0, 0.0, -1.0, 0.0 fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = advRocketry entryCost = 3500 cost = 300 category = Engine subcategory = 0 title = Chryslus-6K "Seeker" Liquid Engine manufacturer = Bluedog Design Bureau description = The Seeker is a lightweight upper stage engine, developed to extend the capability of the Chryslus rocket. It shares common hardware with the more powerful Hunter engine. It does not gimbal, but has two verniers. Originally intended for the Chryslus IVA second stage, and the Chryslus IVB third stage. attachRules = 1,0,1,0,0 mass = 0.1 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 = juno 6 k 6k seeker chryslus EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = vernierEffects emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 11.5 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 301 key = 1 210 key = 6 0.001 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = vernierTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 150 fxOffset = 0, 0, 1.0 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 301 key = 1 210 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = vernierTransform gimbalRange = 2 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } } EDIT: I fixed my problem by doing this ... @MODULE[ModuleEngines*],0 ... ... @MODULE[ModuleEngines*],1 ... instead of this ... @MODULE[ModuleEngines] ... ... @MODULE[ModuleEnginesFX] ... Oh, and here's this as well, reading material https://cdn.loc.gov/master/pnp/habshaer/ca/ca2000/ca2001/data/ca2001data.pdf
  3. Because we could have done more with the money if we spent it more efficiently (shuttle was very expensive per ton to space). But I adore it from a technical standpoint and romantic standpoint.
  4. Thanks for this, archived Make sure to teach them that Elon Musk, not Mr. Amazon money, is our lord and savior. There are a couple mods that add Falcon 9 rockets, Dragons, and even the new ITS and it's launch vehicle in.
  5. What's your process for determining sizes? Is it as simple as multiply real size by a conversion factor and choose whatever common size is closest? I think your titan is 1.875m and real titan was 3.05m, so ~0.6? side note, I finally finished a spreadsheet that I need to relatively quickly assign stats to some solid motors. I have to come up with Propellant, Web Fraction, Diameter, Propellant Mass Fraction, ThrustV (kN) Reference a table for Propellant Density, ThrustSL (kN), IspSL (s), IspV (s) and the spreadsheet spits out rescaleFactor, Height, Volume (L), Propellant Mass (kg), Loaded Mass (kg), Dry Mass (kg), Action Time (s), Total Impulse ( kN•s)
  6. Re. that bit about the tech tree, how many people do you think will be using BDB but not also using CTT?
  7. The SLS will likely not be built because of funding cuts due to the geopolitical situation. Of course, they are proceeding like nothing will change as of right now.
  8. Oh ok, I definitely don't know too much about it. I skimmed over an article saying the MUOS 5 was having some trouble a few months ago. I'm also pretty sure I watched the stream of the launch.
  9. Agreed :/ My project will have fuel tank nodes, and they will be pretty cheap and available early. You want .9375m tanks? Unlock the .9375m node (for a trivial amount of science, like 10), and you get all .9375m tanks and adapter tanks for very small incremental cost. The only problem is I haven't thought of how to charge the $ entry fee once for the whole node. And later, when I have finished the complete base project, I'll implement RealFuels and with that I'll add a node later on down that allows you to spend science and funds to unlock higher tech tank types, i.e. lightweight balloon tanks, stage 1 and 2 cryo tanks, and special tanks for special propellants that would need them, like F based oxidizers and stuff. But that's a loooooot of work down the line. Didn't occur to me after seeing that in game. Did he work on no. 5?
  10. I know this isn't really the place to ask but... Is there a way to make it so that if you pay the entry fee to a part in a tech node you have researched, you can pay a drastically reduced entry fee for another part? Ex. A node has 5 and 7 segment solid motors that are very similar (UA1205 and UA1207 for example), can I make it so that the entry fee for either one is 120k, but if you pay for one of them the other drops to 10k? I could accomplish something like this by making the parts have individual tech nodes, but I'm not doing that. EDIT: I could also do this with the alternate configurations system that RealFuels uses, but I'm not ready to add RF in yet.
  11. The second stage is a castor 1, which is sergeant, which is also the boosters for thrust augmented thor. The first iteration anyways, later they used castor 2. I know you know this, just pointing out that it allows you to have another variant of a rocket you've already got.
  12. I had forgotten about the US Rockets pack. Unfortunately the textures are a bit dated. But there's some very nice models, and of some stuff that has not been done to death.
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