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Everything posted by Raptor831
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This'll get you Water Electrolysis: MODULE { name = ModuleResourceConverter ConverterName = Water Electrolysis StartActionName = Start Water Electrolysis StopActionName = Stop Water Electrolysis AutoShutdown = false GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Water Ratio = 1 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 600 // ~300 kJ for each mol of water } OUTPUT_RESOURCE { ResourceName = Hydrogen Ratio = 560.2164723 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 271.2712953 DumpExcess = false } } I forget what exactly the RO translation is for EC, but I seem to remember it was EC = kJ or something similar. Once you get the resources in a spreadsheet and do the math, the configs are relatively simple. I don't know how to set up the exact heat, though, so someone can help out on that.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Yeah, never got around to doing those before. Before you start, though, RF v10 now has a bunch of different solid fuel/propellants, so we'd need to research what should go there. But, if you come up with something, make sure to put it in the webapp, I'd appreciate the help. Yes, that's caused by the RFStockalike config for the Stock Revamp. Didn't realize that it had nuclear engines in there, so I missed it. So thanks for letting me know! I've updated the release to include that fix now. -
You'll need to use a compiler to turn the source files into an updated .dll file. Apparently, the .dll that's included is not from the latest source files.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Ok, an RF v10 pre-release is up on its thread. I've pushed a hotfix that should make the resources compatible with CRP v4+ and RF v10+. If you find anything I missed, let me know. Do note, this makes the latest release of RFStockalike RF v10+ only. I'm planning a proper update to a Stockalike v3, but that'll take some time as the resources changed a bit and I want to see what I can do to make the transition to the new RF better down the road. -
You're probably using Stockalike, right? The resources for the nuclear engines changed. Swap U235Rods for EnrichedUranium and DepU235Rods with DepletedUranium in the NTR configs. Then it should load. I'm going to be releasing a RF 10.0/CRP 4.2 compatible update SoonTM. EDIT: Apparently soon is now. Hotfix for Stockalike + RF 10 is up on the Stockalike thread.
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It's pretty easy to make a MM config to add conversions to the Regolith system. Assuming the module structure/variables are similar, you could probably just find/replace any differences, swap Karbonite for Ore, and use it with the stock system. And, in my defense on the side of RealismTM I did at least pick a chemical formula for Karbonite (CH4NO2) and work the chemistry from there. You don't get Xenon or Argon or nuclear fuel from it. It's still certainly magic (I mean, Syntin from an ISRU?), but it's at least internally consistent. That being said, I'd be all for an ISRU mod in the Real* family. I am certainly no chemist, and I don't even pretend to understand how all of the processes work. There's enough resources in RF/CRP to sink a ship with, so there's plenty of stuff to find and utilize. I'd be down to help with any Real* ISRU mod, too, if needed. I can certainly work with configs. The chem/math is what I'm sure others are better at.
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RE: Kopernicus .dll - I think it's in /Distribution/GameData/Kopernicus/Plugins/ (GitHub link: https://github.com/ThomasKerman/Kopernicus/tree/development/Distribution/GameData/Kopernicus/Plugins At least that looks like the latest .dll, but I'm not sure.
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Correct. I haven't gone through and switched out those resources yet since RF 10 isn't officially out yet. There are a few resources that changed densities as well (MMH being one of them, IIRC), which will throw off the mixture ratios a bit. I don't think they'll be noticeable, though, unless you had something very finely tuned to masses.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Wanted to post about this post by NK about RF 10.0. TL;DR; There are major changes to RF coming, starting with 10.0. What that means for Stockalike is that eventually the configs will be much different than they are now (read: lots of work!). Currently, the biggest change is a new engine module (ModuleEngineSolver), but it looks like the foundation is being laid for some more complex work down the road. It does look really exciting for the future of RF. The post talks about ullage simulation, Isp calculated by the chamber pressure/nozzle/cycle/mixture (i.e. not defined in the .cfg file). The code also looks like it'll deal with some heating mechanics, potentially some atmospheric effects, and possibly add in ignition mechanics similar to Engine Ignitor. Do note this is conjecture on my part, so I could be wrong. And these are future things as well. But it looks coolTM. -
As undercoveryankee has mentioned, there has been some work. I've done some preliminary work on getting 6.4x scale Kerbol system into Kopernicus. I've actually got all the orbits and sizes ported over (with the exception of Moho, which seems to have some bug I can't squash on my end). The PQS stuff is a tiny bit harder for me, so I'm waiting for Kopernicus to get a bit more hashed out before I try to break more things. EDIT: Paul Kingtiger may be doing some work as well, but I've only seen him mention a 3.2x scale he'd been toying with. And speaking of Kopernicus, is your RO/RSS branch going to end up in mainline Kopernicus? Or will there be an RSS version and a normal version of that? I'm assuming the former, but want to make sure before I try to get all fancy working with dev versions!
