-
Posts
49 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Mossconfig
-
-
Thanks to both of you for making these patches. the little dots don't show up well against the gas giants, is there a way to scale them for those zones only?
-
On 7/3/2022 at 9:56 AM, Nertea said:
Huh. No that looks right... I'm kinda confused though - did you solve it?
no it turns out that realfuels stock has a patch that manually changes the ratio back.
I had deleted the 000_depreciated and NeedsRework folders to fix a broken plume.
-
5 hours ago, Nertea said:
Yes, my post says that having RealFuels in your install will cause this problem.
Are you saying that my most recent screenshot still has incorrect EC cost? These numbers are way lower than they used to be before I reinstalled realfuels, but its still installed. Even if they're still high its still better than what I was getting.
Edit, nope, it was the 000_needs rework folder that I had deleted when I was trying to find a strange always on particle effect and didn't put back. There's a patch in there that reduces the EC ratio manually for all the engines.
-
1 hour ago, Nertea said:
I guess incompatibility is expected?
I think its something even stranger.
a clean install works.
Edit, a clean install of only realfuels and realfuels-stock, everything else same
-
1 hour ago, Starwaster said:
EngineGroupController
I think it got bundled with ROengines.
1 hour ago, Starwaster said:touching the Vasimr engines
Yeah but plenty of my mods touch the xenon, which is the larger problem I'm having, all xenon burning engines have funky EC requirements. The vasmir engines are better than most, they use the correct amount in flight, just a wierd tooltip. The other xenon only engines actually use the crazy EC amount in flight.
Edit, it's definitely either realfuels or realfuels-stock.
-
7 hours ago, Nertea said:
density of the corresponding resource.
Do you think it could be realfuels? Here's my logs.
https://drive.google.com/drive/folders/1Tt-7C9a97Y-TsycYbmuRKFN9FKLGzaqa?usp=sharing
On 6/23/2022 at 10:36 PM, Nertea said:I'd check to see whether that rate is carried into flight properly,
So, the vasmir engines use the correct amount of EC in flight, but the other xenon burning engines in flight and tooltip use the crazy amounts of EC.
-
On 6/23/2022 at 10:36 PM, Nertea said:
intended value for both modes is 100/second
really, are you sure? looking at the .cfg file it says this.
Quote
MODULE
{
name = ModuleEnginesFX
engineID = ArgonMode
runningEffectName = run_vasimr_argon_core
powerEffectName= run_vasimr_argon_glow
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 3.67
heatProduction = 54.745547
EngineType = Electric
PROPELLANT
{
name = ArgonGas
DrawGauge = True
ratio = 1.0
}
PROPELLANT
{
name = ElectricCharge
ratio = 2.860187
DrawGauge = True
minResToLeave = 1.0
}
atmosphereCurve
{
key = 0 6000
key = 1 60
key = 2 0.001
}
}MODULE
{
name = ModuleEnginesFX
engineID = XenonMode
runningEffectName = run_vasimr_xe_core
powerEffectName= run_vasimr_xe_glow
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 6.22
heatProduction = 48.452449
EngineType = Electric
PROPELLANT
{
name = XenonGas
DrawGauge = True
ratio = 1.0
}
PROPELLANT
{
name = ElectricCharge
ratio = 63.064466
DrawGauge = True
minResToLeave = 1.0
}and all the multimode engines have diffrent EC consumption.
the argonmode and xenonmode use clearly diffrent ratios of EC.
it did get fixed without me doing anything, now every xenon mode uses the same crazy amount of EC, but if both modes are actually supposed to use the same EC as argon then somethng is really broken for me.
-
On 6/19/2022 at 10:49 AM, SciMan said:
some MM patch doing something it shouldn't be doing
I checked the log, and as far as I can tell there's a CTT patch and waterfall being applied, and nothing else.
On 6/19/2022 at 10:49 AM, SciMan said:EC draw of the xenon mode
Look any the "near future systems manager" window. It shows argonmode and xenonmode using the same 100ec/s for some reason. When I launch it it uses the 100ec/s in both modes too.
*Reloading the game fixed it. High strangeness is happening around these parts. I'll go sacrifice a Kerbal to the kraken.
So xenon is supposed to fit in between the lithium engines and the argon engines? Idk, the little boost in ISP and thrust is kinda crazy compared to 30x heavier generator required... Maybe that niche should be reexamined, or at least the power requirements reduced from 30x to 3x.
-
So, I'm getting weird values for some of the xenon burning modes on engines. The Helicon is the worst, as the xenon burning EC weird number isn't showing up in game at all.
Also, is this EC amount correct? I checked the .cfg files and that's the correct ratio of Ec to Xenon but it seems impossible to generate. I'd mess around with the tweakpatch but the argon and lithium engines are working perfectly fine?
