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Autolyzed Yeast Extract

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Posts posted by Autolyzed Yeast Extract

  1. @taniwha Is it possible that you could incorporate the models from this mod (Keridian Dynamics) into Extraplanetary Launchpads? Both the creator and adopter are M.I.A at the moment and from the looks of things (creative commons license) they would probably be okay with integration into the actual current version of EL. The animations may be a little difficult to get working but I would be happy with just having the updated parts even if the animations don't work, which I think could be doable with just a few MM patches

  2. On 7/9/2020 at 1:02 AM, Tonka Crash said:

    @zer0Kerbal has been pretty quiet lately, but I've been using parts of this since 1.6 and played a little in 1.10 before going back to 1.9.1  to wait for 1.10.1 to come out. I patched most of the parts to work how I wanted to replace equivalent EL parts for my game.  I'm not using any of the container system, but most other parts and animations seem to work fine if you're willing to rewrite the patches for whatever mods you want to use. The stock patches are a bit out of date.

    The only "bug" I haven't sorted out is getting the roller animation in the recycler to toggle with "activating" the recycle function. I have two separate toggles one to turn on rollers and one for recycling. 

    Can you upload your bug fixes? I hope to fix this mod up because the EPL parts are so ugly, it could probably be done easiest with some ModuleManager patches to just change the models for all the EPL parts

  3. In retrospect, after some more thorough use of the engines and design iterations of my aircraft, I've been satisfied flying with the stock fuel consumption. The engines at 5% torque/size are plenty for me to ferry passengers to and from various airports near the KSC in Kerbin side remastered, and they seem to use dramatically more realistic amounts of fuel at this size, so I will be shelving the part of the mod that changes fuel consumption. I'll be updating it without the lower fuel consumption (but keep it available separately for those who want it) to where you will now unlock the first engine earlier in the tech tree. Thank you for the likes and downloads.

  4. 12 hours ago, DownHereInChile said:

    I just cranked the power down in the right click menu and now I have 2+ hours of flight time. You only need as much torque to reach and maintain the rpm you set.

    You are correct, and at very low torques my modded engine is rather overpowered. With that said, it still drinks fuel badly in stock even at only a small fraction of maximum torque, so I will need to spend more time finding an appropriate balance. Consider the mod to be a work in progress. For now, leave the engines AFP if you don't want to be cheaty.

  5. 12 hours ago, Kerminator K-100 said:

    First!

    So this mod adds a new turboshaft to the game? One that consumes less power and is more efficient than the stock ones?

    No, it modifies the existing ones in Breaking Ground. I'm not sure how to add a new part, but I don't see good reason to for this mod.

    11 hours ago, DownHereInChile said:

    I just cranked the power down in the right click menu and now I have 2+ hours of flight time. You only need as much torque to reach and maintain the rpm you set.

    I will play with them more, but even at maximum power it shouldn't consume as much fuel as it does in stock.

  6. Note: At very low torque, this mod makes the rotors consume extremely low fuel, making them rather overpowered for small planes such as the one pictured. Balancing is in progress.

    The Kerbal Space Center made a biplane using the R121 turboshaft engine, and it ran out of gas before it could fly a km away from the space center. After Jeb safely whipped that baron onto the mysterious green substance that makes the scientists yell at him for not cleaning his boots, the incident report team at R&D realized that it consumed fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP! The kerbal engineers contacted C7 Aerospace Division only to receive automated replies spouting nonsense about a warranty. Fortunately, Jeb owns his own junkyard and with a bit of duct tape and some spare parts the Kerbopower 108 was good as new and ready to circumnavigate the world!*

    Of course it was only after all of this that C7 Aerospace Division finally bent to the countless lawsuits of failed classic airplane designs to revisit their horribly designed turboshaft lineup. As much as their management hated them, however, the recalls saw resounding success.

    Spacedock!

    Github! [Source]

    Find it on CKAN! Soon! Hopefully!

    *Circumnavigation requires frequent stops at intermediate airports. The Kerbopower 108 has a powered flight time of 25 minutes with rebuilt engine on a full tank with cruise speed of 270 km/h or 75 m/s. Range may be increased by flying at lower power. For increased fuel capacity, consider purchasing the Kerbopower 105 or Kerbopower DT-1 supplementary fuel tank (sold seperately)

    unknown.png

    Graphs for smarty pants:

    Spoiler

    eiaFY.pngiu.png

    Contains MIT License.
     

