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karamazovnew
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Everything posted by karamazovnew
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Space Shuttle Tipping
karamazovnew replied to Gamer217's topic in KSP1 Gameplay Questions and Tutorials
Of course it does. As you can see from the Green arrow heading from the CoG, you need to readjust your engines. But that's not the whole story. The Shuttle is a very complex thing. At launch, engines start at the proper thrust so that the booster induced rotation is canceled. As you burn fuel from the center tank (and boosters), the COG slowly moves towards the shuttle, the boosters tend to push it more nose up, so the engines must be throttled up to stop that from happening. As the boosters loose thrust (not in KSP), there is a point where the booster influence on the shuttle's acceleration becomes zero. At that moment, the boosters are released and the Shuttle throttle is just perfect to keep it steady. As the fuel continues to burn, the engines are throttled back more and more to prevent a nose-dive. So here's how I did it in Kerbal: - First tweak the bottom 2 shuttle engines so that the shuttle is perfectly stable with center tank at about 1/4 full at full thrust. In orbit, only use these 2 engines at low thrust, so that the SAS can hold them in place. That means a veeery slight rotation on those 2 engines, much less than in your pictures. And no need for those 2 side engines. Low center of gravity is the key here, for example use fuel in the wings, and place them under your shuttle, not like you have them. - Then add the 3'rd top engine and retweak everything for about 50% thrust on launch. - As you go higher and higher, you should reach full thrust on shuttle engines as the SRB's are about to cut out. - When they do cut out, stop engines or you'll spin out of control. Release boosters and restart engines slowly. Once you reach a happy attitude, leave throttle like that and just reduce the max thrust on the top engine. When tank is 1/4 full, you'll probably be at thrust zero on the top engine so shut it down. Continue to reduce throttle on the 2 remaining engines until tank dropoff. Not easy, action groups are the key to do this (for example, releasing srb and shutting down all engines with action group 1, instead of staging) Good luck. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
I've been playing with the actual finished mod (give it a shot here), and I kind-of like it how it is now. I'm playing Hard Career with Kerbal Construction Time and KIDS set at 0.81 isp multipliers (and 100 other mods, as I play IVA only). So far I'm making money, but just. But it did teach me to take full advantage of every tank type and fuels (my 4500dV (that's 5500 stock) 18 ton 30 part craft uses 3 types of fuel so... talk about choice). - Balloon: used almost everywhere where I can fit them. The reduced weight makes all the difference. In the first stage I use them if I can afford the cost. Maybe I should make them a tad more expensive. - Default: used everywhere where I need to attach something on the first stage (fins, clamps, boosters). I've never used it in payload (so far). - Cryo: not so far, I think Hydrolox in orbit is not worth it on 1.25 diam tanks. The rockets get ridiculously long. Should be ok once I unlock the larger sizes. - Service: the ace in the sleeve. Used on every stage to cheat Engine Igniter (because it cheats me first). Just short (very short) tanks used for ignite. Worth it. Now I don't need to spam the button and I can let the Interstage Fairings (I never use engine shrouds) detach nicely. On payloads, the Service tank usually ends up in the middle of the craft, just after the science bits. It's indented to allow fitting of panels and antennas, RCS and whatever, so that the entire shabang can fit in an interstage Fairing (Orion style). Has all the battery and life support I need, plus just about all the fuel I can still fit in it. Next to the orbital Engine usually sits a much bigger balloon tank. Love it. Now my craft look absolutely fantastic. Struts can still be attached to Balloon tanks by the way. Only thing pissing me off right now is the limited number of parts I can use. It pains me even more now that I get so many ideas. -
Trust me, I disliked it too, but I didn't have a choice. There might be a good thing coming out of this, if this mod is integrated into a mod like SETI and it replaces other Procedural Tanks (Life support, EPL, OKS/KMS). I'd like it if Yemo actually adds more tanks, like Fuselage, which I didn't mess with. I also didn't convert the Tank cone part. I for one don't think that you should have fuel close to the tip of the nose-cone, so I had already deleted that part from my SETI setup anyway and using empty procedural nose cones instead. Right now you'd be missing out on 3 things , maybe more in the future (actually, the last one you can fix easily): - balloon tanks are not surface-attachable and you can not attach anything to them. - different capacity (utilization) for each tank (as insulation and pressurization should take up more space inside the tank, balloon tanks lack the structural bits so they should allow more space). - the "general" Procedural Tank cost is still about zero when empty. Go to GameData\ProceduralParts\Parts\ZOtherMods\RFTank.cfg and change "costPerkL = 0.00957" to "costPerkL = 258.39". This will add about 300 credits per 1000L if I remember correctly. This is close to empty stock tank price. The first two listed in the ProceduralTanksFixes.cfg file, the price one sits in each part file. You can alter them however you like, without messing up the default Procedural Tank. Basically, if you delete this file, my tanks should be exactly the same as the normal ProceduralTankRF with SETI mod added (which alters max temperature