-
I notice there isn't argon, and xenon gas harvesting on the exoscoop. the normal miners dont have lithium, and the atmoscoop still has xenon, but none of the parts have a lithium or argon production pipeline? Is there a simple way to add that?
2 hours ago, SpaceFace545 said:So to clarify this does work with Real Fuel?
Looks like. The extent of the ISRUis avalible on the first page.
-
18 minutes ago, Lisias said:
- but this can take a while,
No, I'm not blaming you, I'm just complaining generally. Nertea likes to do their own thing, write a new mod that does exactly what is needed, which is probably great for that specific use case but compatibility with others isn't really a priority.
-
Having radiators that could be tweakscaled to provide adequate cooling without ballooning part counts would be ice, but near future mods have very janky tweakscale compatibility. I'm not holding my breath.
-
I was hoping to get this mod to replace far future technologies janky space dust isru system, but I got the b9 spam and a bunch of fatal tweakscale errors. Is there any hope for some far future integration? There's a lot of parts that are cool in that mod, tieing it to this comprehensive of an isru mod is very attractive, but I'm not savy enough to do it.
-
so each planet pack needs a config to work? do i need to do this for everything in RSS? also, the atmo morcessors cant suck out deuterium.
-
6 hours ago, Terwin said:
Also, a single large cargo container of rare resources(potentially filled from a hopper) can provide funding for pretty much the rest of your space program. (hundreds of millions in funds)
This is what I'm doing right now. Exotics to hopper to recoverable rover to funds. Maybe have a middle man part that can automatically take the hoppers and rovers out of the equation? Idk, my current system works.
-
Could we get a building that sells stuff automatically? Funds for reasources? Might be cheaty, but what in this game isn't?
-
Could you use tweakscale to reduce the logistics parts? Lots of them are simply scaled copies, maybe fold all of them under one part that can be scaled?
-
Could you allow ckan to install the most recent versions on lower verions? This mod works on my 1.8 install, but ckan throws errors.
-
Spoiler
OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.0208333 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.02546275 DumpExcess = false }
What does the dumpExcess line do? Does it stop supply is one or the other is filled, or does it turn any unused oxidizer into LF?
-
Spoiler
https://drive.google.com/drive/folders/1nUbZZ39XlWttOyoBwjAGZd-c7vOkXn9q?usp=sharing
So, my hubris might have caught up to me. I am trying to take a swing at running USI on a RSS install, which means I needed to take an axe to lots of config files. I haven’t gone after B8 partswitch or realfuels, so imagine my surprise when my capsules started disappearing.
As far as I can tell, putting any capsule down in the VAB causes this message to show up, and that’s the end of it for capsules without fuel tanks. Thing is, if the capsule has a fuel tank and I try to put it down in empty space, the part disappears. Just “poof” not there anymore. Another weird thing, if I put the part down first it's fine, and if I attach it to an available node it's also fine. Any help?
winx64
KSP 1.8.1 x64
-
So, realsettings does change tank mass, but you need to set the option "use realistic mass" to false before your changes happen. that took me an ebarrasing time to figure out.
Spoilerhttps://drive.google.com/drive/folders/1nUbZZ39XlWttOyoBwjAGZd-c7vOkXn9q?usp=sharing
So, my hubris might have caught up to me. I am trying to take a swing at running USI on a RSS install, which means I needed to take an axe to lots of config files. I haven’t gone after B8 partswitch or realfuels, so imagine my surprise when my capsules started disappearing.
As far as I can tell, putting any capsule down in the VAB causes this message to show up, and that’s the end of it for capsules without fuel tanks. Thing is, if the capsule has a fuel tank and I try to put it down in empty space, the part disappears. Just “poof” not there anymore. Another weird thing, if I put the part down first it's fine, and if I attach it to an available node it's also fine. Any help?
winx64
KSP 1.8.1 x64
-
So, as I understand it the Tcredit cost is a reflection of how much mass is lost form point A to B. Could it be made to run off cost lost to destinaton? Somehow capture the cost at the start and finish, and use that? That way SSTOs and SRBs can provide the benefits they are supposed to.
-
Hi, I noticed that there is a file called Realsettings, and there's a variable called "%tankMassMultiplier", and a number, 4.something.
Could I edit that to make tanks weight less? If not, is there something that I could tweak to make it easier on me?
-
50 minutes ago, Brigadier said:
Have you considered creating an "Infrastructure Modification" part that deducts from Available and returns it to Incoming?
I think that would still run into the problem, you would need to ensure that only superfluous modules are removed. A checker would be time intensive to build.
[1.8+] Real Fuels
in KSP1 Mod Releases
Posted
Cryoengine's new methalox engines don't have configs, would anybody here be able to share, or help me out in making some?