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Katia

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  1. I'm making a set of Module Manager patches to adapt the SSTUlabs parts (especially the engines) to the rescaled system. Right now the sun is rising and I still have a lot to learn about MM and how it interacts with mods, but I have a rough first draft that's actually working for me. I have not tested if the engines do look right in flight (I they don't I'm not sure if I can do much about it for now), but at least the scaling work well in the editor. So far I rescale all the engines by a factor of 1.5, which works well for the F1 engine that comes with the mod (which is the one I have done most of my testing with...), and increase the thrust accordingly, which means every engine has about twice the thrust. The scale factor can easily be changed though, and the each engines thrust should adjust somewhat realistically. //Manual Configs RESCALECONFIGS //Scales the selected engines by a factor of 1.3 up if Kscale64 is installed { engineScaleFactor = 1.5 //This factor works well for the F-1 engine. May need more intricate } //Automatic Patches @RESCALECONFIGS { thrustScaleFactor = #$engineScaleFactor$ @thrustScaleFactor != 2 } @PART[SSTU*]:HAS[@MODULE[SSTUModularEngineCluster]]:After[SSTU] { @MODULE[SSTUModularEngineCluster] { @engineScale = #$@RESCALECONFIGS/engineScaleFactor$ } @MODULE[ModuleEnginesFX] { @maxThrust *= #$@RESCALECONFIGS/thrustScaleFactor$ } } To install it, make a folder in your GameData called "SSTU 64K" and put the above code into a config file inside that folder and name it "EngineRescale.cfg". But you can do whatever you want with it... and frankly, I'd guess that putting the code into any random .cfg file inside GameData works just as well. I plan on making it a bit more balanced against the Kscale 64 system and putting it into a more polished release. But for now, I'll try to ignore the rising sun and get some sleep. Edit: I just tested it, and at least with the stock engine effects this works pretty well. I guess this means RealPlume (with stock configs) won't have a problem either. Hopefully. Edit2: I worked a bit more on it, and now the SpaceX Merlin engines are rescaled to a slightly smaller size than everything else making them more like their real-world counterparts (but with a focus on KSP balance). Also, I did all balancing with RealFuels installed, so if there are problems with the stock fuels, let me know. You can get the updated file here
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