-
Posts
716 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CoriW
-
RealPlume Configuration Problems
CoriW replied to CoriW's topic in KSP1 Technical Support (PC, modded installs)
Ah good idea, here's a link to both the KSP.log and output_log files as well as the ModuleManager cache files for all of the engines that I've been having problems with. https://dl.dropboxusercontent.com/u/74725194/KSP/RealPlume_Logs_MMCache.zip -
RealPlume Configuration Problems
CoriW replied to CoriW's topic in KSP1 Technical Support (PC, modded installs)
Alright so it's been a week and I've yet to figure out any of these issues.. I'm grasping at straws at this point. Anyone have any ideas? Or at the very least does anybody know anyone who might have any ideas..? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
CoriW replied to Raptor831's topic in KSP1 Mod Releases
Ermm, these are just RealPlume configs for RealFuels, they shouldn't effect any of the actual RealFuels settings such as ullage or ignitions. You should be putting them in the "RealPlume-RFStockalike" folder and overwriting when prompted. EDIT: Updated the download to include file structure, so it's more clear where the files go. -
Ah yeah, thought it was a typo. Sorry if I came off as rude or anything I typed that up in a hurry. On a side note though, Nertea actually got the updated patch from me. (See below) Though I like your idea of increasing the HalfLife of the RLA RTG, so I'll probably do that in my own install as well. (I use Stock Size Real Solar System, so it takes awhile to get out to the further planets.)
-
Can't help but notice that you've set the BasePower to 1.22, where as by default it's 0.122, is that a typo in your config or intentional? That's 0.47 higher than the stock RTG and with the longer HalfLife you've given it, that would make it more desirable than the stock RTG in any situation as it outputs more power and lasts longer which also doesn't make much sense given that the RLA RTG has a smaller model than the stock RTG.
-
Hello so recently I've been working on fixing some of the RealPlume configs which were included in the "Stockalike RF Engine Configs" download which I'll link below, and I've now spent a total of around 28 hours configuring all of these plumes (You can read my progress reports on the work I've been doing on these plumes in the last post of that thread) but I've now hit a sort of roadblock. There are several plumes which don't seem to be working at all, and others which don't appear to be properly applying changes which I'm making to their configs. I'll list each of the engines I'm having trouble with below, as well as an explanation and screenshot of the problem with each. O-10 "Puff" MonoPropellant Fuel Engine - According to the SmokeScreen in-game config editor, this engine is properly applying my configs to it, but simply isn't showing any visible plume. IX-6315 "Dawn" Electric Propulsion System - According to the SmokeScreen in-game config editor, this engine is properly applying my configs to it, but simply isn't showing any visible plume. LV-N Atomic Rocket Motor, trimodal - According to the SmokeScreen in-game config editor, this engine is properly applying my configs to it, but simply isn't showing any visible plume. Rockomax 56-8U - Has a plume, but according to SmokeScreen in-game config editor, this engine is not properly applying my configs to it. RT-5 "Flea" Solid Fuel Booster - According to the SmokeScreen in-game config editor, this engine is properly applying my configs to it, but simply isn't showing any visible plume. J-20 "Juno" Basic Jet Engine - Has a plume, but according to SmokeScreen in-game config editor, this engine is not properly applying my configs to it. J-33 "Wheesley" Turbofan Engine - Has a plume, but according to SmokeScreen in-game config editor, this engine is not properly applying my configs to it. J-404 "Panther" Afterburning Turbofan - Has a plume which properly applies my configs to it while in "Dry" mode, but according to SmokeScreen in-game config editor, does not properly apply my configs to it while in "Wet" mode. J-X4 "Whiplash" Turbo Ramjet Engine - Has a plume, but according to SmokeScreen in-game config editor, this engine is not properly applying my configs to it. The two primary issues seem to be fairly clear, either an engine has a plume and won't let me configure it for some reason or it does let me configure it, but seems to have no plume for some reason. Then of course there is the "J-404 "Panther" Afterburning Turbofan" which is the odd one out as it works properly while in one mode, but won't seem to let me configure the plume in the other mode. Any help with these would be greatly appreciated as I've spent way too much time on these to get stuck now. I've been trying my best to figure out these issues but I'm completely stumped.
