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Talisar

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Everything posted by Talisar

  1. Yeah, that was the main reason that I adjusted the numbers, so they would use the same standard as MFS. The way that I have the tanks set up now, NathanKell shouldn't have to do a special config for my tanks to work with that mod. The solid color will be smaller, but you can also reduce it greatly by changing the image size to something like 4x4. You do this in photoshop under the "image" dropdown menu. If you're using a different image editing program, I expect it will be in a similar place.
  2. I meant to suggest that as a temporary fix for those who still want the smooth textures. You can also reduce the size of the image file to minimize the memory usage if you are going to a solid color. It appears that the way I have it set up currently I am only able to use one instance of the texture switcher per part (I am able to change textures for the rings OR the sphere, but not both), but the documentation seems to indicate that I should be able to have more than one, so I'm gonna experiment and maybe shoot snjo a pm and ask for help with it. Also, I agree with taniwha...that is a cool looking ship
  3. Ahh, I had to do that in order to get the texture switching module to work. For some reason, the game automatically changed the underscores that I had in there originally to periods when they loaded, so the only way I could get it to recognize the parts was to switch.
  4. You should check out http://forum.kerbalspaceprogram.com/threads/41700-WIP-PARTS-Random-Parts-Mod I haven't tried it yet, but there appears to be several cool looking command pods included in it
  5. I believe it should still work with Ioncross, as the resource names are identical. The amounts that are in the tank may have changed, however. It's not so much a matter of being unsupported, but I won't be able to balance the contents against the other tanks for that mod. edit: The resources Oxygen and CarbonDioxide are what I am referring to. Both mods have resources with the same name, but the actual masses and such are a bit different.
  6. I haven't used the UbioZur welder, so I don't know why this would be. Maybe because I used [MODEL] nodes in the cfgs?
  7. Finally updated the pack. Changelog: v3.02 - Updated tank configurations to be more compatible with MFS standards. Should allow use of these tanks with realfuels more easily. - Removed MFS plugin from download. If you do not have MFS installed, the only fuel type available on the tanks will be LFO. If you install the MFS mod, then these tanks will support all types that it does. MFS will also be required in order to use the storage tanks (EL/TAC containers under utility tab) - Updated resources names for TAC Life Support Mod - Removed support for Ioncross Crew Support Mod due to resource name conflicts I was not able to get the texture switcher to work with multiple instances on the same part, so I unable to add the option to change the tank texture. I'll continue to research this and see if I can get it working.
  8. Shouldn't be difficult, just a matter of scaling. I'm working on a small update to the pack to fix the TAC resources and to bring it up to speed with the most recent version of MFS, so I'll take a look at what the rescale should be. I should actually have some free time to take care of this now. edit: one slight problem that is coming up with the update, It will probably no longer support Ioncross, since both that and TAC use the resource named "Oxygen", and their resource.cfg files may conflict with each other. I'm going with TAC since it seems to be the one people are asking about more. Funny story to that. I initially was just going to do some welding with the stock girders in order to reduce the part count (I like having LONG girders in my builds), but the attachment points of the stock ones had positions with a LOT of decimal places. So I just made my own that would be exactly multiples of 1m to make it easier to weld. Then I decided I wanted skinnier ones for probe sized builds. I ended up putting all those together just because I was too lazy to do the math on the stock ones The main reason I didn't plan on releasing them is that I thought at the time that they looked flimsy, but they have grown on me. They also have an extremely small memory footprint, since it's basically just a few models and a single texture used over and over.
  9. Wow. That is just epic. I think you've gotten more use out of that pack in that one ship that I have altogether I especially like the way you used the structural adapters as platforms. I never thought of anything like that, but I am totally going to steal that idea. I didn't plan on including those in the pack originally (I didn't think they would be very popular, just made them for my own use), but I forgot to move them out before zipping it up. I'm glad you get some use out of them.
  10. I'm planning on doing an update on the pack in the next couple of days, to bring it up to speed with the current MFT version. (I planned on doing it a couple of weeks ago, but I got busy at work and my limited free time was taken up by the XCOM expansion ). At the same time, I'll update the TAC resources to match his new ones. As far as the white tank style, It won't be hard to add an option to switch textures for the tanks in the same manner as I did the colored rings, so I'll put that in as well. I'm guessing you are looking for a "clean" white texture like the original, without the textural embellishments that I've been playing with? You can just add it into the TankTypes.cfg. Should work just fine.
