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ANWRocketMan

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Everything posted by ANWRocketMan

  1. Where on Earth is the .cfg containing the consumption rates? I cannot for the life of me find it. The only .cfg I can find is the one containing the resource densities. Nothing else. ModuleManager can edit any module as far as I can tell. Including resource modules, I even edited RealFuels tank types with it and the TAC fuels to realistic densities etc. etc. EDIT: Ah, I found it. It's only created after the mod is loaded. And does not seem to use the standard KSP partmodule structure. That does not help what I'm trying to do... At least not if I can't get permission to release a custom .cfg file. EDIT 2: "EvaDefaultResourceAmount = 43200" does indeed(it seems) set the amount of resources an EVA Kerbal takes, but it does not seem to work as far as I can tell. All my testing it took a certain amount of units(1 unit for Food/Oxygen/Water[which at the time equaled 86400 seconds of usage] and some random amount of electricity that only gave me 30 minutes of electric charge).
  2. @TaranisElsu: Will you still be working on this mod? if so, there are two very critical things I would like added to the mod for proper RSS integration, and 1 just a usability one. 1. I would like to be able to set how many of each resource a Kerbal takes when going on EVA. [CRITICAL] 2. I would like to set the mod to be able to handle resource consumption rates with at least 2 decimals. [CRITICAL] 3. It wuld be nice to be able to change the consumption rates etc. through a .cfg rather than in-game, preferably through the use of ModuleManager. Sorry if I sound demanding... Kind regards, ANWRocketMan
  3. I learned all my orbital physics on that site. Might need to pay a visit again. Thanks. It's something at least. EDIT: OK. After some calculations, I came to about 1.5kW - 1.6kW for the Apollo CSM. Considering I'm calibrating for modern vehicles, would a multiplication of about two be reasonable on that(same crew, modern capsule Mk1-2 pod)? When you add the usage of MFD's for example(at around 40W per screen, with the Mk1-2 using RasterProp Monitor at 40W * 11; add around 500W - 800W for guidance and avionics?). For now I'm then setting the following electrical usage(assuming 1 unit = 1kJ) per day: Base usage: 2.2kW[standard life support @1.4kW + avionics @0.4kW + additional electronics @0.4kW] * 24hours = 190 080kJ per day Per-Kerbal usage: ((3 x 40W)[3x MFD displays per-Kerbal] + 360W[additional life support requirements due to increased volume]) * 24hours = 41 472kJ EVA Usage: This one I'm very torn about. I cannot find much on EVA suits. Nothing on the current EMU. For the Orlan suit I was able to find 53W power usage(the orlan-M used on the ISS) which seems quite low. This would give 4 492.8kJ per day
  4. Ok, all my edits are done(except electronics/electrical power). Had to write an electronics test today first though. Is there any source on how much electrical power spacecraft use on average? Considering heating, cooling systems, the avionics, radios, MFD's etc. for different kind of spacecraft? Manned craft specifically. All I need to sort out now is electrical charge consumption.
  5. Won't work. That launch window planner doesn't allow for multi-planetary transfers.
  6. @NathanKell: I added the ServiceModule tank type(with more or less properly configured volumes) to the command pods/habitats in my install. However, I need to create a new ServiceModule tank specifically for pods(which I have done already). This using TAC Life Support. The problem is that the mass f the pod is then altered according to the formula given by basemass = 0.00003 * volume What should this be in order to add the pod's own mass to this calculated mass? All I can think of is basemass = (volume * 0.00003) + mass Would that work? And are the brackets required? EDIT: Sorry for another question: I used @jrandom's config file and his usage rates for the resources. What should the tank(utilisation and mass) values be within the tank type to be more or less realistic?
  7. That's happened to me too. But it sometimes has happened in stock with no mods too. Sometimes it does that, other times it just doesn't.
  8. Strangelyenough, both the heightmap textures I tested for the Moon/Mun did update the scaled space mesh. However, whenever I test one for Duna/Mars it does not. Maybe it's some error in coding/something @NathanKell might've missed which disables it for all/some of the planets? That's the only reason I can think of why Duna seems to be the only planet that does not update its scaled space mesh. I lack much coding skill so I can't really analyse the source code etc.
  9. Are you flipping already flipped textures? I haven't done on-site tests at Duna/Mars yet so I can't tell how the surface co-ordinates work or how that relates to the texture.
  10. The maps need to be flipped due to KSP's weird requirements(if I remember correctly). This is not a very technical explanation though. @NathanKell: I downloaded the new Moon textures on GitHub, but the moon is now reversed(the "dark" side is now facing us, and Mares Tranquillitas and all the other nice landing sites in history are facing away. If I offset your texture by 180 degrees(equivalent) this fixes it though.
  11. Sorry for the satetemtns/questions. I haven't been paying as much attention to the thread as I should have. I think I can deal with that offset for now.
  12. Hmm, ok. I'm not gonna be going there within the next couple of weeks anyway. Beyond that, there was a texture/height/nrm pack posted for the Moon a while back, but the texture is rotated wrong, can that be fixed simply by moving the flipping textures up 90 degrees(equivalent) in the .png file?
  13. Where can I find properly made colour and normal maps for mars(in the correct format). I've got no image editing software or such unfortunately... There is the link by @Ralathon but the free textures are very low resolution
  14. I don't want procedurally generated parts per se. Just rescaleable parts(and maybe modifcation of their resources too if at all possible). Would've been nice to have that and this all-in-one. Guess I'll have to start learning how to mod KSP using scripting...
  15. It would require rewriting the code as the mod contains no .cfg's for that. Nor does the module in the part that enables the scanning have an option for that(it only has a default scale).
  16. Not quite what I'm looking for, it would be nice to dynamically rescale it to weird sizes(like 8.4m etc.). For Real Solar System tehre are a lot of parts that would greatly benefit from being scalable in their size(and related part mass).
  17. Would it be possible to create procedural(size only) parts using existing models? Such as heatshields, decouplers and LES's?
  18. @AndreyATGB is right. The heightmap is the same as that of the stock game. Only the gradient of all the slopes is majestically reduced to a comfortable walking gradient due to the x10 stretching(as Andrey mentioned).
  19. I got that 90 degree offset bug too hwen I used Planet Factory and textures etc. Never got it fixed. I couldn't play with them and all my mods at the same time anyway... Had to remove B9 for that.
  20. @DennyTX: Are the F-1 engines attached separately? If so it's a great solution against the older(but great looking F-1 Engines) I'm using now. They just contain FAR too many polygons to be usable...
  21. It was a problem with my install. Not the mod. He asked for the ALT-F2 log, so I gave him that.
  22. Is there any way to apply this to other models? Such as the stock decouplers and the like. I have added the modules and reconfigured them for the 1.25m stack decoupler for example. It correctly aters the decoupling mode, ejection force etc. but the pat itself does not resize(visually or by collision mesh), even though the tweakables say it's larger and the decoupling force can be increased as it should.
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