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dangaffa

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Posts posted by dangaffa

  1. 3 hours ago, CobaltWolf said:

    Honestly? Great question, I'd love people's input on this - again, bearing in mind, that none of these parts have "standard" cross sections, so interfacing with other part families is a bit off the table unfortunately...

     

    zY29y23.png

     

    • Nose - will have the functionality from the stock Fly-by-Wire part.
    • Cockpit - not sure how to break this part up, or rather, if I should. I could see splitting it at the front of the canopy, which would leave a dedicated gear and RCS part to go between the cockpit and nose.
      • The cockpit includes the APU generators and a small cargo bay which will have some dedicated experiments made for it
      • Here is the current cockpit part on it's own. The question is whether this should have the front 1/3 or so split off.
      • Alright, already gotten some significant feedback off-forum about this. I'm going to split the gear/RCS and the cockpit. So here's what the cockpit itself looks like now.
    • Fuselage - the big kahuna. No good way to split this up IMO. It's never going to match other bulkhead profiles.
    • Engine - One of the only parts that will be normal, since it should have a 1.25m attachment ring.
    • As you said, other parts like the wings are fairly self explanatory. The only notable thing is that the control surfaces for the vertical stabilizers will be separate parts, with the bottom one having a decoupler and parachute for recovery like the real thing.

     

    Anyone have thoughts? Particularly any that aren't asking me to rip things apart and do a lot more work, which I kind of figure the reaction to this will be? :)

    Might be a tad silly, but would there be a way to get a "X-15 cross section to larger diameter" adapter, for top mounting it on something like a Titan or Saturn?

  2. On 1/26/2024 at 4:24 PM, linuxgurugamer said:

     

    That file hasn't been used for many years.  There are some possibilities, but I'm not sure how well KSP will react to the changes.  I might take a look next week, but not sure if it's really worth while.  

     

     

    Definitely interested if you can introduce a bigger scale to HangarExtender, I just found myself trying to recreate some SPS projects and hitting the limit of the VAB

  3. dangaffa/DunaDirectRedux (github.com)

    I have added a few additions and have posted it to my github. Namely better Cryotanks support for the engines and ISRU, waterfall support for the engines, and a modification to the texture to remove the "Direct" text (eventually I might add it back as a texture switch, for now I say you should just use Conformal Decals.) Eventually I'll see if I can fix some of the other issues in this thread, namely the node issues and the landing legs being destroyed

    screenshot26.png

  4. 15 hours ago, JadeOfMaar said:

    Hi there @dangaffa. I admire your shared interest in nuclear rocketry involving propellants other than Hydrogen but I have a few things to point out:

    1. Nertea specifically intended for the SSPXr cargo containers to not serve as fuel tanks. (I asked him at some point while learning to write the resource switching configs and control the decal switching properly through them.) That's what the fuel tanks mod, CryoTanks is for.
    2. Since you're building upon Rational Resources, I'd rather you didn't try to reinvent Rational Resources Nuclear Family. All that you have to do is make proper additions to RRNF's opt-in config, test it so KSP has no issues, then send me your changes and everyone can enjoy BDB support.
    3. You're re-uploading Nertea's mods and bundling my mods (in part or in whole, and as they are in your GameData folder) and treating them as components of your mod? That's very bad practice and may lead to various kinds of trouble.
    4. Methalox NTR sounds like a nice idea... but it's probably a big waste or has no real advantage over anything else in practice. I don't believe any research group has actually given any thought to it. Hydrolox NTR likely only exists because it's very convenient (at some cost to the life of the engine) and is absolutely necessary when a typical Hydrogen NTR needs a momentary thrust buff. A well-made methane NTR will grant both great thrust and decent Isp and have no need for Oxygen to be pumped into it. Methane by itself has decent density and isn't very fussy so tankage won't be a nightmare, and any single propellant option is easily very nice once you can get a good high core temperature and good propellant flow rate. The in-game stock NERVA, and by it, any stockalike NTR mod is balanced, are crippled, which is why you feel the need for LOX augmentation in general. IRL NTR concepts after the original NERVA do not have the cripple factor in them (mass flow is no longer a problem) and would have quite decent thrust once they emerge.

    In short, I'd appreciate for you to reduce your mod and the contents of its GitHub repo to just your fuel config for the SSPXr cargo parts, and rename this mod to match, as the current name "MethaneMaker" doesn't fit a mod that doesn't provide for methane production.

    Alright, so this makes me feel dumb, let’s go down the list I suppose: 
     

    1) Alright, fair, honestly adding hydrogen and methane was just a broad application of what I was already doing with the other fuels, and I didn’t know that Nertea had reservations about those two specifically. Will probably still keep the specialty semi-cryo fuels as configs though, as they will likely help ship designs. 

    2) Gosh I wish that I had known your extra existed before I put in a day or so calculating all these values. Seriously, I truly don’t know why I didn’t look it up *before* doing it, but I didn’t, and clearly wasted a fair bit of time on it lol. I’d love to make additions if I could to RRNF, specifically like you said for BDB components, along with any other nuclear engines kicking around my gamedata, but that’ll be in the coming days. 

    3) Yeah…at best I should at least add an additional disclaimer on the readme, though ideally I’d remove them completely (I had to modify SSPX and cryotanks to add in the resources I wanted, ideally I’d figure out how to plug into them separately, but I’ll strip them down to what I need and ditch the rest)

    4) I may still try to add Methylox into RRNF, if you haven’t already, as I feel like it’d be a cool addition to ships that need to entirely make ascent themselves. Things like a nuclear Starship may benefit from the extra thrust of ascending directly, but first I should actually get it in the game before seeing if it makes balanced enough rockets

    And yeah, the name was originally because this was to make methylox versions originally of the BDB J2 engines, I just reused it for this without thinking that people might believe it’s more about making methane, rather than making engines methane-powered. Again, this mod hasn’t been made with the smartest decision making skills. I’ll rename the mod, keeping it to adding new configs to SSPX and CryoTanks, and I’ll instead try to contribute to RRNF. Thanks for the input.

     

  5. dangaffa/MethaneMaker: Adds new fuel types to KerbalAtmoics (github.com)

    Changelog: 

    V 0.1: Adds Methane, Ammonia, Carbon Dioxide, Nitrogen, and Water configs to Kerbal Atomic engines (not LOx augmented ones yet). Also adds these fuels plus LH2 to SSPX cargo containers, and to (hopefully) all cryo tanks

    Future updates: 
    LOx augmented engines, at least with Methane
    BDB nuclear engines
    J2 Methalox  update for BDB:
    Correcting config names

  6. Looking through the config file myself, it seems I found the "issue," that being that there's no way to use LH2 with classic stock resources installed, so I edited the config file to only use LH2, regardless of CSR being installed. 

    https://drive.google.com/file/d/18ezAS69eV9S1MktKGh6HCz7TuAzskpb2/view?usp=sharing

    Here's the link to that config if anyone's interested. Make sure to remove the OPT_Reconfig_CryoEngines first

  7. @Stone BlueThe pics were only for illustration, every engine uses some sort of propellium, not just the Stall, and the second picture was to show what a normal tank looks like, without the cryo fuels B9 switcher or anything.  As for the ModuleManager.configcache file...it doesn't exist. I'm not sure why, but all of my mods load just fine by themselves, besides the issues I'm having with OPT. 

    https://drive.google.com/file/d/1xpsMWEritl-WYhsV3Dsi0YTDuDmJQ79n/view?usp=sharing

    Here's the KSP.log if that helps, though

  8. Heavily modded install, right click menu not showing up during flight, however it does work before flight. 

    https://drive.google.com/file/d/1uhunT9OhAKF1Im8S3RQtjoXOpyGUkYEA/view?usp=sharing