and tech size limitations). You have to understand that the ModuleFuelTanks module is limited with what it can do. It can't for example alter the "size" aspect of a procedural tank, because that sits in another module. Your idea is great about limiting size per type, but it can only be done with my system of adding more tanks, each with it's own Tech Tree size limitations. There are some things that you can achieve inside the ModuleFuelTanks, sure, but once you put a "type = ServiceModule" on a part, simply adding a "typeAvailable = Cryogenic" will not alter some things, like cost, Volume, tankVolumeConversion when you change the type in game, even though they are part of the ModuleFuelTanks plugin. They will remain "ServiceModule". I tried this with the utilization file and I failed, because Procedural Tanks didn't fill up properly when you pressed the "auto-fill" button, because it didn't update the Volume variable correctly. I'm not sure what can be done with the ModuleFuelTanks plugin, some variables are not documented. The cost one I had to figure out by trial and error. So you might not like having 5 extra parts, but I think this is the way to go. I'm looking forward to serious SETI integration, especially since my code is a bit messy (I had to keep it messy to be able to make more files, so that you guys can delete or change what you wish)
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Thanks, updated. Now, if only Kosmos were updated to KSP 0.90 I could actually check it -
Thanks, I've linked the MIT licence before the download. I hope that should cover it. Honestly, RF is not that complicated code wise. It must've been hard for NathanKell to gather all that information about the fuels, but the code sits nicely on top of the Modular Fuel system which is a joy to use, really Once I started messing around with value, results started to appear. Procedural Tanks were the main burden and the main goal, I was quite surprised at how little I had to do. I guess that the worst part was having to repeatedly start a 100mod KSP.exe. There's only so much on 9gag I can watch during waiting, hehe. Anyway, is everything ok with the mod? No fatal crashes? No burning monitors?
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[1.3.x] SETI, Unmanned before Manned [Patreon]
karamazovnew replied to Yemo's topic in KSP1 Mod Releases
Hi Yemo, I've been trying to implement Real Fuels into stock game. Since I'm using SETI as well I thought you might like the idea of an optional RealFuels line Here's the mod http://forum.kerbalspaceprogram.com/threads/112657-Real-Fuel-Stock-Tank-Prices-1-0?p=1776725&posted=1#post1776725 If you want to integrate it better with SETI, please do. I'm actually counting on it- 2,515 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Done: http://forum.kerbalspaceprogram.com/threads/112657-Real-Fuel-Stock-Tank-Prices-1-0?p=1776725&posted=1#post1776725. Raptor, please, can you test the Kosmos engine that was using Syntin? I'm not using that mod. Please tell me if the modification I made to it is ok. -
Important notice: MOD UNDER UPDATE. Gonna keep this first post unchanged until I finish, because I need this info REQUIRED MODS: - NathanKell's Real Fuels 8.4 - Raptor831's Stockalike Real Fuels Engine Configs Not required but suggested: - Yemo's SETI mod I'm actually counting on Yemo to integrate this into SETI as soon as possible, I'll notify here if he does. Compatible Mods: - I'm using more than 100 mods (Seriously). I won't link them here, but since this is just a small modification for RealFuels, if a mod is compatible with that, it should be compatible with mine. Licence: MIT licence terms included in the download. More information available here: http://opensource.org/licenses/MIT DOWNLOAD LINK (Current Version 1.01), Mediafire link: but if this is the first time you download this, please the entire post first. http://www./download/lqnhmrkwldvii9f/RFStockTank_1.01.zip Changelog 07 Mar 2015: v1.0 initial release 09 Mar 2015: v1.01, fix for "RemoveSyntin.cfg" if you use Kosmos engines. INSTALLATION: just drag into the Kerbal folder. Already includes GameData folder. Important: Do not use it on an existing career without backing up your saves. Let me underline that: Do not use it on an existing career without backing up your saves. Description (modders should also check bottom of the post for a breakup of what each file does what). Introduction: Because of Raptor831's work on Stockalike Real Fuels Engine Configs, we've had the pleasure of using Nathan Kell's amazing RealFuels mod outside the Realism Overhaul mod. I mean let's face it, the Realism Overhaul mod and its Realistic Progression Zero campaign are still very much a work in progress. But even when they're done, Realism Overhaul will always be a bit too much for some. The Earth Sized Kerbin demands lots of times spent at 4X time, planes are basically useless for exploration. The realistic payloads make establishing a refinery base or a space station a challenge worthy of Nasa employees. This means that while I have RO installed at all times and following progress daily, I also still very much enjoy a good old stock career. While Raptor has fixed every modded engine in existence, fuel tanks and fuel prices have been ignored so far. Playing on Sandbox, you never would've noticed this. But in a career where funds are important, the gaming aspects of choice, compromise and consequence have been affected because of this. This series of modifications aims to fix that. What this mod does: Even if you don't use procedural tanks: - Removes all stock fuel prices from the cost of buying a tank. Why? Unlike stock tanks which came full when bought, Real Fuel tanks always starts empty. But the price of any part listed in the part catalog (and the config file that defines it) always contains the cost of the stock fuel. That meant that all RF tanks were more expensive than they should've been. My mod goes through all parts, searches for the presence of Liquidfuel, Oxidizer and Monopropellant, and substracts their price from the cost of that part. - Greatly increases prices for all real fuels. Kerolox now costs as much as Liquidfuel+Oxidizer. Why? What you should be wondering is, "why did I not notice the above problem?". That's because the real fuels are very cheap per ton. NathanKell has provided realistic prices, sure, but they are made for Realism Overhaul, where rockets are humongous (I mean realistically humongous). They contain a lot of fuel so the price adds up. In fact they are never akin to stock prices, and that's a good thing. Normally a rocket's most expensive part is the useful payload, not the fuel. Realistic Progression Zero shows that quite well already. But that's another discussion. All I wanted was to give them stock prices. Since the Kerosene+LiquidOxygen (Kerolox) combination is the most used and most useful, I've changed the prices based on a multiplier, so that Kerolox ends up costing exactly as much as the stock fuel combination. But because RealFuels started with realistic prices, simply adding a multiplier to all of them means that almost all of the other resources are much more expensive than Kerolox. Hypergolics in particular are extremely expensive. I don't know if that's realistic or how balanced it is in game, but it sure makes you think twice before building a hypergolic upper stage. - Hides some of the fuels (only 35 of them, I think). You should now have a cleaner tank interface. Why? There were too many of them. Since this mod is meant to be used with Raptor831's Stockalike Real Fuels Engine Configs, there was no point in keeping resources that his mod doesn't use. Now, I only use the stock engines and the ones from KW Rocketry so from my actual game I deleted even more resources. You can too, just follow the example of the config file. This just hides them from Real fuels Tank Types, it doesn't actually delete the resource type from the game. If a part specifically requests them as a resource, you should be able to see it. That includes mods like Raptor831's Karbonite Real Fuels converters which will still show resources like MON, you'll just not have anywhere to store them. Note 1: The only used resource I deleted from his mod was Syntin, as that was only used in one engine from the Kosmos pack. In real life Syntin is basically synthetic Kerosene which is no longer used because it was much more expensive. This modifies Raptor831's Syntin to Kerosene. Delete the RemoveSyntin.cfg file if you don't like that. Note 2: Removing the old Liquid Fuel/Oxidizer/Monopropellant resources was problematic. Although RealFuels itself aggressively cuts them from almost all parts, I found that I had to cut them yet again in a particular way. It works, but it's optional, If you think it might break something, don't use it. Simply delete the RemoveStockFuel.cfg file - Makes tank types much more varied, just by affecting the price. Read below because it's important to understand how. Why? Well, how many times have you heard the question "What is the difference between Cryo and Cryo Balloon?" on the Real Fuels thread? Why should an insulated, pressurized tank cost as much as a simple bottle of Soda? Good point. What's preventing you from strapping a Cryo tank to keep that Liquid Hydrogen nice and cool, instead of using a default Tank which boils it on a mild sunny day? Well, cost. I had t ways to do it. One was to make the empty tank itself more expensive, but I didn't like that Idea. You see, rocket fuel tanks are in effect big metal barrels of thin material which prevent rain from going inside. Inside of them are the actual fuel parcels. Kerosene for example doesn't need to be cooled, but Hydrogen can. You might want to cool it, to be able to use it for Mun injection, or not cool it and just use it for a cheap first stage launch. On the other hand, pressurized fuel will prevent the engine from cutting out in the Engine Ignitor mod. Again, you might want to pressurize your Kerosene orbital stage, or you might prefer a cheaper "spin around until engine shows very stable" unpressurized option. Luckily, the way that RealFuels deals with this is brilliant, so all I had to do was add cost for every liter of fuel space that has "Insulated" or "Pressurized". Mind you, i said SPACE. The fuel itself is not more expensive, but the bottle that holds it is. That means that you might want to think twice before allowing your expensive empty tank to burn in the atmosphere or drift away into oblivion. Here's a breakdown of the Real Fuel tank types, nothing was changed from the original RealFuel mod, just pricing: - Default: nothing is insulated, nothing is pressurized. - Cryogenic: boil-off fuels are insulated and more expensive. If you use non-boiloff fuels, there is no difference in price to Default. Read Note 1. - ServiceModule: All fuels are pressurized, boil-off fuels are also insulated. Overall, this is a much more expensive tank, regardless of what fuel you use. - Fuselage: Not touched in this mod, acts the same as ServiceModule, meaning that all of your aircraft will be more expensive. Read Note 2. - Xenon: Removed. Read Note 3. - All other types, untouched. Note 1: unfortunately RealFuels tags some of the stock and modded tanks as Cryogenic (for example the 2.5 meter tanks). If you want to fill them up with Liquid Oxygen or Liquid Hydrogen, you will not have a choice to have them insulated or not. They will always be insulated, so that tank will always end up costing more. There is nothing I can do about that. If you don't like it, you can create a copy of that part and tell RealFuels to tag it as "default". Note 2: more unfortunately, RealFuels also tags almost all aircraft tanks as Fuselage, which are both pressurized and Insulated. Whatever fuel you put in those, you're toast But it's not all bad, I mean, you DO want to recover your planes, don't you? You'll get your money back, unless Jebediah decides to make a loop at 600m/s. I'd say that Kerbal Construction Time mod becomes mandatory Note 3: RealFuels modifies Xenon to be realistic. But the Near Future Propulsion mod relies on the stock Xenon and ends up with less than 1/10 the DeltaV. Since Raptor831's mod never mentions Xenon, I completely inverted any modification made by the RealFuels mod which mentions Xenon. This includes removing Xenon as a resource from Procedural Tanks. If you use procedural tanks: Adding to the above, this mod changes how Procedural Tanks are used with RealFuels. This mod hides the remaining RealFuel Procedural tank (as the Procedural Mod itself hides all of its other parts) and adds 6 new tanks: Default, Cryogenic, Balloon, Balloon Cryogenic, Service Module and Structural. Unlike the procedural tank you were used to, mine do not allow you to change tank type. The trade-off is that now we can make any changes we want to these tanks. For example, although I've made all of them available on Start node of the Tech tree, maybe Yemo can patch it in the SETI mod to spread it in the tech tree. The changes I've made are listed below: - Inspired by the SETI mod, I've lowered the max temperature and I've copied the tech size limitations so that you can use them immediately with SETI. - Tank utilization: while stock tanks already have this included (for example, the stock 1000L tank is actually a 1200L Cylinder utilizing just 85% of total volume), Procedural Tanks did not. There was no benefit to choosing one over another in terms of utilization. Now, default tank represents an 85% utilization (but same as stock), Cryogenic is 80%, ServiceModule is 75%, Balloon is 95% and Balloon Cryo is 90%. It might be possible to link this also with the tech tree. I've done this by using "tankVolumeConversion" inside the part's config file, not by messing around with RealFuels. There was a way to do that, but it broke Procedural Parts (sort of). I left that config file in the download, but it is not used: TankUtilization(example only).bak - Balloon and BalloonCryo tanks can not be surface attached and they can not have any parts attached to them. Realistically, these are weak tanks and should be used only for the second stages of sat launches, not for hauling Apollo to the Mun. They provide a massive decrease in tank weight, thus a big increase in DeltaV. So to balance that, I've also increased the price of any L of any fuel of those tanks by 200 credits per 1000L to prevent overusing. If anybody can make them structurally weak and collapse under weight or aerodynamic forces, that would be even better. I'm not that smart. Things I did not change but seem to work nicely: - Life Support: I don't know which mod is responsible (either TAC, or SETI, maybe RealFuels itself), but you do get all life support tanks in the ServiceModule tank. Comparing this to the Procedural Life Support tank in game, I found that the ServiceModule can hold less Life support resources (because of lower utilization), but is balanced by reduced weight and price. Things I did not yet do: - The Structural tank is there as a placeholder. It's basically a normal ProceduralTank, with Default characteristics, no utilization modded (actually it has a 90% utilization thanks to the Procedural Parts mod), no prices added. Yes, now you can use it to cheat, but I'm counting on the SETI mod to implement resources for EPL and MKS/OKS. If so, the Structural Tank should only be used for those special resources. So, good luck Yemo. - Anything to hinder Near Future Propulsion. And I will not do it. Yes, you will have 2 resources called "LqdHydrogen" (Real Fuels) and "Liquid Hydrogen" (NFP), but this forces you to use the tanks that NFP provides. And I'm ok with that. Moreover, as I've said before, Xenon should now work with NFP. - - - For modders - - - Breakup of files in the mod, if you don't like something in there, don't use it (just rename the *.cfg termination): - RemoveStockFuelPrice.cfg : Simply subtracts the price of stock fuel from all parts that have them, before RealFuels deletes them. - HideUnusedFuels.cfg: optional. Makes fuels that are not used by the Stockalike Engine Configs mod disappear from the tanks. - RemoveSyntin.cfg: optional. Also removes Syntin and modifies the only engine that uses it. - RemoveStockFuel.cfg: optional and possibly dangerous. I had to leave the command modules alone, else they lost their resources. So far I can't find any other side effects. - TankPrices.cfg: Adds price to configuring an empty tank. 0.2 means that for every 1000L of resource, price of the empty tank will increase by 200 credits. Balloon tanks are adding more. - ExpensiveFuels.cfg: makes fuels more expensive. Contents inside should be self explanatory. Don't worry about the XenonGas part, as it's overwritten by the following file. Xenon will not become more expensive if you use the next file. - RestoreXenonStock.cfg. I've searched every file in RealFuels for mentions of the word "Xenon". I then removed all changes made to those parts and also restored Xenon to the stock price and density. I also hide it from the RF tanks. This is to force you to use the much more expensive stock and mod solutions (Near Future Propulsion). - New Procedural Tanks folder. Simply altered versions of the Procedural Parts file. - RemoveProceduralTankRF: optional. This removes the Procedural Parts tank. - ProceduralTanksFixes: rather than editing each part by hand, I've listed changes here. So far includes utilization and surface attachment. - TankUtilization(example only).bak: not used, a previous attempt at implementing Utilization without creating new Procedural Tanks. Bugged but left as inspiration.
