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Everything posted by ValiZockt
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Balancing Command Pods was always a bit of a rollercoaster, lol. But agreed, these really sound too high, I don't even know anymore on how I got to this 1.7 multiplier. Seaching the changes you did below, how does it play with it? Could be a reasonable change, the only downside of this would that bigger capsules with more storage space than Kerbal space would get nullified through this. Yeah, that's a place you would have to look (or post them in here) in your MMConfigCache & Log. Hmm, that sounds like you clicked on the source download button instead of the RealFuels zip, but yeah. 12.8.5 is the way to go. Yes, that was intentional, before that you could easily get 2-3x times the Delta-V (m/s) out of tanks/rocket as you would normally. (Which made sense before as RF-Stock was more thought for 6.4x, which is a bit deprecated by now, as the new 2.7x is taking over). Service & Fuselage Tanks aren't effected as their to small to really get a big effect out of it.
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Should work with RSS/RO/RP1, the only change that I can think of that matters, would be the fact that RP1 has more upgrades to DSN, but that shouldn’t effect anything. However RA is not supported, they use a own module, which isn’t get read by this plugin. As you aren’t the first person that ask this, I’m gonna have a look on how RA does it’s calculation and see if I can integrate them too. And thanks of course!
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Kerbalism Companion Calculator [1.8.x - 1.11.x] About: Kerbalism Companion Calculator (KCC) is a plugin that allows you to plan your antenna connectivity during your mission in Kerbalism. This Calculator auto-adapts its selection options, so support is provided for every planet pack. In addition to that, support for NFeX reflectors and ResearchBodies is also provided. It's fairly simple to use, select the planet you're going to visit, choose your distance (consisting of the minimum to maximum distance to the home world) and get your result: But why?: This fairly small plugin is aimed at Kerbalism players. All already existing antenna planners only calculate the signal strength and not the data rate, which can be crucial to Kerbalism players, since science points are not immediately transferred as it is in Stock. Download: GitHub SpaceDock CKAN Installation: Move all Contents in GameData to your KerbalSpaceProgram/GameData Changelog: v1.3.0 * Name change to Kerbalism Companion Calculator * ResearchBodies support ----- v1.2.0 * Unity UI Overhaul * Add version file ------ v1.1.1. * Add editor undo event * Fix bad antenna strength calculation ------ v1.1.0 * Add 'exclude from planner' button into calculation * Include range modifier from settings ------ v1.0.1 - Hotfix * Fix UIStyles ------ v1.0.0 - Initial Release * K³ implements a Antenna Range Calculator specifically made for Kerbalism. * Support for NFeX Reflectors. * Support for all kind of Planet packs. Source Code Source Code can be found on GitHub (Source Code) Known Issues No Issues are known by now, if you find any please report them to this thread or open a GitHub issue. Special Thanks & Credits @woeller for creating the Header Image, App Icon, testing & feedback @Jacky_Rabbit for testing & feedback Nertea for the UI Sprite Sheet - License This work is licensed under CreativeCommons Attribution-ShareAlike 4.0 International License
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Good catch, I seemed to overlooked that, fixing this asap. Thanks for reporting. (Also thanks @Bellabong for that quick fix!) Im not a Kerbalism Player myself, so Im gonna have to make me a bit more familiar with it, but im definitely gonna have a look at this Yes, pressure-fed is often misunderstood, pressure-fed means just that you won't need any turbo pump machinery. Ullage is the concept of having to settle the fuel at the aft bulkhead. That means the pressurant gas could theoretically also settle on the aft bulkhead (microgravity, everything floats everywhere), so when you open the valves you're now pushing the pressurant out, so you'll have to make sure only fuel is sitting on the aft bulkhead. So now you're asking, why do I don't need to ullage RCS? RCS utilities "bladder-tanks", they a have a membrane which gets compressed by the pressurant, so the pressurant gas is never touching the fuel in the first place. See this image: No (this would actually be a cool concept), if a tank is pressurized or not is set in the configs
