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xx_mortekai_xx

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Everything posted by xx_mortekai_xx

  1. Ok, cool. I tend to use procedural parts tanks to measure things in game, and that gets down to the thousandths of a meter. It has worked out pretty well so far. I pulled the top node info from the original engine config, though. I have some questions about...converting?...some other model's textures to use with TU, as I'm a big fan of the shaders, but I'll play around with that and get an idea of my limits of understanding before unpacking that. However, if you have a link to an existing tutorial that may help, that would be much appreciated. I must say, on the clustering module, that is a genius way of cutting part counts. And it is so well implemented. Again, thanks for the work, and for the help
  2. Yeah I noticed the same thing last night, as per my post on the previous page. It does work after those changes. Thank you for the help. I do greatly appreciate it.
  3. I think i found the issue.....you have the model for the engines set to "EmptyProxyModel", which appears to be just that - a model of nothing that serves as placeholder. The cluster module adds the model, and duplicates it as needed. To the game, its one part. To the eye, its not. The engine I am trying to cluster still has its own model set as the model instead of the empty one. So the clustering module is doing its job just fine, but its doing it over the model that is already there.
  4. Sure, that WOULD be the easy way. But if I can learn how to do it the right way, especially from the one who wrote the module, that would be preferable. I like learning how to do things. Judging from your posts, you do too. So I am relatively sure you can understand that. I do appreciate the suggestion, though.
  5. The Raptor engine from the TundraExploration mod. It does not use ModulePartVariants. It looks to be a fairly normal engine config, but most of my experience has been 1.5.1 and older. I have never seen FXModuleLookAtConstraint before, but all the others I believe I have seen. The config is below, with my modifications below that. I havent gotten to getting the correct numbers for the cluster module, and have simply used the module from the LR81-8096 in your pack. PART { name = TE_18_BFS_SL_RAPTOR module = Part author = Damonvv MODEL { model = TundraExploration/Parts/GOJIRAII/TE_18_BFS_SL_RAPTOR } rescaleFactor = 1 node_stack_top = 0.0, 0.6502519, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.664, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = veryHeavyRocketry entryCost = 13000 cost = 9120 category = Engine subcategory = 0 title = RPTR-21 "Raptor" Engine manufacturer = Tundra Exploration description = This vacuum optimized engine is designed to be one of the best in class. Without these you probably won't get far. tags = cck-tundra falcon Raptor s0 engine BFS BFR SpaceX attachRules = 1,0,1,0,0 mass = 2.4 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = size0 // autoStrutMode = Grandparent EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.2 0.25 0 0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 0.5 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { name = flare modelName = TundraExploration/FX/rptrFlare transformName = thrustTransform emission = 0.0 0.0 emission = 0.3 0.15 emission = 1.0 1.0 speed = 0.3 0.2 speed = 1.0 1.0 energy = 0.2 0.4 energy = 1.0 1.0 } MODEL_MULTI_PARTICLE { name = shock modelName = TundraExploration/FX/rptrShock transformName = thrustTransform emission = 0.2 0.0 0 0 emission = 0.4 0.4 0 0 emission = 0.8 1.0 0 0 speed = 0.2 0.2 speed = 1.0 1.0 energy = 0.2 0.5 energy = 0.4 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 420 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 356 key = 1 330 key = 3 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbal gimbalTransformName = gimbalTransform gimbalRange = 2 useGimbalResponseSpeed = true gimbalResponseSpeed = 10 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = Pipe2 rotatorsName = Piston2 } CONSTRAINLOOKFX { targetName = Piston2 rotatorsName = Pipe2 } CONSTRAINLOOKFX { targetName = Pipe1 rotatorsName = Piston1 } CONSTRAINLOOKFX { targetName = Piston1 rotatorsName = Pipe1 } } MODULE { name = FXModuleThrottleEffects fxModuleNames = heatColor responseSpeed = 0.005 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleColorChanger moduleID = heatColor animRate = 1 shaderProperty = _EmissiveColor toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } MODULE { name = ModuleColorChanger moduleID = throttleColor animRate = 1 shaderProperty = _EmissiveColor toggleInEditor = false toggleInFlight = false redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0 key = 1 1 } } } @PART[TE_18_BFS_SL_RAPTOR]:NEEDS[RealFuels,TundraExploration]:FOR[TundraExploration] //0.75 - L+ { @attachRules = 1,1,1,1,1 @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesRF @maxThrust = 332.26 %powerEffectName = RaptorPlume %heatProduction = 69.91924082 !PROPELLANT[*],* {} PROPELLANT { name = LqdMethane ratio = 43.0255036406703 DrawGauge = True %ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 56.9744963593297 %ResourceFlowMode = STACK_PRIORITY_SEARCH } @atmosphereCurve { @key,0 = 0 355.63 @key,1 = 1 283.04 } } MODULE { name = SSTUModularEngineCluster engineModelName = TundraExploration/Parts/GOJIRAII/TE_18_BFS_SL_RAPTOR currentEngineLayoutName = Single engineSpacing = 0.65 engineHeight = 1.45290 engineYOffset = 0 engineScale = 1 partTopY = 0.6502519 smokeTransformName = smokepoint smokeTransformOffset = -1.75 diameterIncrement = 0.625 engineMountDiameter = 0.8 upperStageMounts = true lowerStageMounts = false } }
  6. @Shadowmage I have a question about your engine clustering plugin. I am attempting to add this to another engine, and I am getting an odd issue where the engine will duplicate itself, with one instance being what seems to be the engine as it is without the clustering plugin, and one that will conform to the specifics of the cluster. Do you have an idea about why this might be happening? I can happily provide any info you would like. I just like the clustering you have done with that plugin, and wish to use it on most, if not all, of the engines that I have, not just yours. On a side note, it seems that your package here has been a big step away from my ProceduralParts addiction. Thank you much for your work. I see that you are having frustrations with the state of the game, and the direction of the sequel, but rest assured that many of us are immensely grateful for your contributions in making this game far more than it ever would have been without you and those like you.
  7. I got it working by removing the directory entry for the Mk1-3 from the blacklist (GameData\ReStock\Restock.restockblacklist) and commenting out the modulemanager file in the patches folder (\GameData\ReStock\Patches\Command\restock-command-pods.cfg). Removing the blacklist entry allows the stock textures to load, while commenting out the modulemanager file entry removes the instruction for the model and textures to be changed. If you only remove the blacklist entry, the pod wont change, as it will still change the model and texture, but the stock textures will load only to be unused. If you only comment out the .cfg, youll get a strange version of the stock pod that has no textures and is impossible to select again once placed in the VAB or SPH. If you are going to spend any time at all inside .cfg files, I would HIGHLY recommend picking up a good text editor like Notepad++ or Sublime Text. Your eyes and nerves will thank you.
  8. Nevermind, I see the whitelist/blacklist thing.
  9. I love the work you have done here, and I would love to use it, but I use SDHI for my CSM, and it doesnt really fit with your overhaul of the Mk1-3 pod (the umbilical decal doesnt show up, and the dimensions are different, which means the heat shield and the adapter ring dont fit) Is there a way to exclude specific parts from being changed by your mod?
  10. http://bfy.tw/MrjJ It took longer to get that link than to find the package. MAYBE 10 seconds.
  11. is it possible for me to add ModuleAnimatedDecoupler to the joints that are reinforced? I tried adding it as decouplerStiffeningExtensionType5 (replacing the entry that was there), but it doesnt seem to work. I am trying to prevent bouncing in the joint between the crew adapter and heatshield from the SDHI mod, and the decoupler is not a standard one (which is likely why its not already strengthened by this mod, at least in my thinking).
  12. Cool. That would be ideal. Thank you for keeping this going.
  13. Because at times it will call over and over and over, filling my logs. This makes it difficult to find other log entries at times.
  14. Quick quesiton....is there a way to suppress the Realfuels AnalyticInfo from being called? Or is the fact that it is being called a sign of an error?
  15. I think I might have figured it out, as I dont get the error anymore. I had a 0 for wallconduction in my LOX tank definitions. I was trying to set it to 10 and must have deleted the 1 and then copied the mistake over to the other defs.
  16. I do use the utilization function for pressurizing gaseous tanks. But i was just adding more volume to get more propellant. Im not sure why it never occurred to me to do it the way you have it, but I will be doing it that way from now on. As for the tooth......ouch. Good luck with that.