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I've done some testing, moving the HUD pngs to other pages (for example exchanging the Navball background file with the hud one), the colors load up correctly, moving other pngs to the hud page (black again). I've tried every type of Color mode by editing them in Photoshop. I've tried replacing them with TGAs with alpha channels. Results were the same. It seems that renderHud method reads transparency, but not color information.
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MOARdV, did you manage to reproduce that black HUD OpenGL bug? As others have previously said, alt-tabbing during loading or at main menu fixes the 3/4 black screen bug, allowing you to play the game normally. The only issue I have is that black hud thing. By hud I mean the alternate screen to the navball, and the B9 internal camera nav screens. The text shows up ok, but the all the stuff that comes from the JSI\RasterPropMonitor\Library\Components\HUD *.png files is black. It seems to read transparency, but not color. The actual plane physical HUD of some planes should show up, with black lines and numbers surrounded by a green outline. It's not a new problem, by a long shot. I noticed it almost one year ago but back then I wasn't doing IVA-only and B9 didn't have those awesome new cockpits This is on Windows 8 64 bit (but 32bit Kerbal, otherwise I wouldn't need OpenGL ). This bug appears on a clean install with nothing but RPM installed.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Sorry, I only meant using electricity for Balloon tanks. I was under the impression that they need to be repressurized to account for fuel usage, otherwise they collapse. But yeah, non surface attachable sounds like a good idea. How do I do that? Just remove the node_attach entry? You're right about starting a new thread, I'll probably do it on sunday or monday, when I hope to finish this. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Sorry for the following long post. Raptor I hope you don't think I've hijacked this thread. I'm a sailor and will leave for a few months soon. Whatever changes I make should sit with your mod anyway. When I finish (soon) I will post the configs here. It will be playable, I promise, but I'm hoping you guys can improve on it. When I get back, I want to see a proper mod made out of it. About Utilization: I had actually finished that, leaving all non-procedural tanks intact, letting RealFuels deal with them. The file I had was nice and allowed further tweaking around the base "default tank" values. I'll include at the end for inspiration, but it will have a*.bak extension. I won't use it in the mod because of a huge problem. Procedural tanks mess up whenever I press the automatic XX%/YY% button in the interface. Basically it's always stuck at stock utilization. There is a way to work around it, but it's an ugly one so I've abandoned that route. What I will do is something I should've done from the start: make 5 different procedural tanks. I'll limit myself to Default, Cryo, Balloon, Balloon Cryo, ServiceModule, Structural. These will be copies of the normal RF procedural tank but allow for cleaner separation between the tank types. Want different crashTolerance or max temperature? Well, now you can. Maybe some helpful modder can integrate them into the career tech tree more nicely (rather then having all of them from the start). They'll even come with different textures so you can tell them apart easier. Also you'll be able to see the fuel details for each, to figure out which has Pressurized or Insulated stuff. Heck we can even add electrical charge needed for pressurization, Failure in Dangit, things like this. These were things which were impossible with the current Procedural setup. About prices: currently, my mod first removes all traces of old fuels, so you start with empty costed tanks. Kerosene+Lox jump them back to exactly the old full price. The rest of the price changes I already listed in the previous comment. They are not great changes, I like the realism that Nathan provided. Why did I change them a little bit? First of all, the 2096 multiplier I first used made Hypergolics excruciatingly expensive. By reducing it to 1743 and increasing the price LOX to bring Kerolox back to the stock LiquidFuel value, I've also made Hypergolics a bit more bearable. Secondly, I've made myself a crappy Excel file to show me the economical efficiency of any rocket, in different situations (launch, second stage, orbital maneuvering, deep space). The file took into account ratios of cost, deltav, twr, cryo etc. and it gave me a score for each situation, with weighting applied for various "Desired" factors (such as Delta V and TWR at launch, cryo in deep space). That file showed me that the Hydrolox combination was NEVER useful except in rare occasions at launch. By changing the price just a bit, I got the difference from a max 0.5 efficiency compared to Kerolox to about 0.8 in almost all situations when long term boiloff isn't an issue . This also improved Ethanol a little bit Anyway, the changes are easy to remove if you don't like them, I'll put instructions in the cfg file. Now about tank type prices: when empty, all tank types cost exactly the same. Consider it the shell+a basic tank inside. But if you add resources listed as "pressurized" or "insulated", the cost of the empty tank suddenly jumps. Quite a lot so far, you guys might want to lower it - pressurized adds 300 credits per 1000L (the basic 1.25m*1m tank), basically doubles the cost of the empty tank. - insulation adds 