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Raptor831 replied to Orionkermin's topic in KSP1 Mod Releases
RealFuels isn't compatible with 1.0.x yet, so right now it'd be tough. But most of RF support of parts goes into the engines and maybe tanks. I know the old tanks were a part of Real Fuels main download. The engines are taken care of by the engine configs (one of 3 sets). The ones I manage (the "Stockalike" ones) do have (old) HGR engines set up. Once RF is updated for 1.0.x I'll be adding the newer engines to the mod. I don't recall if the realistic engine configs make use of these, but you could check out the Realism Overhaul thread or the RftS pack. They're linked from the RF main thread. -
Do I have to re-buy the game to install without Steam?
Raptor831 replied to pearldrumbum's topic in Kerbal Network
You probably should email KSP support. See here: https://kerbalspaceprogram.com/en/?page_id=23 I've heard them to be quite reasonable about these kinds of things, but obviously I can't speak for them. There also might be technical reasons that would hinder moving you off of Steam, as I seem to recall something about that not being a simple thing. But really, emailing them directly would be the best way to get an answer. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Raptor831 replied to Orionkermin's topic in KSP1 Mod Releases
I tried to remove the 2x2 .pngs from the Leek folder, it didn't work. Still crashed. Tried to remove the cached files in ATM, still crashed. Deleted the MM cache, still crashed. I actually increased the size of those .pngs from 2x2 to 16x16 and, shockingly, it worked. Looks like undercoveryankee is on the money. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Raptor831 replied to Orionkermin's topic in KSP1 Mod Releases
Apologies. Forgot that little detail. Yes, I am running ATM, 5.0 Aggressive. Also a ton of other mods, at the moment. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Raptor831 replied to Orionkermin's topic in KSP1 Mod Releases
I can confirm the bug on my machine as well. Mac OS X 10.10, KSP 1.0.2. I thought it really odd, since it ran once successfully. I simply removed the Leek folder and all was well after that, so it appears to be the only part that has trouble. I can get logs for you later, if you need them. -
Home Grown Rockets has a nice 2-man Gemini-ish pod, but it's 1.875m not 1.25m. It's got a built-in adapter to size 1, though, so it's pretty close. Link: http://forum.kerbalspaceprogram.com/threads/60974
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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
It's dependent on RSS to work in 1.0. That said, I think RSS is moving to Kopernicus, so this won't work under that. I'd check out 64K at this point anyway, since it's a fork of this but actually maintained. I kind of drifted away from this one (too much to work on for RF Stockalike). -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
UPDATE: I haven't disappeared entirely, yet. I've been kind of taking a break from KSP and playing WarThunder (which you should check out if you haven't). Kinda fun to blow stuff up on purpose for a change. And also, my computer started to choke on all the mods I had installed, since I only had 4GB of RAM. Couldn't even hit the KSP RAM limit! But the computer has some shiny new RAM sticks, so I should be able to play more than 45 minutes without a crash/game restart now. Once RealFuels and RSS (or Kopernicus???) get updated for 1.0.x I'll start working this out for the new version. Assuming RF doesn't change much, it won't need "fixing" really. CRP may require a few resource name changes, but honestly even that is relatively easy/minor. For now, I'd stick with .90 if you need to have RF/Stockalike. Which most of you probably already knew... In the meantime, I might actually play a stock KSP for once. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
I've updated the release on GitHub. The new changes should pretty much just be housecleaning for the last .90 versions of RF and such. Can't guarantee what will happen with KSP 1.0, so be warned. Also, this has been a stockalike conversion for KSP engines, but now with 1.0 all the engines got a rebalance to go with the new aero model (which looks good, btw). I'm not liking the prospect of rescaling the engines all over again, so at this point I'm planning on leaving the engines as they are to match with a 6.4x style play. Honestly, if you were playing on stock-sized Kerbin before it looks like the only thing missing from RF is just the fuel types. Thrust varies with Isp now, and you can do multimode stuff with stock KSP. If you get the Community Resource Project installed, you'll have RF fuels anyway. I'd like to hear any thoughts you all have. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Ugh. Yeah, thanks for the find. I'll see about integrating that and making sure it all plays nice. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
The latest stuff on GitHub should take care of the MM issues. Download the source files (not the release). SpaceHungryMan was on top of that, and I've accepted his pull request. I'll make a proper release soon. Sorry I've been a bit incognito lately, RL is a bit busy lately. I haven't left, though. -
How do you install a plugin on KSP?
Raptor831 replied to SemiaCloud's topic in KSP1 Technical Support (PC, modded installs)
There should be install instructions either on the PFairings thread or in the readme. But, as a general rule, unzip the mod archive you downloaded, and match the folder structure they have from <KSP-root>/GameData/. If they include a GameData folder in their .zip, then put whatever is inside of their GameData folder in your GameData folder. Once you've done it a few times, it'll be easy. