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Raptor831

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Everything posted by Raptor831

  1. It's a bit less complicated than it seems. There's just a lot of moving parts to remember. I use generators to make all of my configs, so I don't have to worry about the math. I can't begin to imagine having to do the configs from scratch every time. At any rate, the engines will be ready to go in the next "release" of Stockalike.
  2. Well, you can try this: http://cl.ly/code/0Z3X2d0R2w1L Just put it anywhere in GameData. I dunno if this works at all, I tossed it together really fast. But your early TL engines won't throttle, and your late engines will throttle down to around 10%. This only affects L, L+, U, U+, and O engines. If it works, let me know. If you like it, I can maybe clean it up and make it available somewhere on the OP.
  3. @Tellion PR is accepted. Once I get the configs up to date with the new ullage system, I'll make a proper release. Also, I replied to your question on the RF thread. It's probably better served over there, since it's an RF thing and not a Stockalike-specific thing. Note: Anyone who wants the latest and greatest can download from the repo, but do so at your own risk! There are a few things that are fixed that are not in the latest release (i.e. ullage, flow modes), but it's untested. Let me know if you find bugs so I can fix them. Also, what do you all think about constraining the throttle on engines? For example, most real-life engines can't throttle down to almost nothing like stock engines can. Most only have full thrust or no thrust. I've been toying with the idea in my games to use this limitation, since it's a bit more realistic. But, it's kind of reaching into the "hard-core" realism space, so I didn't want to just toss that in as a surprise. Any thoughts?
  4. RF configs for engines generally are released as a part of an engine config "pack", since they require a bunch of specific items to be set and RF is used both in stock-ish installs and RO installs. I've been watching this mod for a bit, and I was going to set up the Vanguard engines in the Stockalike pack. So, unless you wanted to do it yourself specifically (which is perfectly, just let me know so we can make sure there are no conflicts!), I can release the RF configs with Stockalike. RO generally has other specific needs (like an engine to resemble visually the one they are recreating), so I'll leave those configs to the RO team if they want.
  5. B9 Aerospace had the same issue (it was Firespitter's part switcher, but same logic). In that case, the FS switcher was dropped, and the mesh switcher was left. You essentially nuke the MODULE that makes the switch available. For example: B9_Aerospace-MFT-RF.cfg. You'd at this point just need to pick a type (or if you're indecisive, you can always use typeAvailable variables to add more, link to example here), and figure out the volume. EDIT: Meant to answer this: Should be in RealSettings.cfg, in the Ullage{} node. It's near the bottom of the file. For all: Can someone describe the different solid fuels, now that we have more than just a SolidFuel resource? I want to make use of those in Stockalike's solid motors, but I wanted to make sure I was in the ballpark before randomly assigning fuels to SRMs.
  6. Post the config file here (or even on RF's thread) in the meantime. RF's been pretty quick to update lately, but it's not always quick. So, just in case, we can leave it available for everyone to use until it gets merged. I'll be looking for your PR.
  7. I'm pretty much going to call this config "dead" at this point. It's been superseded by 64K. So, if you're looking for 6.4x scale, go to the 64K thread found here: http://forum.kerbalspaceprogram.com/threads/96792 Mods, if you want to lock this thread, go ahead. No need to confuse new players with this, since it's now outdated.
  8. The only place I touch fuel tanks is with the Fuel_Conversions.cfg. I keep toying with the idea to remove that completely, because it always seems to break on these tiny exceptions. I've sent pull requests to RF for stuff like that; as far as I know, NathanKell appreciates it because he obviously can't keep up with all these tanks. Ok, enough of that. In any case, there was a bug in how the "service module" tank catcher was working. Made two tanks instead of just one. Fixed it, and it's on the repo now. Don't think you can just download it, but replace the contents of Fuel_Conversions.cfg with what's here: https://github.com/Raptor831/RFStockalike/blob/master/GameData/RealFuels/Fuel_Conversions.cfg As for NFP engines, yes, please include them. I'm just completely lost as to what the configs should be for the electric engines. If it's just density, we can add a multiplier to the engines. But if we want to mess with the Isp and mass and thrust, we can make a new config (which is what I'd do if I knew what the heck I was doing with those engines!).
  9. Yeah, that's exactly what I'm doing to change the templates in the next update. If that doesn't work, I'm gonna need to re-do my updates over again.