-
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
CoriW replied to Raptor831's topic in KSP1 Mod Releases
So I've spent the last 4 hours changing the localPosition's for ALL of the plumes in both the Squad and Realfuels_Extra_Parts RealPlume configs.. Though it'll probably take a few more hours to finish as I haven't even aligned the plumes for different fuel configurations, just the default ones. I'll be sure to post the new configs here when I'm done with them, I was hoping to actually play KSP tonight but it's now past 6 AM and I couldn't stand those misaligned plumes. They were literally driving me crazy. EDIT: Also behold, my monstrosity of a testing platform. EDIT: Alright I've learned my lesson about trying to test all the engines at once.. I've now found it's easier to just test one engine at a time and quickly iterate on the plume settings for that engine. It's much quicker to refine the plume to where it looks good this way. Progress Report: So I've been working on these plumes for 9 hours now.. That's right 9 HOURS. I really need to stop trying to be a perfectionist with all of these plumes, I mean really how good can placement make them look when the plume itself is the same as always? Really I should just be putting the plume in generally the right spot and moving on to the next engine, but the perfectionist in me has me sitting here pushing my face up against my monitor to make sure everything is exactly how I want it to look... Oh right, this was a progress report.. Uhhh.. I've finished all fuel configurations of the plumes on the following engines (Note: These are both Squad and RF engines): "24-77 "Twitch" Liquid Fuel Engine", "48-7S "Spark" Liquid Fuel Engine", "Coxswain", "LV-1 "Ant" Liquid Fuel Engine", "LV-1R "Spider" Liquid Fuel Engine", "LV-909 "Terrier" Liquid Fuel Engine", and "LV-N "Nerv" Atomic Rocket Motor".. That's it. Earlier when I started I did a basic pass on all SRB's so they'll be pretty quick to finalize, though one thing I've noticed is that there are a few engines that aren't showing any plumes at all no matter what I seem to do, those engines are as follows: "IX-6315 "Dawn" Electric Propulsion System", "LV-N Atomic Rocket Motor, trimodal", "O-10 "Puff" MonoPropellant Fuel Engine", and "RT-5 "Flea" Solid Fuel Booster". Also aside from the ones that won't show a plume at all, there are a few engines that aren't applying the changes I'm making in the config, those engines are as follows: "Rockomax 56-8U", "S3 KS-25 "Vector" Liquid Fuel Engine", and half the Jet Engines (can't remember which ones off the top of my head, you shouldn't be using the plumes for Jet Engines from this mod anyways, go use Advanced Jet Engine by blowfish) Anyways the good news is that the "S3 KS-25 "Vector" Liquid Fuel Engine already has a properly placed plume, the bad news is that the "Rockomax 56-8U" does not. Anyways I've rambled on long enough, time to spend what'll probably be another 5 hours on plumes. Progress Report: Alright so I've literally been working on these plumes for the last 15 hours straight (minus an approx 40 minute break somewhere around the 9 hour mark), I've now gotten all of the SRB plumes finalized and have finished all of the tier 0 and 1 Liquid Fuel Engines. All I have remaining currently are the "RE-L10 "Poodle" Liquid Fuel Engine", "RE-15 "Skipper" Liquid Fuel Engine", "RE-M3 "Mainsail" Liquid Fuel Engine", "LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine", "Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine", and "S3 KS-25x4 "Mammoth" Liquid Fuel Engine". Aside from that I may try and figure out how to fix some of the broken plumes on engines which I mentioned in the last progress report, however if I can't find solutions to the 4 engines without plumes and the other 4 engines with apparently non-editable plumes then I'll just end up posting the plumes I've finished regardless. Anyways... I've been without sleep for over 24 hours, so that'll all have to wait until tomorrow. (Hey maybe someone will have actually read these by then! ) EDIT: Here's a pretty plume for you guys to look at while I go sleep, looking forward to getting all the plumes I've worked on out tomorrow. Update: So I've just woken up and discovered that apparently there is an in-game editor for these plumes! I really wish I had of known that yesterday as it would have saved me all the time I spent on reloading the ModuleManager database between changes. Progress Report: Alright so after discovering that there is an in-game plume editor via SmokeScreen, I decided that I had to go over all of the plumes for the engines I had already done again, as it allowed me more flexibility than my previous methods of editing the plumes. With that being said, after yet another 14 hours straight of working on these plumes I've now finished all Liquid Fuel and Solid Fuel engines. That