  11. I saw that he had changed the resource names he was using in his pack. This one is due for a minor update soon, so I'll fix that in mine as well.
  12. I'm not at my home computer atm, but if I recall correctly you have to go to the /gamedata/ModsByTal/FuelTank/Resources folder, and open up the tanktypes.cfg in there. The entries there will have a "basemass = -1" line on them, and if you just add a // to the beginning of that line then the plugin should recalculate the masses to lower numbers for you based on the contents. I'm pretty sure that's the correct method, but I'll doublecheck when I get back to my gaming rig if that doesn't work. -edit- That won't affect the masses of the hubs, but the tank masses should be low enough that the hubs won't matter at that point. -edit 2- Just checked it, and the method above would be the way to comment out the basemass lines.
  13. This is as intended, actually. The mass to volume ratio of toroids is horrendous compared to that of spheres (or cylinders, for that matter). There was a big discussion about it ten or fifteen pages back. That being said, if you change the masses in the cfg to anything other than -1 (the current setting) then the MFS plugin should figure the dry mass as a function of the volume, not the surface area. This would make it a bit less realistic imo, but probably make them easier to use.
  14. I'm having a weird problem, and I apologize if it's already been answered, but I didn't find anything similar on a quick search through the thread. Anytime I dock ships with flight engineer chips, my game freezes. KSP never actually crashes, it just locks up, so there's no crash log. I went back, added KAS grab funtionality to the chips, then EVA'd and removed them before trying again from the save, and was able to dock just fine once I had removed the chips. For the time being, I've installed VOID to use in flight and just use the build engineer, but I'm hoping this is a known problem with an easy fix, rather than some strange conflict with one of my many mods. Oh, I'm using the v0.6.14 release.
  15. I actually have both installed, but have them severely pared down to the parts I need. Mostly just the engines from each, but I like a lot of the other elements that NP adds, so they stay in as well.
  16. Lol, no worries. It wouldn't even have been an issue if I hadn't gone rogue and made my own tanktypes
  17. Lol, I just went into photoshop and airbrushed the red text away for the time being I've been using these a lot in my new save and haven't come up with any issues at all, so far. I'm really looking forward to the warehouse module completion for KASPAR, but I've been using it as a cargo bay for now. Will there be a possibility of having an empty one remain for that purpose after that happens?
  18. It looks like the configs for the tanks that are distributed with the MFS download have the "true" volumes I used in my custom tanktype.cfg, but have the tank types set to use default. They should be 200x higher in order to work with that setup (I intend to switch to that standard when I next update as well, for convenience). I'll send NathenKell a PM about it, but in the meantime, if you delete the GameData/ModularFuelTanks/Spherical_modularFuelTanks.cfg file they should work fine with the stock fuels. Or, you can manually go in and edit that cfg file thusly (Copy this and replace the entire text in the cfg with it): // Half Spherical Tanks @PART[TAL.Large.HalfSpherical.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 22090 type = Default } } @PART[TAL.Large.HalfSpherical.Tank.V2.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 22090 type = Default } } @PART[TAL.Medium.HalfSpherical.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 2760 type = Default } } @PART[TAL.Medium.HalfSpherical.Tank.V2.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 2760 type = Default } } @PART[TAL.Small.HalfSpherical.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 818 type = Default } } @PART[TAL.Small.HalfSpherical.Tank.V2.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 818 type = Default } } // Spherical Tanks @PART[TAL.Large.Spherical.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 44180 type = Default } } @PART[TAL.Large.Spherical.Tank.V2.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 44180 type = Default } } @PART[TAL.Medium.Spherical.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 5522 type = Default } } @PART[TAL.Medium.Spherical.Tank.V2.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 5522 type = Default } } @PART[TAL.Small.Spherical.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 1636 type = Default } } @PART[TAL.Small.Spherical.Tank.V2.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 1636 type = Default } } // Toroidal Tanks @PART[TAL.Toroidal.Tank.Large.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 2960.8 type = Default } } @PART[TAL.Toroidal.Tank.Medium.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 722.8 type = Default } } @PART[TAL.Toroidal.Tank.Small.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 46.2 type = Default } } @PART[TAL.XLarge.Toroidal.Tank.Fuel] { !MODULE[ModuleFuelTanks] {} MODULE { name = ModuleFuelTanks volume = 9993 type = Default } } // Legacy Tanks @PART[HalfSphericalTankMedium] { MODULE { name = ModuleFuelTanks volume = 2400 type = Default } } @PART[HalfSphericalTankSmall] { MODULE { name = ModuleFuelTanks volume = 711 type = Default } } @PART[SphericalRingedTankLarge] { MODULE { name = ModuleFuelTanks volume = 38400 type = Default } } @PART[SphericalTankLarge] { MODULE { name = ModuleFuelTanks volume = 38400 type = Default } } @PART[SphericalTankMedium] { MODULE { name = ModuleFuelTanks volume = 4800 type = Default } } @PART[SphericalTankSmall] { MODULE { name = ModuleFuelTanks volume = 1422 type = Default } } @PART[HalfSphericalMonoTankMedium] { MODULE { name = ModuleFuelTanks volume = 1790 type = RCS } } @PART[HalfSphericalMonoTankSmall] { MODULE { name = ModuleFuelTanks volume = 530 type = RCS } } @PART[SphericalMonoTankMedium] { MODULE { name = ModuleFuelTanks volume = 3580 type = RCS } } @PART[SphericalMonoTankSmall] { MODULE { name = ModuleFuelTanks volume = 1065 type = RCS } } I believe that will get them functioning correctly for you.
  19. They should be showing up under Heavier Rocketry (Small) and Very Heavy Rocketry (Medium & Large) in career mode. It wouldn't be hard to implement, and make them swappable in the same manner that the detail colors are currently. I'm just not good at texturing Smooth textures would be in my wheelhouse though, so I'll put that option in the next update.
  20. I thought about that too, but it looks like NERVAs on the pic he posted. -edit - Yep, I reproduced what he described using just a regular LFO setup. All tanks drained at once.
  21. First off, very cool ship! As for the fuel draining from all at once... I have absolutely no idea. I would have assumed that they would drain from the highest first like other tanks. Maybe the fact that they only have a single attachment node?
  22. I don't necessarily want the tanks to be better at storing one resource over another. I only changed the utilization values in order to make the version of the pack that uses the MFS plugin have the same (mostly, since it doesn't round like I did) capacities as the tanks in the earlier packs did. Using the actual volume was just me being lazy and letting the plugin do all the math that I had to do previously, and I didn't realise that the MFS conversion factor was merely 200x the physical volume. Switching to using the MFS standard will make the tanks hold generally more than the previous iterations (looks like about 15% using the figures of the large tank off the top of my head), but that isn't much of a problem, I think. Makes more sense to standardize... So, to make the tanks I have now have the option to fill with LiquidFuel, Oxidizer, Monopropellant, Xenon, and Kethane, using the default tanktype.cfg, I could make the part.cfg include this then, correct? MODULE { name = ModuleFuelTanks volume = 44180 type = DEFAULT TANK { name = Kethane fillable = false utilization = 2.2 mass = 0.002 amount = 0.0 maxAmount = 0.0 note = (Kethane Mod Required) } }
  23. So, instead of the current way it is in the tank configs: MODULE { name = ModuleFuelTanks volume = 220.9 type = TALFUEL } I would instead do something like this? MODULE { name = ModuleFuelTanks volume = 220.9 type = DEFAULT TANK { name = LiquidFuel utilization = 173.913 mass = 0.005 amount = full maxAmount = 45% } TANK { name = Oxidizer utilization = 173.913 mass = 0.005 amount = full maxAmount = 55% } TANK { name = MonoPropellant utilization = 129.87 mass = 0.004 amount = 0.0 maxAmount = 0.0 } TANK { name = XenonGas utilization = 4875 mass = 0.0001 amount = 0.0 maxAmount = 0.0 } TANK { name = Kethane fillable = false utilization = 436.36 mass = 0.002 amount = 0.0 maxAmount = 0.0 note = (Kethane Mod Required) } } The volume of the tank is still nonstandard to the way that the tanktypes.cfg is set up though (220.9 cubic meters rather than 38400 combined LF/Oxi), so if it used that volume along with the utilization in the default tanktype to calculate the capacities of other types of fuel based on that, they would hold far too little. Or am I misunderstanding how it works?
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