-
Posts
61 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Globul
-
Smurf didn't give a damn about the real characteristics of the engines, and stupidly raised the thrust for all of them. But in fact, this does not lead to a normal balance. If you build an analog of a real rocket, then the real-life characteristics of the engines are just right for this. And it is not necessary to increase the power to all engines. Basically, we need powerful engines for the first stage, to overcome the gravity of the Earth. And further, in space, unmodified engines from various mods may well work. Even their real-life counterparts are not much different from what we have in the game.
-
RSS Adapter 0.4.2 VabOrganizer -- all engines are sorted by fuel type.
-
### RSS Adapter 0.4.1 - Added Artemis Construction Kit - SLS can now fly in RSS. But it doesn't fly very well with real engine power values. - Added Near Future Construction - hydrazine was added to tanks integrated into metal structures. - Added Near Future Launch Vehicles - Some engines have become methane-powered. One of them is very powerful - an analogue of F1. - Added Near Future Spacecraft - monopropellant engines have become hydrazine. - Added oxygen boiling off - I'm sorry, but it really is. That is why hydrazine is used. - Minor cosmetic changes
-
RSS Adapter modifies 5 types of fuel: liquid (renamed kerosene), hydrogen, methane, hydrazine, monoprop. He doesn't touch the rest. RSS Adapter modifies standard engines, as well as the list of supported modifications. Hi doesn't touch the rest.
-
The list of mods that the adapter supports needs to be extended. That's the main thing this adapter needs. Since the RSS Adapter is just a config, you can upload it here and I'll include it in the adapter.
-
I'm not making any progress. I'm graduating from university and I just don't have time for this right now. But I think we may need to change the tank size slightly. Quite a lot.
-
Added an adaptation of the Starship Expansion Project mod (being tested). The dev version can be found on GitHub.
-
Bluedog Design Bureau -- He's working at the RSS now! A lot of work was done based on the BDB author's ready-made crafts. Atlas, Saturns, Deltas and others – all of them are now able to do their jobs in the RSS.
-
I think this theme is now properly designed for the mod releases section. Is it possible to move it there now?
-
Well, that's an option. My mod is more aimed at beginners than realism. In general, for a long time I could not define it anywhere, and then I simply assigned it characteristics based on its place in the most banal craft. But I don't think this is the final solution. I still doubt it.
-
Yes, this is a mod ready for use. I just tried to describe the basic concept of mod in this way. Thank you, added here. The license could be seen on github.
-
Complaint Idea But why complicate things? Especially so much. Can't something be done so that everything is as simple as in stock, only with a real planetary system? Can't we make it so that even beginners players who are just starting to learn mods can leave Kerbol's system for our real solar system, with its real planets, speeds, and distances? Over several years of playing in KSP, I didn't find a ready solution, so I had to do everything myself. Thanks to the community for their help and the existing mods that can be used to solve various problems. First and foremost this is, of course, Module Manager, which provides everything needed. My RSS Adapter has no software code. It is a system of patches for Module Manager that changes the properties of fuel and engine parameters. Engines Practically all engines in the stock game and DLC have prototypes in real astronautics. And as it turned out, the parameters of their prototypes are quite suitable for playing in RSS. Nothing needs to be invented. I passed the career without external sets of engines and saw that this was enough. In essence, for playing in the real solar system, you only need some very powerful engines to overcome the gravity of real Earth, and the rest of the variety does not matter. However, it is impossible to pass by Real Engines Pack. The old mod gained a new life thanks to my Module Manager patches. Now its engines have the characteristics of real engines and realistic exhaust based on Waterfoll. It was also impossible to ignore Tantares - its engines are also brought into line with the real ones, although not all, but only those that are critical for reaching Earth orbit. Fuel But how is the amount of fuel in the tanks resolved? It turned out to be very simple - there is such a parameter as fuel density in the game. And if you change it, then you won't have to patch each tank from each mod. There will simply be as much fuel in each tank as before, but its density will increase, which is equivalent to increasing its quantity. Thus, I managed to select such a density at which the game copy of the Soyuz rocket will be proportional to the real rocket and will put approximately the same load onto orbit. Screenshots Dependencies I could not resist adding to the game those types of fuel that are used in real space exploration. Since assigning real characteristics to engines, one cannot refuse the fuel they used. However, this was done long ago, and I merely agreed that I would depend on Cryo Tanks. However, I had to add "hydrazine" because many engines operate on it. This proved to be very useful for RCS, since they also mainly work on this fuel pair, and now they can use main fuel without having separate tanks for monopropellant. I made an RCS switch for two types of fuel: Az50+NTO or monopropellant. The same switch I made for monopropellant tanks. Since the fuel density is greatly increased, rockets have become significantly heavier. For example, the same replica of the Soyuz rocket weighs about the same as the real rocket. Therefore, for passing the career, it was necessary to slightly increase the carrying capacity of the launch pad of the first and second level. This is done using a patch for the Custom Barn Kit mod. Now you know what will happen if you do not install this mod. Installation Real Solar System RSS Adapter As a result, we have the following list of mods required to work RSS Adapter: Cryo Tanks Custom Barn Kit Do not forget to install Cryo Tank's dependancies: Community Resource Pack B9 Part Switch Module Manager Support Tantares -- its engines will have real-life characteristics. Internal RCS -- has a switch between Az50+NTO and Monopropellant. Procedural Parts -- has a switch to Az50+NTO. Mandatory RCS -- will unlock all SAS nodes for you from the start, add an unmanned module to each cabin, and move RCS further left in the tech tree. Real Engines Pack -- has a reasonable distribution in the tech tree, real characteristics and Waterfoll. It is recommended to install the Textures Unlimited mod, which automatically fixes the appearance of some engines from this pack. Bluedog Design Bureau -- He's working at the RSS now. Kerbalism – natch – how can we do without it? Artemis Construction Kit - SLS can now fly in RSS. But it doesn't fly very well with real engine power values. Near Future Construction - hydrazine was added to tanks integrated into metal structures. Near Future Launch Vehicles - Some engines have become methane-powered. One of them is very powerful - an analogue of F1. Conflicts Real Fuel -- cannot be compatible with RSS Adapter, since it changes the same thing: fuel and engines. Changelog LICENCE MIT
-
Выше приведён патч, который дополняет детали Тантареса твикскейлом. Для добавления деталей в этот патч можно воспользоваться модом, который позволяет копировать название детали прямо из игры. Посмотрите картинки, там всё понятно. Интересный патчик для тех, кто начал играть с криотанками, и получил ещё два вида топлива кроме стокового "жидкого топлива" Это переименует жидкое топливо в керосин, а окислитель в жидкий кислород. Как показывает практика использования такого переименования, оно ни на что не влияет, и никаких глюков в игре не вызывает. @RESOURCE_DEFINITION[LiquidFuel]:FINAL { @displayName = Kerosene @abbreviation = RP-1 } @RESOURCE_DEFINITION[Oxidizer]:FINAL { @displayName = LqdOxygen @abbreviation = LOX }
- 1 reply
-
- 1
-
-
Начало положено в этой теме: Там же описано как их применять. Здесь будет всякое разное, поэтому предупреждаю -- чтобы это работало, наличие ModuleManager... .dll в папке геймдата обязательно. Этот патч умножает на три количество электричества запасённого в аккумуляторе, или любом другом модуле. @PART[*]:HAS[@RESOURCE[ElectricCharge]]:FINAL { @RESOURCE[ElectricCharge] { @amount *= 3 @maxAmount *= 3 } } Патч добавляет беспилотный модуль во все командные модули (кабины) для экипажа: @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL { @MODULE[ModuleCommand] { @minimumCrew = 0 } } Далеко не полный набор деталей Тантареса для твикскейла. Пополняется в настоящий момент. @PART[andromeda_sphere_fuel_tank_srf_1,andromeda_sphere_fuel_tank_srf_2]:NEEDS[TweakScale] { %MODULE[TweakScale] { %name = TweakScale %type = free } } @PART[aquila_sensor_visible_light_telescope_s0_1,1mv_sensor_visible_light_camera_s0_1,1mv_sensor_ultraviolet_light_camera_s0_1]:NEEDS[TweakScale] { %MODULE[TweakScale] { %type = stack %defaultScale = 0.625 } } @PART[chara_lv_fuel_tank_s0p5_1,chara_lv_fuel_tank_s0p5_2,chara_lv_fuel_tank_s0p5_3,chara_lv_fuel_tank_s0p5_4,aquila_node_cap_s0p5_1,tantares_adapter_s0p5_s0_1]:NEEDS[TweakScale] { %MODULE[TweakScale] { %type = stack %defaultScale = 0.938 } } @PART[hadar_adapter_s1_s0p5_1,delphini_us_fuel_tank_s1_1,virgo_radiator_fuel_tank_s1_1,tantares_basic_fuel_tank_s1_1,tantares_fuel_tank_s1_1,corvus_lv_fuel_tank_s1_1,tantares_lv_fuel_tank_s1_1,corvus_lv_fuel_tank_s1_2,tantares_lv_fuel_tank_s1_2,corvus_lv_fuel_tank_s1_4,tantares_lv_fuel_tank_s1_4,aquila_fuselage_s1_1,hamal_adapter_s1_1,tantares_adapter_s1_s0_1,tantares_adapter_s1_s0p5_1,grus_adapter_s1_1,aquila_node_adapter_s1_1,hadar_fuselage_s1_1,hadar_adapter_s1_s0p5_2,corvus_lv_fuel_tank_s1_3,tantares_lv_fuel_tank_s1_3,libra_structure_s1_1,castor_truss_decoupler_s1_1,nashira_truss_s1_1,nashira_truss_s1_2,tucana_adapter_s1_s0_1,tucana_adapter_s1_s0p5_1]:NEEDS[TweakScale] { %MODULE[TweakScale] { %type = stack %defaultScale = 1.25 } } @PART[tantares_lv_fuel_tank_s1p5_s1_1,tantares_us_fuel_tank_s0_1,virgo_radiator_fuel_tank_s1_2,tantares_lv_fuel_tank_s1p5_s1_2,tantares_lv_fuel_tank_s1p5_1,tantares_lv_fuel_tank_s1p5_s1_3,tantares_lv_fuel_tank_s1p5_s1_4,tantares_lv_fuel_tank_s1p5_2,tantares_lv_booster_fuel_tank_s1p5_1,tantares_lv_booster_fuel_tank_s1p5_2,tantares_lv_fuel_tank_s1p5_3,tantares_lv_fuel_tank_s1p5_4,aquila_adapter_s1p5_1,grus_fuselage_s1p5_1,hamal_aeroshell_s1p5_1,grus_adapter_s1p5_1,aquila_node_adapter_s1p5_1,aquila_structural_cone_s1p5_1,Auriga_Fuselage_1,hamal_aeroshell_s1p5_2,aquila_experiment_rack_s1p5_1,castor_truss_decoupler_s1p5_1,sargas_decoupler_s1p5_1,tucana_adapter_s1p5_s0_1,tucana_adapter_s1p5_s0p5_1,tucana_adapter_s1p5_s1_1]:NEEDS[TweakScale] { %MODULE[TweakScale] { %type = stack %defaultScale = 1.875 } } @PART[ALV_3_LFO_1,ALV_2_LFO_1,hydra_lv_fuel_tank_s2_4,tucana_adapter_s2_s1_2,aquila_control_s2_1]:NEEDS[TweakScale] { %MODULE[TweakScale] { %type = stack %defaultScale = 2.5 } }
- 1 reply
-
- 1
-
-
[1.12.x] Save Confirmation Sound Updated
Globul replied to linuxgurugamer's topic in KSP1 Mod Releases
I would really like to hear the sound when fulfilling the contract. It often happens that you did not notice at what exact moment the contract was executed. Or failed. -
Скорее всего причина именно в этом.
-
Попробуй уменьшить количество кораблей болтающихся у тебя в космосе. Попробуй взять чистую копию КСП и собрать свою сборку по новой.
-
Там самое главное -- поправили обучалку. Вернули факел и вертлявый. В остальном мелкие правки.
-
Спасибо, надо понюхать. Клозет мастхэв в таких сборках, и я его разумеется пользую. Прун, и модфильтр вещи незаменимые. Ещё, если кому интересно, у меня есть сыроватая подборка движков из RealEngines с привинченым ватерфолом. Могу в личку скинуть. Их там ещё надо банить и конфижить, там ватерфол ещё не у всех.
-
Создаёшь текстовый файлик. Именуешь его так чтоб Тебе понятно было. Например Tag Kerosin Vodorod. Копируешь туда код просто как текст. Сохраняешь и меняешь в названии файла, разрешение файла c txt на cfg. Создаёшь в геймдате папку с понятным тебе названием, например MoiPatch и запихиваешь эти файлы туда. И всё.
-
И прочим, у кого в сборке всего 10 метановых и 37 водородных двигателей, а остальное большинство работает на обычном "жидком топливе". Я задался вопросом как их фильтровать. Ибо подбор движка для очередной ступени стал делом весьма утомительным. Запросы в поисковой строке типа LiquidFuel или Hydrogen выдают сразу так много всего, что проще искать глазами в категории двигателей. Там хотя бы не попадаются антенны и баки. Прочие расширения фильтров от коммъюнити дают ещё более плачевные результаты. И вот познакомившись с контрактами BDB, где тебе предлагают собрать аппарат из деталек найденных по определённому тегу, мне пришла в голову идея заставить модуль менеджер отфильтровать детальки по некоторым параметрам, и приписать им тег. Началось с ретрансляционных антенн. Методом проб и ошибок, в результате многократных загрузок игры, и с помощью сообщества в дискорде мне удалось выявить, что такая конструкция позволяет находить все детальки которые умеют ретранслировать сигнал, по запросу Relay. //Tag Relay for all relay @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[RELAY]]]:FINAL { @tags ^= :$: Relay } Далее уже переходим к двигателям. //Tag Kerosin for all LiquidFuel engines @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[LiquidFuel]]]:FINAL { @tags ^= :$: Kerosin } //Tag Vodorod for all hydrogen engines @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[LqdHydrogen]]]:FINAL { @tags ^= :$: Vodorod } Вполне логично, что изначально по запросу Kerosin или Vodorod поиск не находит ваабще ничего. Поэтому данный конфиг использует, так сказать, не занятый тег. Теперь же поиск по этим запросам выдаёт мне только водородные, или только на жидком топливе двигатели. Только двигатели. Ну а как же метан? Он же просто тонет в море движков от блюдога, стока, и своих водородников. Всего в криотанках на сегодняшний день имеется 10 метановых двигателей, и они отлично находятся по запросу Methan. То есть только эти 10 движков, и больше ничего. Так что прописывать добавление тегов не пришлось.
-
Предлагаю обьединить темы "Точка удалённого управления" и "Снова про удаленное управление". И этот пост тоже удалить. И вам того же, коллега.