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ialdabaoth

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Everything posted by ialdabaoth

  1. This is why I've supported, since RealFuels was under my control, using "LiquidFuel" as the RP-1 equivalent, "Oxidizer" as the N2O4 equivalent, and "MonoPropellant" as the Hydrazine equivalent. I really wish that 'stock' RealFuels would stick to a maximum of maybe, 8 fuel types (LiquidFuel/Oxidizer/MonoPropellant/Peroxide/CryoFuel/CryOx/XenonGas/SolidFuel), and RSS could release its own RealFuels reconfigs along with all its other 'super-detailed' reconfig patches.
  2. Yeah, nested symmetry is problematic. The solution might require a rewrite of the craft tree
  3. Simpler solution: Parts which are part of the same symmetry group generate and deplete resources as a group. I.e., if you have a 3-fold cluster of engines, they all pull 3x the resources of a single engine as a single resource pull, and then divide whatever they get evenly between them.
  4. Note that my RCSFX mod takes care of this, in that it uses the Thrust transform vectors from the .MU to determine where to apply RCS forces, rather than the RCS part's center of mass.
  5. Super-easy suggestion: Add a 'GaugeColor' string to RESOURCE_DEFINITION, which determines the fuel gauge bar color for engines, and the right-click amount bar color for fuel tanks.
  6. What I'd actually love is a 'hard mode' multiplayer with no timewarp AND no warp drive, that lets you set SMS and email / chat notifications to your smartphone. Have "control" determined by an avatar character, so if you want to make sure SOMEONE is around to execute the next maneuver node, either install a probe core with autopilot capabilities, or have multiple crewmembers on the ship that are each controlled by a different player, so that SOMEONE will be awake and not at work to take control of the ship after getting the SMS.
  7. To repeat: does this mod support thermal air-only jet engines?
  8. Does this mod work with nuclear thermal ramjets (100% air, no combustion fuel?) If so, what configuration would I need to make a switchable nuclear thermal ramjet / hydrogen closed-cycle rocket?
  9. Yup. I ran into this when I first started making ModularFuelSystem. It's... frustrating.
  10. A proposal for limiting fuel types: The following MM config will rename all of RealFuels' fuel types to a stock-like naming convention, and reduce options to something manageable. You will have the following fuel options: SolidFuel (Aluminum Perchlorate mixture) LiquidFuel (RP1-like Kerosene) Oxidizer (N2O4) CryoFuel (Liquid H2) CryOx (Liquid O2) MonoPropellant (stabilized UDMH mixture) Peroxide (High-Test Hydrogen Peroxide) @PART[*]:AFTER[RealFuels] { @mass *= 0.4 @RESOURCE[Kerosene] { @name = LiquidFuel } @RESOURCE[N2O4] { @name = Oxidizer } @MODULE[ModuleEngine*] { @PROPELLANT[Kerosene] { @name = LiquidFuel } @PROPELLANT[N2O4] { @name = Oxidizer } @PROPELLANT[LiquidH2] { @name = CryoFuel } @PROPELLANT[LiquidOxygen] { @name = CryOx } @PROPELLANT[UDMH] { @name = MonoPropellant } @PROPELLANT[Aerozine] { @name = MonoPropellant } @PROPELLANT[MMH] { @name = MonoPropellant } @PROPELLANT[HTP] { @name = Peroxide } @CONFIG[*] { @PROPELLANT[Kerosene] { @name = LiquidFuel } @PROPELLANT[N2O4] { @name = Oxidizer } @PROPELLANT[LiquidH2] { @name = CryoFuel } @PROPELLANT[LiquidOxygen] { @name = CryOx } @PROPELLANT[UDMH] { @name = MonoPropellant } @PROPELLANT[Aerozine] { @name = MonoPropellant } @PROPELLANT[MMH] { @name = MonoPropellant } @PROPELLANT[HTP] { @name = Peroxide } } } @MODULE[ModuleHybridEngine*] { @CONFIG[*] { @PROPELLANT[Kerosene] { @name = LiquidFuel } @PROPELLANT[N2O4] { @name = Oxidizer } @PROPELLANT[LiquidH2] { @name = CryoFuel } @PROPELLANT[LiquidOxygen] { @name = CryOx } @PROPELLANT[UDMH] { @name = MonoPropellant } @PROPELLANT[Aerozine] { @name = MonoPropellant } @PROPELLANT[MMH] { @name = MonoPropellant } @PROPELLANT[HTP] { @name = Peroxide } } } } !RESOURCE_DEFINITION[MonoPropellant] {} !RESOURCE_DEFINITION[LiquidFuel] {} !RESOURCE_DEFINITION[Oxidizer] {} !RESOURCE_DEFINITION[Hydrazine] {} !RESOURCE_DEFINITION[Aerozine] {} !RESOURCE_DEFINITION[MMH] {} !RESOURCE_DEFINITION[Syntin] {} !RESOURCE_DEFINITION[Nitr*] {} !RESOURCE_DEFINITION[Amines] {} !RESOURCE_DEFINITION[Alcohol] {} !RESOURCE_DEFINITION[MON*] {} @RESOURCE_DEFINITION[Kerosene] { @name = LiquidFuel } @RESOURCE_DEFINITION[N2O4] { @name = Oxidizer } @RESOURCE_DEFINITION[LiquidOxygen] { @name = CryOx } @RESOURCE_DEFINITION[LiquidHydrogen] { @name = CryoFuel } @RESOURCE_DEFINITION[UDMH] { @name = MonoPropellant} @RESOURCE_DEFINITION[HTP] { @name = Peroxide} @RESOURCE_DEFINITION[UDMH] { @name = MonoPropellant} @RESOURCE_DEFINITION[HTP] { @name = Peroxide} @TANK_DEFINITION[*] { !TANK[LiquidFuel] !TANK[Oxidizer] !TANK[MMH] {} !TANK[Aerozine] {} !TANK[Syntin] {} !TANK[NitricAcid] {} !TANK[NitrousOxide] {} !TANK[Amines] {} !TANK[Alcohol] {} !TANK[MON*] {} !TANK[Hydyne] {} @TANK[N2O2] { @name = Oxidizer } @TANK[Kerosene] { @name = LiquidFuel } @TANK[LiquidOxygen] { @name = CryOx } @TANK[LiquidH2] { @name = CryoFuel } @TANK[UDMH] { @name = MonoPropellant] } }
  11. which can still be problematic, even without bugginess. Scenario: I have two docking ports, and manage to connect one but not the other because of a slight misalignment. I disconnect one, and the other immediately snaps closed. It would be nice to be able to reset the first one, so it can also try to reacquire without having to disconnect both, back all the way out of range, and then try the docking maneuver again. This is particularly important with large (500+ part) ships.
