ialdabaoth
Members-
Posts
549 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ialdabaoth
-
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
well, keep in mind that it only does search-and-replace within its current context. So if you have a @PART[blah] { @MODULE[Foo] }, it will find MODULE Foo within part Blah. If you just did @MODULE[Foo] {}, it would look for all modules that aren't attached to parts - and of course not find any. If it DID find any, it would replace one of them (this doesn't do wildcard search-and-replace). I'm a little leery of allowing people to do @PART[*] {} wildcarding; there's some weird-but-inevitable edge cases where the logic won't do what you expect, no matter how it's coded. I COULD solve this by adding a full regexp system and conditionals, but you'd have to pay me a salary to devote that much time and effort to this. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Yep! All you have to do is install the mods and make sure ModuleManager.dll is installed, it merges everything together itself. Then if later you want to make a custom config, you could make for example GameData/Camancha/Camancha.cfg and type in part tweaks. MOST of the time you don't need to know the details; ModuleManager (as of 1.0) just finds all the .cfg files, figures out which ones are @patch configs, and applies them (applying all :Final configs after all non-final configs) -
That would be it. Your pod reached "serious", right? Basically, damage is handled as a percentage, with thresholds around 0, 10%, 25%, and 50%. For each multiplier of your G-load that you exceed your max by, you lose 1% per hundredth of a second. How this breaks down: Let's say you have a part with a crashTolerance of 45. That means its gTolerance is 19. If you feel 19 G's, you sustain no damage. If you feel 23 G's, you sustain 20% damage per second (i.e., 1% per twentieth of a second). If you feel 28 G's, you sustain almost 50% damage per second (i.e., 1% per fiftieth of a second). If you feel 38 G's, you sustain 100% damage per second (i.e., 1% damage per hundredth of a second) Since damage actually goes from 0 to 1.0, the formula is damage += (1 - geeForce / tolerance) * deltaTime; 35 G's for over half a second will be enough to cause Serious damage, since the tolerance will be lowering as the damage goes up - but it shouldn't destroy it completely. 35 G's for over a second will definitely do it though.
-
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Yeah, this one's for developers; developers have permission to redistribute the dll, so the only time you as a user need to get it is if you grabbed a mod with an older version or something (which shouldn't happen since it's stable now). -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
ialdabaoth replied to yongedevil's topic in KSP1 Mod Releases
That's why I wrote it. -
Twenty percent? I'm running right now, and I can stay consistently at seventy five percent with no problems. What other mods do you have installed, and what does {KSP}/GameData/DeadlyReentry/ look like? If you have Modular Fuel Tanks installed, please make sure to download the latest version; 0.9 would cause this precise problem with most engines.
-
That just seems so utterly counter-intuitive - especially with all the little nodes hovering in midair.
-
Unzip ModularFuelTanks.zip into {KSP}/GameData. You should have: {KSP}/GameData/ModuleManager.dll {KSP}/GameData/ModularFuelTanks/KSPX_ModularFuelTanks.cfg {KSP}/GameData/ModularFuelTanks/KW_ModularFuelTanks.cfg {KSP}/GameData/ModularFuelTanks/Squad_ModularFuelTanks.cfg {KSP}/GameData/ModularFuelTanks/Plugins/ModularFuelTanks.dll {KSP}/GameData/ModularFuelTanks/Resources/TankTypes.cfg {KSP}/GameData/ModularFuelTanks/RealFuels.zip Then, if you want to play with LOX and LH2 and all the goodies, unzip RealFuels.zip - otherwise leave it zipped to stick with LiquidFuel and Oxidizer.
-
Yeah, 45G is a bit absurd. Right now, I'm computing G-force as SQRT(8 * crashTolerance), so you get roughly the following values: crashTolerance G-Tolerance 6 7 8 8 10 9 12 10 15 11 18 12 21 13 24 14 28 15 32 16 36 17 40 18 45 19 50 20 55 21 60 22 66 23 72 24 80 25 Note that these are for G-forces averaged over 1 second, and discarding any spurious spikes.
-
While you're here Winston, is there any way we can change how the fairings attach? I see what you were going for, and it's neat, but I really think it'd be far more sensible for the users if the fairing wall segments attached directly to the base, and then the fairing nose cone segments attached directly to the walls.
-
Also, Winston - note that every part that you guys made duplicates of at different sizes, can now be merged into a single directory to save space. For example, right now you have three directories: /KW1mExpandedFairingBase, KW2mExpandedFairingBase, and KW3mExpandedFairingBase. You could instead have ONE directory: /KWExpandedFairingBase, with a single model.mu file, model000.mbm file, and model001.mbm file, and then three files called part1m.cfg, part2m.cfg, and part3m.cfg I've edited my own cfgs to do exactly this; if you'd like send me a PM and I can send you my KW directory.
-
All you have to do is go into each part.cfg file and add two lines at the very top: PART { and one line at the very bottom: } and then move everything into /GameData/KW-Rocketry
-
[0.20] ModuleManager 1.3 - for all your stock-modding needs
ialdabaoth replied to ialdabaoth's topic in KSP1 Mod Releases
Yeah, that's because KSP won't tell me that it reloaded all assets, so I don't know to reapply the cfg patches. -
Updated to RC4; I finally got G-forces working right! Also removed the debug menu and some of the internal debug variables (Shockwave and Damage); you can get those back by holding down Alt + R + D. To answer some questions: 1. Yeah, you can't really push the mainsail past 75% throttle for very long without it overheating, and Deadly Reentry makes this a little more difficult. Unfortunately, heat damage effects can't really be applied piecemeal - by the time the mod is checking for heat damage, it no longer knows where the heat came from, so I can't have it JUST damage on reentry without having the physics turn really dumb and unrealistic. One idea might be to increase the throttle on the mainsail from 1700 to 2000 ("why not just make ten bigger?"), so that everything above 75% throttle is basically "overthrottle" - my ideal solution would be to figure out how to get the throttle display to go up into the red zone, and then tweak all the engines so that they only overheat in the red throttle area. 2. Parts catch fire like so: If a part is at 85% heat for any length of time, it catches fire and begins sustaining damage. "Damage" means that its maximum temperature, impact tolerance, and torque tolerance all begin weakening. Also, while a part is on fire, if it isn't an engine, it begins generating its own internal heat and so won't cool as quickly even if you take it away from its heat source. Once it stops being on fire, the damage remains but the extra heat generation stops. G-forces also deal damage - parts have a maximum G-force tolerance and sustain damage if they go above this value. Parts have six damage thresholds: (0% - none) up to 10% - light up to 25% - moderate up to 50% - severe up to 100% - critical past 100% - destroyed A part's G-force tolerance, breaking force, and impact tolerance are directly reduced by its current damage, while temperature tolerance can be reduced by up to 15% by heavy damage.