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grylliade

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Everything posted by grylliade

  1. This mod adds a much-simplified version of real fuels (not Real Fuels). Basically, liquid-fuel rockets come in three flavors: kerbolox, burning kerbosene and liquid oxygen; hydrolox, burning liquid hydrogen and liquid oxygen; and hypergolic, burning hyprazol and nitrox. The fuel ratios are simpler than in Real Fuels: 37.5% kerbosene/62.5% LO₂, 75% LH₂/25% LO₂, and 45% hyprazol/55% nitrox. All fuels are adjusted to take up 1.0 liter, including monoprop, solid fuel, and xenon. Requires Community Resource Pack, Cryo Engines, and B9 Part Switch; the latter is only required because all the stock hydrolox engine configs would be a straight copy of its patches, and I’m debating whether it’s worth duplicating. The fuel switcher here should override Cryo Tank’s; I’m used to modding only for myself and nuking every patch with a FINAL tag in Mod Manager, so paying attention to order is still a bit new. In the future, I’ll be working on updating resource configs, especially for Rational Resources; I’m still thinking through numbers on that. I have a config for kerbolox fuel cells, which will eventually go here. I’m sure there are a million things I’m forgetting to mention, just like “hey, I should’ve included CRP, B9PartSwitch, and Module Manager in the upload.” This all came about because I was wishing for an “in-between” fuel mod, like USI Life Support: enough of the flavor of a more detailed mod (TAC-LS or Real Fuels) to make things interesting, but not enough to bog down in bookkeeping. I mean, seriously, I’ve crunched so many more numbers than I need to for this much detail; I don’t need to spend even more time in Excel than in-game. So when thinking about it, I misread “kerolox” as “kerbolox,” and most of the rest of it came pretty quickly. “Hyprazol” is obviously a stand-up guyization of “hydrazine” and “hypergol” (with a brief stop at “hyperkol”), and “nitrox” is the best I could do for N₂O₄; it’s not great, but it’s a start. Download from Spacedock or Github; probably will go on Curseforge too, eventually, but not right now. Any feedback is welcome; as I said, I’ve done tons of modding, just none for other people, so I’m sure there are tons of things I’ve overlooked. LICENSE: MPL 2.0.
  2. Noticed another bug while looking at the probe cores: the single-height core has some of the data for the double-height core, e.g., the mass, cost, possibly the required tech, and the SAS and ReactionWheel modules. Might be other stuff as well; those are the ones that jumped out at me. I thought it might be a mistake somewhere else, but the double-height core has gyro transforms but no ModuleReactionWheel, and the single core vice versa.
  3. Thanks! I’d seen that, and I was pretty sure it wasn’t the problem. Turns out that, while editing my patch file to correct the errors I’d found, I’d deleted a bracket at the end of one of the fuel cell configs, so none of my edits were applied from that point on. After I replaced it, everything was back to normal.
  4. A couple of errors in config files I’ve noticed (for the 1.9.1 beta, if it makes a difference): Control/ACDMedium.cfg: missing a closing brace for ModuleTestSubject. Electrical/GuidanceComputer.cfg: has a “//-” instead of “/-” on line 147; basically acts like a missing closing brace. Lifesupport/WaterWedge.cfg: Two EXTRA closing braces after the TAC Life Support section. Processors/WaterPurifier.cfg: Missing closing brace after the USI Life Support section. Radials/RadialTanks.cfg: “/0/category” instead of “//category” under Kerbalism section; also, “techRequired” and “cost” aren’t commented out (shouldn’t break anything AFAICT, but should still be fixed). Probably wouldn’t be a bad idea to fix the “VariantColors” to “@VariantColors” in the edits, either. Might have more later; I can’t figure out why the “#autoLOC_*” tags are still showing up, even though I have patches to replace titles and definitions (among other things, e.g. “1.25m” instead of “1.25 m” drives me absolutely insane). I saw that’s a known bug, but my patches should be overwriting that, and I’ll have to see if it was one of these issues or if there’s still something I’m not seeing.
  5. I’ve created an updated version for the Outer Planets Mod, if anyone’s interested. There are almost certainly some errors, but it's at least a start. Kerbol System ∆v Map—White Background Kerbol System ∆v Map—Black Background
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