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New RealFuels-Stock update! Huge thanks to @Bellabong, we now have full configs for Bluedog Design Bureau (up to Development 1.7.0 as of 10/08/2020) and thanks to @TotallyNotHuman for fixing and changing various things & adding support for Kerbal Atomics New: * Bluedog Design Bureau (@Bellabong) * KerbalAtomics (@TotallyNotHuman) Updated: Squad: * Fix Vector (KS-25 Plume) * New auto-generating RCS configs for unconfigured Parts * Move RCS Pass to :FOR[RealFuels_StockEngines] * PR: RCS Rebalance (@TotallyNotHuman) * PR: Make LV-1(R) and O-10 pressure fed (@TotallyNotHuman) Restock Plus: * PR: Various Config fixes (Fuel Mixture inconsistencies, new Fuel Configs, Rebalancing) (@TotallyNotHuman) * PR: RCS Configs (@TotallyNotHuman) Tantares/TantaresLV: * PR: Fix Andromeda Engine typo (@Bellabong) NearFutureSpacecraft: * PR: Various fixes (Thrust & Mass Balancing) (@TotallyNotHuman) NearFutureLaunchVehicles: * PR: RCS LFO Configs (@TotallyNotHuman) * PR: Fix Hydrolox Config on RD-701/704 (@TotallyNotHuman) Huge thank you to both @Bellabong & @TotallyNotHuman And as usual update is available on Github, SpaceDock & CKAN.
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Their may be another option. RF-Stock is tuned for 2.7x-3.2x, but you can change some values in the "RealSettings.cfg" under GameData/RealFuels/RealSettings.cfg to tune it better for 6.4x systems. Change both (under MFSettings & RFSettings) %useRealisticMass = true to false and lower %tankMassMultiplier and engineMassMultiplier (not tested, but i would start at 0.5 and slowly go lower until it fits your play style), this decreases all engine & tank masses, which increases the performance you'll get out of the same tank/engine at default settings.
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No, as soon as SMURFF detects RealFuels it gets deactivated, but thats exactly where RO comes in. Its basically the same as RealFuels-Stock just tuned for 10.625x Kerbin sized Planets.
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RP-1 Realistic Progression One for KSP 1.12.3
ValiZockt replied to pap1723's topic in KSP1 Mod Releases
You may want to have a look at SPE, which is already well integrated into RO -
Log files for 1.8.0+ can be found in: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log Also be sure if downloaded on GitHub always (if not anywhere specifically written down) download the release not the master. Thinking more about that issue, im thinking that you have some problem with RealismOverhaul, ROEngines doesn’t house the thrust/fuel configs. RO does that.
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As @Nightside said you’re probably missing a dependency, my guess is you’re missing ROLib. Also a log file can be very helpful in stuff like this.
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Sorry, I’ve should have been more clear, I mean that only !tankType has to be used, not the other two one. Yes, just delete the one that RF-Stock already configures. This is marked incompatible to get around possible plume duplicates
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Looking at the config of MarkIVSpaceplane, it just looks like the !tankType has to be deleted (see MKIVFuelTanks.cfg), thank you for the configs, will test & include them in next update. The Coatl Aerospace Configs are still a leftover from Raptors831 Stockalike-RealFuels and were last updated 3 years ago, so there is a high chance there will be more stuff that isn't configured. It's now on my To-Do list and may be included in the next update too. Thanks for reporting this. Yes you can use @MODULE[ModuleRCSFX],* (the ',' indicates that you want to target a specific ModuleRCSFX (index), they go numerically up and start at 0; the '*' is a wildcard which means you allow everything in this) Also in the next update there will be this change to RCS configs, which means that all RCS thrusters that still have MonoPropellant as a resourceName will get replaced by this. If a mod already has a own config (not in RealFuels-Stock) than these patch updates should go to the mod that includes that, but in this case neither MarkIVSpaceplane nor Coatl Aerospace has configs in their downloads, so both of them can go to RealFuels-Stock directly.
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@Bellabong, wow, this is amazing. Thank you so much. Just some Notes on here: Are there engines and tankes that change the mesh completely to represent other engines/tanks? Im only away of Paintjobs through B9PartSwitch (that just change the texture) and PartUpgrades through B9PartSwitch, that change Isp & Thrust (which is useless with RF, so with a MM Patch you could delete all PartUpgrades Nodes), but i may be very wrong here, im sadly not a BDB user, would be nice if you could correct me on this. EDIT: Okay, just checked ingame, yes there seems to be tanks that change length with a B9PartSwitchModule. Only way i can think of is just disabling these extra option for now or use the B9PartSwitch fuelSwitcher instead of the MFT modules, but for now i think just disabling these extra options is the best way until this can fixed in other ways. Regarding the B9PartSwitchModules, the engineSwitcher ones can be deleted (which don't change the mesh, but do change the stats of the engine to represent other engines, which can be done with RealFuels ModuleEngineConfigs, not to be mixed/confused with PartUpgrades, they only lift the Isp and Thrust, which can be done by RealFuels Tech Levels) So something like this: @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[moduleID[engineSwitch]]]:After[BLUEDOG_DB] { !MODULE[ModuleB9PartSwitch]:HAS[moduleID[engineSwitch]] } With all this i don't see any others problem regarding B9PartSwitch in combination with RealFuels. (Going to hit up blowfish, for the PR sometime). And again: Thank you so much for doing this.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
ValiZockt replied to Theysen's topic in KSP1 Mod Releases
It's not longer necessary to download this runway fix anymore, it was integrated into the RSS download directly. However the runway fix only fixes the collider not the model itself, so you'll still see those segmented holes.- 2,213 replies
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The features include Everything accessible by tweaking A broad range of shapes including cylinders, truncated cones, filleted cylinders, bezier cones. New part shapes are easy to develop and plug in, so cuboid / pill shaped / whatever else you want shaped will be able to be created. Most stuff configurable in the config file, including resources and fill ratios, tech levels, available shapes Diverse support for career mode - tank shapes, dimensions, and contents all limited by researched tech All supplied parts are carefully designed to be as 'stock alike' as possible in their tech level requirements - You can't create a monster tank before you've discovered basic rocketry for example. Other mod support - tanks for RealFuels, Kethane, Extraplanetary Launchpads, and TAC. Heat shields for Deadly Reentry. (thanks to OtherBarry) Plays nicely with Ferram Aerospace Research Multiple textures available for part surfaces. These are fully compatible with StretchySRB textures. A Module - TankContentSwitcher that can be applied to existing tanks (with say module manager) and allow their contents to be tweaked. Tweak any tank in the VAB into a Liquid fuel only or oxidizer tank.
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This is a WIP Project, no download yet.
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That's actually something I haven't thought of yet. I'll take a lock at that for the next update.
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Never encountered this, can you share an image of the bugged UI? Also could you please share your player.log, you can find it at: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log. You can upload this file to any file-sharing services (Google Drive, Dropbox...)
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It can be fixed, it's just not worth it. In 1.10.0, KSP now expects the fairing base to be named "Mesh" in the Model file. The KSP Devs already announced that they will revert this change.
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[1.9.x] CollisionFX- ReUpdated -1.1.0 (29th/May/2020)
ValiZockt replied to VoidCosmos's topic in KSP1 Mod Releases
Quick question, can you elaborate on "Redone the plugin from scratch". Does that mean you rewrote/re-coded the whole plugin from start to end? Or does that mean you recompiled it against the source code of Grigetio/pizzaoverhead? -
New Update! While the commit list isn't very long in this update, this update "fixes" the balancing issues, that mostly affected stock users. v5.0.0 New: * Include Parts from 1.10 Update Updated: * Fix too low mass on MK1-3 Pod * Rebalancing Misc * Fix Near Future Launch Vehicles B9PartSwitch Tanks Warnings * Basemass/Drymass now dependent on volume * Added Xenon Tank Conversion As always, available on GitHub, SpaceDock & CKAN
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
ValiZockt replied to Theysen's topic in KSP1 Mod Releases
Did this a long time ago, but it should be something along this: @PART[*]:HAS[@MODULE[ModuleEngine*]]:FINAL { @MODULE[ModuleEngine*] { %useEngineResponseTime = True %engineAccelerationSpeed = 10.0 } } Increasing %engineAccelerationSpeed makes it ignite faster, a value of 10 should make it pretty instant.- 2,213 replies
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