    Log file above. Also has duplicates of the WBI and MJ buttons on the bottom toolbar, for some reason. If anyone can discern what may be causing all of this, that'd be great, thanks

  9. 6 hours ago, PiezPiedPy said:

    [ERR 14:19:53.186] ADDON BINDER: Cannot resolve assembly: 0_00_AT_Utils_UI, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.186] ADDON BINDER: Cannot resolve assembly: 0_00_AT_Utils_UI, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.270] ADDON BINDER: Cannot resolve assembly: EVEManager, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.270] ADDON BINDER: Cannot resolve assembly: EVEManager, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.271] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.271] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.303] ADDON BINDER: Cannot resolve assembly: KSPDev_Utils.2.6-KAS, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.303] ADDON BINDER: Cannot resolve assembly: KSPDev_Utils.2.6-KAS, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.309] ADDON BINDER: Cannot resolve assembly: KSPe.Light.KAX, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.309] ADDON BINDER: Cannot resolve assembly: KSPe.Light.KAX, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.334] ADDON BINDER: Cannot resolve assembly: KSPDev_Utils.2.6, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.334] ADDON BINDER: Cannot resolve assembly: KSPDev_Utils.2.6, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.403] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:53.403] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null

    [ERR 14:19:55.787] ADDON BINDER: Cannot resolve assembly: MeshEngine

    [ERR 14:19:55.791] ADDON BINDER: Cannot resolve assembly: MeshEngineStock

    [ERR 14:19:55.794] ADDON BINDER: Cannot resolve assembly: MeshEngineTweakScale

    And 8k+ more errors. Search your log file for Err ;)

    These errors are usually caused by mods that have one or more required files missing from their installation.

    Weirdly enough, it was a completely different issue, turns out the Blizzy toolbar wasn't working, and somehow the config for trajectories was set for that. I was able to edit the config file myself to use the standard toolbar and it worked just fine. Somehow my barely-kept-together install gets to live another day

  10. https://drive.google.com/file/d/1rEssryFSJhJBrM1vch_c_kwNfuYegCMT/view?usp=sharing

    Can anyone help with this? Trajectories, despite the fact that it's been downloaded and re-installed multiple times, just straight up isn't loading. Can anyone go through the logs and see if there are any conflicts? Thanks

    Edit: I saw other complains before, and I will get a vessel in flight to grab that log file and hopefully go from there lol

  11. 19 hours ago, Lisias said:

    Hi!

    You was bitten by a nasty bug on KSP's Assembly Loader/Resolver, yada yada yada:) 

    Usually, the first Reflection exception pinpoints the culprit. In your case:

    [ERR 01:55:10.438] AssemblyLoader: Exception loading 'ELHelper': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
      at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
      at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0
      at AssemblyLoader.LoadAssemblies () [0x000e6] in <cd473063d3a2482f8d93d388d0c95035>:0
    
    Additional information about this exception:
    
     System.IO.FileNotFoundException: Could not load file or assembly 'Launchpad, Version=6.99.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    File name: 'Launchpad, Version=6.99.0.0, Culture=neutral, PublicKeyToken=null'

    The Launchpad Assembly was not found to be loaded. but ELHelper needs it.

    Your options are to remove GameData/WildBlueIndustries/Sandcastle/ or to install the Add'On that provides LaunchPad - you need to reach Sandcastle's maintainer for further help.

    Cheers!

    Ah, adds up. Seems like EP Launchpads is the creator of the launchpad assembly. I originally had Global Construction, which included an outdated version of EL, so makes sense as to why when I tried to install sandcastle it kept crashing my game. Thanks for the help!

  12. https://drive.google.com/file/d/1rEssryFSJhJBrM1vch_c_kwNfuYegCMT/view?usp=sharing

    I've been trying to solve this problem for literal days. Seems like if I delete the plugins folder in the B9 folder it'll boot without the error, but also without any B9 features, with textures loading on top of each other. If anyone has any solutions on how I can get B9 working again, that'd be great, thanks

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