  12. That shouldn't really happen; just because a mesh is present doesn't mean it has to be rendered in a given frame (witness: the collider meshes) All combining them into one .mu does is make it easier to put them into the same transform; the logic of whether to render IVA meshes can stay identical to present.
  13. If each docking port had a set of three radial LED's which switched from blue (open) to green (docked) to red (disengaged), it would GREATLY help docking - especially when docking craft with multiple docking port arrays. EDIT: Also, add a right-click menu button to reset a docking port, so that ports that get jammed in 'Disengaged' or falsely set to 'Docked' can be manually rebooted.
  14. I'd like to report a bug with 6.2.4. I have a ship with a ModuleHybridEngine; whenever it gets close to another vessel that does not have any engines (aka the space station I want to dock with), my engines shut off, and the following lines spam in the debug window and output_log: ... Found RealFuels mod (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Cannot find module 'ModuleEngineConfigs' (-1249380957) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Cannot find module 'ModuleEngineConfigs' (-1249380957) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ... Removing KerbalEngineer.dll and reloading KSP fixes the problem. Halp?
  15. Merging the IVAs into the model MU will provide several simultaneous advantages: - it will allow modellers to more easily check the position of windows, etc. when building their IVA meshes - it will solve rendering / lighting / shadowing "quirks" that happen in-game, since everything will be using the same transforms - it will make mod distribution simpler, since a single file now handles all IVA and EVA meshes
  16. Update: Incorporated NathanKell's modifications; ModuleRCSFX now properly respects G and thrusterPower.
  17. Serious question time: How hard would it be to swap in/out models and interiors for buildings, based on progress? I would LOVE to see the KSC slowly grow from a little aluminum shed with a "Jeb's Junkyard and Spaceship Parts" sign, into the sprawling complex we play with today.
  18. If no one has mentioned it yet, here's a MM cfg for making B9's docking port tweakable: @PART[B9_Utility_DockingPort_CDP]:AFTER[TweakableEverything] { node_stack_tdn = 0, 0.325, 0, 0, -1, 0, 1 !MODULE[FSanimateGeneric] {} @MODULE[ModuleDockingNode] { %controlTransformName = dockingNode %referenceAttachNode = tdn } %MODULE[ModuleAnimateGeneric] { %name = ModuleAnimateGeneric %animationName = dockingport_cdp_toggle %startEventGUIName = Open Shield %endEventGUIName = Close Shield } @MODULE[ModuleTweakableDockingNode] { TDNnodeName = tdn AlwaysAllowStack = True deployAnimationControllerName = dockingport_cdp_toggle } } Additionally, this lets you remove any engine from the staging stack, so you can have Abort-only (or Action Group-only) engines: @PART[*]:HAS[@MODULE[ModuleEngine*]]:FOR[TweakableEverything]:NEEDS[TweakableStaging] { MODULE { name = ModuleStagingToggle defaultDisabled = false activeInFlight = false activeInEditor = true } }
  19. Heh. Actually, I'm using KSPI parts, but I've stripped out the KSPI plugin - I'm trying to rebuild most of the parts' functionality using RealFuels, since KSPI is a real pain to change fuel definitions for.
  20. Thank you! I'm working on improving the look of them substantially, by replacing the two side dock pylons with B9 flush docking ports.
  21. So, I built this to test my RealSolarSystem fork. The back is a massive 10m x 24m fuel tank, holding 4.7 million litres of liquid hydrogen. For initial launch, it also holds 150 kilolitres of liquid oxygen to increase thrust and decrease lifetime engine wear. In front, we have a Cupola cockpit, a full science lab, a crew berth for four, and a greenhouse for regenerative life support. Behind that is a massive 4m cargo bay and two hybrid nuclear-powered landers, which can use liquid hydrogen in vacuum, or any available atmosphere when present. Each lander can hold up to 3.3k dV worth of liquid hydrogen, seats 3, and can be piloted remotely. Right now, this only works in my particular cfg mod of the game, but I will post the .craft file along with my RKS mod.
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