200 credits per 1000L - both of them add 500 credits per 1000L For example, a cryo tank provides insulation for LOx and LH, but not for Kerosene (not needed). The Kerosene parcel inside the Cryo tank will cost exactly as inside a Default tank. But the LOx will be more expensive. LH+LOx will be even more expensive since both have the "is insulated" property. Thus, Cryo tanks will be viable for orbital manuevers, but not for launch (the size makes them humongously more expensive). Balloon tanks are OP. About 10% jump in DeltaV as opposed to Default tank? Balloon tanks will add 600 credits per 1000L on top of the above, for every resource. So a Balloon Cryo actually costs you 800 credits per 1000L. Again these prices do not include the actual fuel, nor the price of the base tank. For example: an empty Jumbo can hold 32000L and costs about 9862 credits when empty. RealFuels lists it as a Cryo tank. - Price with Kerosene: 12149.6 (the entire 32000L of Kerosene costs 2287.6) - Price with Kerolox: 17037 (12000L Kerosene at 1064 credits, 20000L of LOx at 2075credits and a whopping 4137 credits just to set up the LoX insulation). - Price with HiLoX: 21371 credits at full, 16662 when empty, so a maximum of 6800 credits which comes from just 200 credits for every 1000L of volume (actually it calculates for 34kL, not 32kL, don't worry that is a consequence of that Utilization file I'm still using). See, I told you HiLox was expensive. Cause it still is In the same way, a Balloon Cryo tank of the same size will cost up to 25600 more credits (when empty). Ouch. Of course, that's by design. You'll have to think twice before using it for launch, better go with Default one If you want to see the absolute max, use Nitrous Oxide which is also pressurized, hehe. Please remember that I'm only talking about empty tanks here, which you can recover for a bucketload of cash. And you should From what I can remember Kerbal Construction time might be using price as a factor for build time. That's one more thing to worry about, hehe. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Solved it, I wasn't using indexing properly. @TANK[*] only changes the first tank (of any name), @TANK[*],* changes all of them, yey. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Nope, that doesn't work. First of all, it's not a module. @TANK_DEFINITION[*] works but I don't want to change them all the same, if I use TANK[*] it doesn't do anything. It only works if I input tank resource by hand. Was hoping for a shorter code -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Well, a bit of new on progress (in case anybody cares) on the RF tank makeover. I've been complaining before that there isn't much difference between different tank types. Well, now there is Optional, of course, in case you don't like it: Utilization! Remember that slider in the procedural tanks that we never used or knew where exactly to put? Well, I got rid of it and tweaked the utilization for each tank and resource (needed because I suck at ModuleManager and I don't know how to change all TANK modules inside a TANKDEFINITION module, HELP!!!!). - Default: 85% utilization - Cryo: 80% utilization - Service Module: 75% utilization - Balloon: 95% utilization - Balloon Cryo: 90% utilization Of course, these percentages are just placeholders that you can change. Works wonders for Procedural tanks, but in case you still want to use non procedural tanks, this creates a problem. You see, any non-procedural 1200L tank, only gets 1000L of usable volume by choice of the RealFuel mod. So it already has a 85% utilization, regardless of tank type (from what I can tell). So if on top of that, I force a 0.85 utilization , suddenly you get only 850L, which is a huge reduction. Well, no worries, I just increase the volume of all Real Fuel tanks by 1/0.85 so that the tank remains at about 1000L after my mod. In fact, I'll make 2 versions of this: - first one will change all tank types by 1/0.85 so any balloon tanks will get a boost, while all service tanks will get a reduction (this depends on how that tanks was modded by RealFuels) - second one will change every tank type by 1/"their_utilization", so that they all get back to their original values. In this way, only people using Procedural Tanks will be affected in any way. In other news, I've managed to retweak prices to make the LoX fuel combinations a bit more spread out. Kerosene was much too OP for my taste, smashing Ethanol in every way and making Hydrolox useless except for high TWR launches. Now it's a bit nicer. I've simply made these changes: - first, multiplied all fuels by 1743 - multiplied again Liquid Oxygen by 1.3087, so that Kerolox costs exactly as stock fuel and Hydrolox and Ethanol get a boost in price (they need less LOX than Kerosene) - Halved the price of Liquid Hydrogen. That's right... it was waaaaaay to expensive to make it worth while. Now it's a proper cheap option for first and second stages. Even early orbital can be achieved well with it. Things I didn't touch were the hypergolics. They are properly expensive compared to non-hypergolics, but I can't vouch for how balanced they may be with eachother (I only use KW and stock engines). Solid fuel I'll get to stock prices. I hope tomorrow to have something to upload for you guys, currently I need some sleep -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Aye, it's just that I'll probably use different costs for each individual tank anyway. For example, it makes sense to have the same pricing per fuel for Balloon/Default and BalloonCryo/Cryo, but I can set both Balloon tanks