leaves the jet engines (excluding the RAPIER which is done) as well as the following, which appear to have broken plumes to which I've yet to find a proper solution to fix: "IX-6315 "Dawn" Electric Propulsion System", "LV-N Atomic Rocket Motor, trimodal", "O-10 "Puff" MonoPropellant Fuel Engine", "Rockomax 56-8U", and "RT-5 "Flea" Solid Fuel Booster". I'm going to attempt to fix the problems with these engines, but so far I can't seem to figure anything out. Let's all hope that my next progress report will include the new plume configs. Update: Alright so I've posted a thread looking for assistance with fixing some of these broken plumes. UPDATE: Alright so after an entire day of trying to fix the broken plumes on the engines mentioned above, I've been unable to come up with a solution. That being said I've decided to post the new plume configurations that I've done as they are. Most of them work however if anyone manages to come up with a solution to the ones that don't work, please let me know so I can update the configs. RealPlume-RFStockalike-Squad-RF_Extras-1.1 -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
CoriW replied to Firov's topic in KSP1 Mod Releases
Absolutely, if your up for doing some scripting that is. kOS can do everything that you just mentioned and more with a little bit of effort and only 1 part. (Hurray for lower part counts!) With that being said though, I still keep this mod around as well just in case I find a use for it. -
Oh woops my bad, I'm too used to other programming languages. I'll correct that in the post. Thanks.
-
Yeah, you can set them to whatever you want, a parameter is just a variable that allows you to set it through the command you use to run the script. I'll also note that you can also set parameters to default to a value if not entered in the run command like so.. PARAMETER pitchEnd IS 40000. So by having the parameter setup like that, you could still enter your own value for pitchEnd in the run command, but if you left it blank it'd default to 40000. One thing I will note about setting parameters to have default values is that if you're using both required and optional parameters, the required ones have to come first. For example. PARAMETER orbitAlt. PARAMETER compass IS 90. PARAMETER pitchEnd IS 40000. So with the above you could run the command "RUN LAUNCH(100000)." and it would default the "compass" parameter to 90 and the "pitchEnd" parameter to 40000. If you were to use the command "RUN LAUNCH(100000,45)." then it would override the default for compass to be 45 and let pitchEnd default to 40000. Make sense? EDIT: This page outlines how parameters work: https://ksp-kos.github.io/KOS/language/variables.html
-
Right so 0.21.1 was in July 2013, and 0.22 was in October 2013, so somewhere in there.
-
The problem I've found with tying pitch to speed is that your pitch will vary dramatically per rocket and the higher your TWR the sooner it will pitch over. If you pitch over too quickly you'll end up with a lot of atmospheric resistance, so what I found worked better is tying pitch to altitude instead and so I put together a handy little script that'll execute a fairly smooth pitch maneuver, regardless of TWR. This script is fairly customizable too in that you can tell it what altitude you want your final orbit (orbitAlt), what heading you want to launch at (compass) and when you want the pitch maneuver to end. (pitchEnd, I'll note this is the altitude at which the rocket's pitch will be at 0 degrees) CLEARSCREEN. PARAMETER orbitAlt. PARAMETER compass. PARAMETER pitchEnd. SET currPitch TO 0. LOCK STEERING TO R(0,0,-90) + HEADING(compass,90 - currPitch). LOCK THROTTLE TO 1.0. WAIT UNTIL SHIP:VELOCITY:SURFACE:MAG > 100. UNTIL SHIP:APOAPSIS > orbitAlt { IF SHIP:ALTITUDE <= pitchEnd AND SHIP:ALTITUDE > (pitchEnd / 90) * currPitch AND currPitch < 90 { SET currPitch TO currPitch + 1. } PRINT "PITCH PROGRAM " + (90 - currPitch) AT (30,0). PRINT "STEER ERROR: " + ROUND(steeringmanager:angleerror,3) AT (30,1). WAIT 0. } LOCK THROTTLE TO 0. Keep in mind if you're going to use this script or a variation of it, that I'm only showing you my basic pitch maneuver script and have removed the atmospheric compensation, circulatization, and staging portions of the script. Oh and also if you don't know how to run a script with parameters, you'd type in something like this (without quotes, of course) "RUN FILENAME(orbitAlt,compass,pitchEnd)." (example: "RUN LAUNCH(100000,90,40000).") Anyways, hope you can learn something from that. Good luck with your future scripting endeavors. *tips hat*
-
Alright so I completely deleted, re-downloaded, and re-installed both RealPlume and RFStockalike. Unfortunately the issue still persists. EDIT: To clarify I also checked the folders you mentioned to make sure there wasn't another "RealPlume-RFStockalike" in the "RealPlume" folder.