  17. The custom configs are from a previous version (1.3.1, I only recently updated to 1.5.1), and dont include the newer features like the Dewars. And the MLI was a new one for me with the 1.5.1 version, too. As you have seen, i have a lot of mods, and the various additions to the tank defs were.....messy, to say the least (not to mention that I dont use most of the entries). So I started blowing the ones from the various mods away, and making my own so I can get uniformity and so I can adjust volumes to my own standards (I use ProceduralParts and use those tanks as a standard. Given their malleability, i can pretty well match most parts and get a uniform volume based on one standard metric.) I am in the process of getting everything reconfigured, but havent gotten it all yet. The temps are set roughly 10K below the boiling point to simulate what SpaceX (and I am sure others, as well) does with their tanks, where they supercool their propellants to get them a bit more dense and get a bit of extra performance from them (specifically for hydrolox and methalox in my install. I know it doesnt make it more dense. I adjust the engine performance to finish the effect). I never noticed an issue before, other than the fact that my cryos do boiloff, but that is normal and one of the reasons I use Realfuels in the first place. I was not under the impression that adjusting the temp values would do anything but set the actual temperature of the contents of the tank. Again, i do want to thank you for spending your time doing this. I am well aware you could be doing something else, and I do appreciate your help here.
  18. Gladly. I tried to keep the action menus close to the arrangement of the parts so it would be easier to determine what part is represented by what window. https://drive.google.com/open?id=1SQnexUrFTsfT1ZjX7-E2sD3GpSR_BM12 I noticed that the engines were showing zeros for conduction and convection, so I tried the same vessel minus the engines, but I got the same result.
  19. No problems. You are probably going to hate me, as I have tons of mods. But that is why we have the "find" function, right? Anyway, i dropped them in a drive folder, found here: https://drive.google.com/open?id=1CO3Hnn9WFdjZDNSrbYNtjhFflmJc9IvJ I truly do appreciate you taking the time to help me out with this.
  20. So, i have an issue, and if someone could help me with a little bit of info, i might be able to track it down the rabbit hole and fix my current issue. i have over 100 mods, so issues are like breathing. Im trying to get a functioning install so I can play how I want, but that has usually proven a little difficult. Im usually pretty good at tracking down the various bugs I run into, but I just dont know where to look for this one. Anyway, the reason I am posting this here is that it appears that RealFuels is throwing the error. I get some stuff in my logs that say: [RealFuels.ModuleFuelTankRF] AnalyticInfo being called with: sunAndBodyIn = 150.409234809136, backgroundRadiation = 288.213284429303, radArea = 251.480798100429, absEmissRatio = 0.407198926761887, internalFlux = 0, convCoeff = 12.6072170489755, ambientTemp = 16.9790979903821, maxPartTemp = 282.298420984878 And then my logs fill to the brim with the following lines, over and over: [RealFuels.ModuleFuelTankRF] Q = NaN! W - T - F!!! [RealFuels.ModuleFuelTankRF] WHO WOULD WIN? Some Well Written Code or One Misplaced NaN? [RealFuels.ModuleFuelTankRF] heatLost = NaN [RealFuels.ModuleFuelTankRF] deltaTime = 51.7000000011285 [RealFuels.ModuleFuelTankRF] deltaTimeRecip = 0.0193423597674695 [RealFuels.ModuleFuelTankRF] massLost = 0 [RealFuels.ModuleFuelTankRF] tank.vsp = 213000 Might someone point me in the direction of the cause of this error? If I need to post the entire log, i will be happy to, it is just a lot to sort through, and this seems to be the pertinent bit.
  21. I first want to say thank you for this wonderful mod. It adds so much more depth to the game, and allows for some very interesting gameplay. I do want to ask a question - what are the chances of more than two teams being implemented any time soon?
  22. Hey, im looking to start a war collaboration game, and since you asked about small arms, i thought you might be at least slightly interested.

     

    I made a post about it:

     

    I have one interested party so far, and am hoping to get at least 4 before starting.

    1. Sgt Doomball

      Sgt Doomball

      ok, but I have a tight schedule due to school.

    2. xx_mortekai_xx

      xx_mortekai_xx

      that's fine, as this is something that is not necessarily time sensitive, in that it doesn't have to be live.  You make your moves and upload your save.  as long as you aren't taking a week or more to do your turn, I'm sure we can work with you.

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