types to be more expensive from the go, since they weigh less, rather than make every fuel cost more to add. Now for the difficult question, for anybody who's played a few stock careers, since I'm about to start tweaking the values: Kerolox default tanks will be as close as possible to stock. Would you like less or more? Do you think the stock ones are ok? Now, considering configurations with the exact same deltaV (size will differ, mass will differ, as will TWR): - What's the max price increase that you'd pay for a hypergolic fuel that allows unlimited restarts with Engine Igniter (so the best possible fuel)? +50%, +100%, +200% more? - What's the max price reduction you'd like to see Hydrolox in the default tank? -50%? -25%? This will dictate how expensive your first stage is. - What's the max price increase you'd like to see Hydrolox in the best possible tank (I'm inclined NOT to use ServiceModule for Hydrolox, but BalloonCryo) on longer voyages? Once that's done... - Would you agree to remove Liquid Hydrogen from the Service tank? In my mind, this should be used for Hypergolics, electrical and life support only. - Would you like me to remove everything from the Structural type tank to leave it for adding other resources (such as for Interstellar, EPL etc.)? Finally... - SRBs seem to have prices already added, although they are cheaper than stock. Would you like stock prices instead? I'll try as much as possible to make the modifications based on a few multipliers, so people can tweak them later easier. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Yeap, my mod made them "dry cost" by removing the fuel cost before RealFuels transforms them. But the only place I saw the costPerkL was in the RFTank.cfg file of Procedural Parts. Or maybe I'm missing something? I'd love to be able to set an inner casing price, with pressurized and cryo tanks being more expensive to configure, so you gave me some great news. I'll start messing around with it. For now, after deleting those tweakscale cfg files for the tanks, and letting tweakscale only deal with IR and a few other mods that provide configs for it (DMagic Orbital Science), non procedural tanks work as in stock. If I leave them, the exact cost of the fuel is added, I have no idea why it does that. But with RF alone, a tank that costs 250 in stock and 204 empty, is made 204 by the modification I made, then by adding Kerosene and LOX, jump back to 250. Works great. Now it's just a matter of tweaking the other prices around the stock value. But I'll have to wait for a fix for the max thrust issue that lurkoholic noticed. Something else I don't understand is why there's such a small difference between Balloon and normal tanks. The old stretchy tank files show crash tolerance (makes sense), but for all other tanks I can't find anything. I guess I could make something like this, with cost given by the costPerkL value: Shell: I'll lower this a bit proportionally for all tanks, as the mass and price for stock might not make much sense, but I won't put it zero. I will probably use the stock Procedural Part pricing and mass (maybe a bit more, hehe). - Default: standard mass, non press, non cryo, standard cost - Cryo: + mass, cryo, +perklcost - Service: ++mass, press, cryo, ++perklcost, only tank to hold electrical and Life support - Baloon: -mass, press (I know it's not realistic), +perklcost (using in lower stage might be prohibitive because price, since I can't make it collapse) - Baloon cryo: -mass, press, cryo, ++perklcost - Fuselage: nope, or maybe add various resources from other mods here... hmm... I'd rather leave Near Future and Interstellar do their own thing, I love their tanks. - Structural: I'm guessing this is what Default was supposed to be? By the way, is there a way to force electrical charge usage for cryo and pressurized tanks? EDIT: Ok, good news! After a day of torment, I've finally figured out how to deal with costs for tank types. First of all, the reason why procedural Tanks were free with Real Fuels is because that activates the code in the RF Tank.cfg file of Procedural Parts, which contains this bit of code: costPerkL = 0.00957, which is extremely small and shows zero to everything but the largest tanks. But there's another way to increase the price of the empty tanks, on top of the listed price: This actually does 2 things: - for non procedural parts: it adds 10 credit on top of the listed price, regardless of volume. - for procedural tanks: it adds 10 credits per volume of tank, divided by 1.2272, the volume of a cilinder of 1.25m diam and height of 1m. Finally, for even more control, we can change the cost for each volume of configured tanks space. This is a bad example, but what it does is add 2 credits for each L of volume for the LqdOxygen in a Balloon tank. The fuel cost is separate -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Thanks for the heads up. AJE only seems to rename it to Kerosene, I hope I've managed to make a small modification, maybe not the most optimal MM change, but it seems to work. What it does is remove the price of the fuels that Real Fuels replace. This leaves all empty tanks (and not only) with the same empty price as the stock game. Now it's just a matter of using Kerosene and LOX combination for a stock 1.25m engine and multiplying RealFuel costs to arrive at the same full price as LiqFuel+Oxidizer. So far, the number I've come up with is 2091.6. My problem is that for some reason, due to my mod configuration (doesn't happen if I just use RF and Stockalike on a clean install), all of my non-procedural tanks receive an extra "full" fuel cost by simply adding the tanks. Say I have a 500$ empty tank, then I configure it for a 1000$ fuel configuration, the price jumps to 2500$. If I then empty the tank manually, it drops to 1500$, not 500$. Only if I clear all tanks does it go back to 500. Weirdly, this doesn't happen for procedural tanks. When I figure out the culprit, I'll report back EDIT: Seems Tweakscale is causing the issue. Phew, it seems that by just deleting the config files that Tweakscale provides (which I never use anyway), all is back to normal. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Something that's been bugging me for a while about Real Fuels was the sheer amount of fuels. I understand the need of it for Realism Overhaul, just in case engines are configured to use them, but since Stockalike covers almost every engine mod (many more than I use), I decided to prune RF for myself. I was expecting to just prune a few, but the list I ended up with was huge AvGas, Aniline, Helium, ClF3, ClF5, Diborane, Pentaborane, Ethylene, OF2, LqdFluorine, N2F4, Methanol, Furfuryl, UH25, Tonka250, Tonka500, FLOX30, FLOX70, FLOX88, IWFNA, IRFNA-IV, AK20, AK27, CaveaB, MON1, MON3, MON10, MON15, MON20, Hydyne, TEATEB, Syntin (only one Kosmos engine uses Syntin, reconfigured to Kerosene). Thanks so much Raptor for not going overboard with these I'm gonna enjoy my cleared tank interface, mwahahaha. Now on to fix the fuel costs and tank types. Boy this is gonna be easy now, with just a few fuels, hehe. If I get something playable, I'll post the changes here. -
Cool. You know , looking through the config files... seems like this is gonna be a very big job to add it to every single part in the game. Is it possible to make the MM simply add a single module ( and then let the dll take care of generic curves and such? The dll could just read specific values of the part (mass, cost, thrust, fuel type) and provide automatic variation. One single config file could provide global variables. It should make adding the mod to all possible modded parts a breeze. On top of that, you could make specific tweak to specific parts by adding more parameters to those parts (pretty much as you're doing now). If not, the generic options and formulas would be respected. This would mean that we'd get all parts from all mods done in one go, and only need to tweak the parts that seem wrong. Soon it might be a good idea to post a list of proposed parts/failure types in the OP. So people can start to bring in ideas to make the process faster. For example, for engines I'd add "cooling failure", forcing you to prematurely throttle back (or, in RO, shutdown). Cheers.
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Woops, sorry for the late reply. What I meant was that your mod so far only deals with engines. But it would be cool to have other types of parts affected: decouplers, solar panels, antenna deployment or range, battery failure, food spoilage, water freezing, etc. etc. As Dangit already works with those and has a good MeanTimeBeforeFailure mechanic, I thought this mod might make a cool and simple extension of that, with testing and repeated usage making those parts more reliable (longer MTBF and a weighted curve, to enforce more predictable reliability figures). Now, just in case this mod starts to include other parts, it would be nice to have a "per class" and "per part" progression of reliability. For example, improving the reliability of one particular decoupler, would slightly increase it in all decouplers (including ones you haven't researched yet). BTW, kudos, this is a great idea for realism Keep it up.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Can't you use the variants system to allow us to choose between all of them? We only need 3 of them: From your linked gif, - number 2 could be the default ("stock") - number 1 would be useful for sounding rockets or long burning SRB, so that you don't exceed terminal velocity - number 4 is useful for heavy rockets needing a big push off of the launchpad. That way, you'd just need to test ONE, then apply it with MM for all stuff using solid fuel. Only problem I foresee with this is Mechjeb/Engineer not realizing you might want to drop the SRB as soon as their TWR goes below 1 (especially with number 4). We might have to manually decrease the fuel quantity temporarily while building, to give us an idea of what our DeltaV would actually be like. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
karamazovnew replied to Raptor831's topic in KSP1 Mod Releases
Jawdrop. I've been waiting for these for a looong time I wanted to try them out, but I'm only seeing thrust curves for the first SRB in the config files in the webapp. I can't wait for the new version. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
karamazovnew replied to AlphaAsh's topic in KSP1 Mod Releases
Hi, I propose we have a link in the OP to this: http://forum.kerbalspaceprogram.com/threads/82785-0-90-Kerbin-Side-v0-41-Go-For-Multi-Launch%21?p=1628784&viewfull=1#post1628784 It seems to be a more complete list for Remotetech sites and it's pretty hard to get to- 2,488 replies
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I'm guessing most are playing with SETI now (if not, they should). But in career mode, the RPM bugged out and started flooding my log as soon as I enabled SETI. Looking in the cfg files, I found this in the SETI-Settings.cfg file. There is something strange about those line, and I DO use signal delay, so almost by accident I decided to comment those line out. Next play, RPM was working flawlessly. No idea why