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Bellabong

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Everything posted by Bellabong

  1. Does anyone know if the same thing that B9Engineswitch uses to edit ModuleEnginesFX could be applied to VolumeSwitch and ModuleFuelTanks? Because then it should be possible to get them to work together in a patch (per part with switchable tanks unless my fantasy patch below works to make a general patch) Something that looks like @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[volumeSwitch|meshSwitchLength]] { @SUBTYPE,0 { MODULE { IDENTIFIER { name = ModuleFuelTanks } DATA { volume = 0 @volume = #$/RESOURCE[LiquidFuel]/maxAmount$ @volume += #$/RESOURCE[Oxidizer]/maxAmount$ @volume:HAS[@RESOURCE[Monopropellant] += #$/RESOURCE[MonoPropellant]/maxAmount$ @volume *= 5 } } } @SUBTYPE,1 //Is there a way for this to apply all SUBTYPES after the first? { @volumeAddedToParent *= 5 MODULE { IDENTIFIER { name = ModuleFuelTanks } DATA { volume = 0 @volume = #$/RESOURCE[LiquidFuel]/maxAmount$ @volume += #$/RESOURCE[Oxidizer]/maxAmount$ @volume:HAS[@RESOURCE[Monopropellant] += #$/RESOURCE[MonoPropellant]/maxAmount$ @volume *= 5 @volume += volumeAddedToParent // no idea how to get mm to reference this figure } } } }
  2. Well the point of killing the MODULE is that RF is the one that's handling engine performance and don't worrry, the performance subtypes are preserved in RF The intention from my end is that B9 handles the cosmetics and RF handles performance. It would be nice if RF could handle the cosmetic part but now the more I think about it it might be better to write patches which patches RF stuff into the B9 configs.
  3. @Zorg For the most part it can play along with RF. The intention of the pull request I linked earlier seems like it would solve the main incompatibility of RF not seeing B9's volume switching, would probably take a small patch to increase the actual volume. The other thing of concern are the B9PS errors as EngineSwitch wants to change the engine performance, but I think a patch that could remove the MODULE fields in SUBTYPES from the B9Partswitch module should do the trick if that's the only thing that makes EngineSwitch look for ModuleEnginesFX. Bonus of the worst case scenario is that those configs could evolve into a standalone RealFuels for B9Partswitch mod.
  4. Updated the links, and thanks @Iodyne for providing one. Was just typing up a reply xD Here's a direct link: https://github.com/Bellabong/RealFuels-Stock/releases
  5. No Problem! Dove into it and didn't stop >.< Went alphabetically so by the time I got to the Probe rework parts, Saturn engines and all of Titan I was in too deep. The configs as they are now should be ready for testing, I'm planning to add techrequirements and probably tech levels and balance out the thruster power for the RCS. https://github.com/Bellabong/RealFuels-Stock/releases/tag/v0.1.7-alpha
  6. So I've been working on some RealFuel configs for Bluedog but there's going to be a major obstacle to Realfuels working with BDB and thats the path BDB is taking with heavy focus on B9Partswitch variants. RF doesn't have a way to switch meshes afaik so a combination of selecting the desired subtype in B9PS and engine config in RF is required without making each engine subtype a new part. The problem extends to resizable fuel tanks, the part retains the fueltank size of the base mesh. Possible solution: https://github.com/blowfishpro/B9PartSwitch/pull/183 The B9 modules in the BDB parts themselved also need to changed to refer to ModuleEnginesRF If anyone is interested here are the configs which were based on BDB's RF configs: https://github.com/Bellabong/RealFuels-Stock/releases features all engine configs included in 1.7 BDB including variant fuels such as the HDA 8096 and RP-1 powered Titan 2+ engines. Thrust and balance on par with BDB although I'm working to make sure each realistic vehicle can fulfil its launch profile at 3.2x scale (Vanguard already needs some tweaking) (aka fulfill the historic mission contract pack) Most engines incorporate RealFuels upgrade system for flexibility and fine tuning. Most RCS should be quite flexible to configure. It's best to select the b9 config and then the realfuels config, for some reason b9 seems to reset one of the propellants on some engines, notably the Agena engine. Currently in the process of configuring the tanks with the proper configs so pressure fed upper stages can actually be flown with their respective tanks. The old agena configs had no support for its RCS capable tanks. As it stands Realfuels is pretty much incompatible with BDB and the direction it's heading though.
  7. Is that for all your engines? Are the thrust and lsp numbers in the editor nominal?
  8. If I wanted a kerbin with the capability for sun-synchronous satellites could I just copy the the geopotential data from earth over to kerbin? (3.2x scale kerbin)
  9. Before: Loading Systems: Elapsed time is 883.7227s After: Loading Systems: Elapsed time is 602.8457s Intel 5820k@4.4Ghz, 40GB RAM, 2.5GB/s SSD. Can rule out caching. Thanks! Modlist:
  10. Hi, is there a particular reason there are configs in Stockalike-RF that have not been carried over to RealFuels-Stock? eg Taerobee, SXT nvm found SXT
  11. So if anyone is wondering the Procedural Fairings Patch for BDB also works for Tantares parts. (You wont be able to build a 1.5m VK3 until you unlock the relevant PF max fairing size in career but the same issue also applies to BDB) Only thing left now is a fairing with a hole
  12. So for those who want to fix the Tantares.cfg: "Part" folder is now "part" (yes the capitalization matters), Just find and replace and most parts will have their configs back except for: "SOYUZ" and "SOYUZ-7" folders have become "SOYUZ-EARLY" and "SOYUZ-LATE" Engines, panels antennas and docking ports in the ANY folder have been relocated to an "ANY_*PARTTYPE*" folder of their own with the renamed Mir parts Mir parts have been renamed to eridani* and reorganized Mir37k parts have been renamed to acamar* and reorganized - this and the Mir part will require manually looking up the parts and renaming/adding entries
  13. Is this expected behaviour? (No Star reflections, cloud reflection seems to be a square smaller than the atmosphere/planet) - I think this is more to do with this particular model being a spherical mirror, parts that don't have a mirror like config look great)
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