    Spoiler

     

    MIT License

    Copyright (c) 2021 A.Y.E.

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all
    copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
    SOFTWARE.

    This mod changes ten lines of code.
    The only reason this license exists is due to a requirement for all KSP mods to have a license.
    You can do whatever you want with this mod that doesn't harm yourself or others in any way, without permission. Just copy this license into the changed mod.

     

    If you have a better idea for what license to use, feel free to leave a comment. I wasn't sure which one to use because this mod is a very tiny patch to make the LF consuming rotors actually useable in career mode, so I just used the same one as another tiny modlet. Though that one was a plugin, so I may not have been correct in doing so.

     

  7. Please see new thread here:

    I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet.

    Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP, implying turbojets are better than turboprops at low speed, which is just wrong from an engineering standpoint. Turboprops typically average about half of the specific fuel consumption as turbojets, according to a chart from MIT (and my Aerospace Engineering degree). It's not because of how fast it spins or anything either because this engine is kinda meh even for turboprop standards AFP (though for early career purposes is still quite useful).

     

     fig3BPRTrends_web.jpg

    [source: https://web.mit.edu/16.unified/www/FALL/thermodynamics/notes/fig3BPRTrends_web.jpg]

    iu.png

    [source: https://medium.com/war-is-boring/stop-disrespecting-the-turboprop-c00acd3fff3a]

    So then I set out on my quest to make my very first MM patch.

    https://spacedock.info/mod/2725/Breaking Ground Propeller Rebalance

    source: https://github.com/Autolyzed-Yeast-Extract/KSPStockPropRebal

  8. On 7/18/2019 at 3:54 AM, Dagger said:

    You are right. I forgot to copy a dll aswell in the release. Now it should work.

    I recommend you to get the debug version and adjust the slider when below 100K meters. I'm trying to find a way to get that exact value but I'm quite lost on that. 

    If someone can help me (need to know how ksp orbit works) I think I would be able to solve it and finish the mod.

    The only thing left is that the LAN value for active vessels orbits when switching to inverse rotation changes and it's periapsis/apoapsis values have some small rounding error

    Here are the current issues explained: https://github.com/LunaMultiplayer/TiltEm/issues

    do you plan on revisiting this mod its very cool

  9.   

    On 2/28/2021 at 1:06 PM, StarCrusher96 said:

    Cheats - ignore max temp.


    Thanks

    I was changing the configs (I love Rhan but don't like the fact it's tidally locked when I'm using it as a homeworld; slowly rotating planets are difficult to live on) and noticed that there is information about axial tilts. Is this significant?

    Also - not sure if it's known, but the stock clouds configs in GU don't have the NEEDS !Homeswitch things which breaks the clouds if a homeswitch is installed. Since I left the zip in there I just deleted the unzipped file and they work fine but it would be nice if we didn't have to do that

  10. On 10/1/2020 at 6:53 PM, 0something0 said:

    First of all, please use imgur, gyazo, or another image hosting website that isn't as littered with ads and doesn't make people go through the inconvenience of having to download files onto the user's hard drive. Or, just embed images directly onto the post. And does it actually look so bad in-game?

    Yes, it looks that bad in game. I can't find any image hosting website that allows you to upload images as big as these without making an account.

  11. On 3/20/2020 at 1:58 PM, zer0Kerbal said:

    am about 75% of the way through moderization. will take a couple of weeks, but am keeping the repo updated. Concerning the patchmanager patches, well, beyond my pay grade - but will still include them.

    and you other mod caught my eye. and I was trying to be stealthy!

    have already converted the textures to .dds and updated the models to point to .dds. will have to see how it looks in game. :D

    When you do update can you see about getting it on CKAN? I'm not code savvy and the awful, buggy placeholder models for standalone EL keep me from using it seriously, no offense to the creator (so please continue working on this!)

    In the meantime it would help hold us over if someone (anyone (not me, I'm dumbo)) could gather the recent patches to get the mod to function properly and sensibly in new versions of EL/KSP

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