-
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
CoriW replied to linuxgurugamer's topic in KSP1 Mod Releases
No luck, I put that config in where you told me to and the engines are still in the Fuel Tanks tab. EDIT: Just wanted to add that @undercoveryankee config did work. -
Darn, I removed the "RealPlume-Stock" folder and it didn't appear to resolve the issue, which means this isn't on your end. Sorry for the trouble.
-
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
CoriW replied to linuxgurugamer's topic in KSP1 Mod Releases
Awesome, thanks for the insight. Now I don't have to worry about messing around with removing mods and such. I'd say that this little snippet of code is absolutely required when using RFStockalike, as it seems anyone who uses it will likely have this issue. @Raptor831 -
Yup, that's what I ended up doing.
-
Huh, I can't believe I didn't think of that.. That fixed the issue completely, I'd assume that it was the force of gravity that was causing the issue since the one that got stuck was always the one on top. Thank you.
-
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
CoriW replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello, So I'm not sure if it's because I have Real Fuels installed or whats going on with it but I'm noticing that KW engines seem to be being placed in the "Fuel Tanks" tab. Any idea what could be causing this or how to fix it? -
Yes I'm using the clamshell release, currently I have the separation force set to 300. I've noticed that when I increase the separation force it just makes it get stuck more violently. Also I just did a test in which I made the fairing obnoxiously large and took a gif of the problem in action. (Ignore the strangely placed plume coming from stage 2 engine) EDIT: Huh, so previously whenever I'd raise the separation force it'd just sort of pull the rocket to the side more when it got stuck, but I had never tried just straight up maxing out the separation force at 1000.. Here's the result of 1000 separation force, but notice how even though the fairing actually comes off now it still seems to pull the rocket up slightly.
-
Tried my best to get some pictures of it without the fairing pieces moving out of the way. I'll try making the fairing a bit bigger and see if that fixes it, here's the pictures.
-
Hello, So recently I've been having an issue with fairings and I'm just wondering if anyone else has had similar problems. Typically I setup my fairings in a 2 sided clamshell configuration and after MECO they get separated, at which point the second stage (which was inside the fairing) takes the probe the rest of the way to orbit. The problem that I've been having is that when I jettison the fairings, one side of the clamshell always gets stuck on the rocket which then causes a problem when it comes to decoupling the second stage. I use RemoteTech and kOS so all of my launches are automated. After the fairing separation, the program decouples the second stage from the first and ignites the second stage engine at which point (due to the stuck fairing) the probe ends up getting bumped into the inside of the fairing which makes the rocket tilt off to the side and have to try and recover proper heading. Here is what the rocket looks like, does anyone have any tips to potentially resolving this issue?
-
Wait a second I just noticed something... I had installed this as well as Stockalike RF Engine Configs, which also has a RealPlume config. So right now in my GameData there are 3 folders labeled "RealPlume", "RealPlume-RFStockalike", and "RealPlume-Stock". Maybe there's a conflict with that..? Wait if I use Real Fuels do I need this, or do I just use Stockalike RF Engine Configs for RealPlume? EDIT:
-
Everything works properly, the only thing I'm noticing is that I get a bunch of errors whenever a ship blows up. (Until I go back to space center, then they stop) I don't have the logs on hand but let me know if you want them.