  10. One more suggestion: user-defined resources to track. So, in Real Fuels, there are many resources added to the game. It would be nice for a user to be able to define, say LqdMethane as a resource in KeRD. You could say have a module of one, two, or three resource bars where the label and the resource name need to be entered in. Then the app uses those pieces to listen for data from Telemachus. I forked your project and took a look myself, but I haven't quite figured out how to either add/remove resources from the watch list on the fly. Of course you could just have a list defined from say Community Resource Project's master list, but it just seems to be too much work to maintain that, when there will be 10-12 resources on a normal craft. Is that possible?
  11. Haven't had a chance to dig into this stuff yet, but that error would only imply that the 48-7S doesn't have ullage simulation. Is that on all engines, or just the one? Also, are you using the latest release of Stockalike, or are you grabbing the latest dev one from the repo?
  12. Typo, typo, friggin' typos! Yeah, NathanKell, that typo has been there for a long time. Not sure if it was in the original XLS I used or if I just copied it into my app wrong. I updated the template in my app, but I'm still going to have to copy/paste everything into place. I've been holding off on some updates that would require rebuilding every engine (since find/replace is so much easier). So, I may just switch these over into the new variables anyway. Can I define them within CONFIG nodes, just like the old ModuleEngineIgnitor nodes? @Svm420 The RCS should still be giving you differing thrust based on the propellants. It's still set up in the configs, so you should be able to see how much thrust you'd get with each. Are you getting issues with all of them or just some? Also, I'm hoping to add a "default mixture ratio" somewhere in the app, along with some other sensible defaults to be filled out on a button click. That was on the roadmap, though it was a "nice to have but not needed" part.
  13. Then that should answer that. I'll keep the ullage in the Stockalike configs. If people don't like them, they can always turn them off (same way as useRealisticMass).
  14. So, seriously? I never played with EI so I never noticed... As for if it's "stockalike", I dunno. There wouldn't be an easy way to turn that on and off in RF, would there?
  15. Cool, thanks. Oh, to be able to use flexbox. At work we still have to support IE 8.
  16. First off, well done. Looks great! Second, I'd really vote for a modular setup the user can customize. JSON would probably be perfect. Also, what setup are you using to build this? I'm a front-end web developer by day, and I'm really curious to know. I checked the repo but I'm not familiar with Jade so I'm a bit lost.
  17. That piece is now in Fuel_Conversions.cfg (link on GitHub). If you remove that, anything not specifically set up to use hydrazine will still use MonoProp. There's not a nice MM way to do this, that I know of. Currently the conversions all are on the :Final pass, so there's nothing that can be run after them. If it's the RCS plugin from pizzaoverhead, then the plugin is only going to work with ModuleRCS items. Anything that uses ModuleRCSFX won't work. Which is every RCS that's set up for this config. Do Ven's RCS parts use ModuleRCSFX or ModuleRCS?
  18. The problem with stock LV-N was that it was massively under-massed compared to real NTR engines. Squad bumped the mass in 1.0, but it's still comparatively light. This set of config aims to bring realistic mass, thrust, and fuels to stock(ish) KSP. Since it's using corrected TWR, it feels overpowered (generally) compared to stock, with the exception of the NTR engines. Those now feel massively underpowered thanks to their mass. But this is more accurate. NTRs (especially low TL ones) can only be used as orbital engines. And they'll cost you a lot to get them into orbit. Once you get to TL 7 and 8, though, the mass comes way down. The TWR is around 8 times higher compared to TL3, and most of that is mass savings (IIRC). If you don't like that balance, set the useRealisticMass back to true, and use Kerbal Isp Difficulty Scaler (KIDS) to adjust the Isp down to something that feels right for your preferred game. I've built these while playing on a 6.4x stock scale. Since stock parts are about 64% the size of their real counter parts, and Kerbin is about 1/10th the size of Earth, you end up with a great fit. If that's not what you like, KIDS should be able to scale it for you.
  19. The clock time is hard-coded, to my knowledge. You either get a 6-hour day (stock Kerbin rotation) or a 24-hour day, and that's switchable in the KSP settings. I believe 64K default is 24-hour rotation, so if you set the clock to 24-hour day it should match up. If you use the 12-hour alternate config, you're kinda stuck as far as the clock.
  20. Ah, that is bad. I'll change that up ASAP. The new thermal system seems to be attracting bugs recently... EDIT: I've updated Fuel_Conversions.cfg to use maxAmount instead of amount on the repo. It'll be in the next "release", but if you want to test it out it's there.
  21. Sorry all, hadn't pushed a release with the new ModuleRCSFX in there. Stockalike is updated now to include ModuleRCSFX v4.1. Anyone with a previous version can update. If you're having trouble with the RCS, make sure you've got the latest versions of everything first.
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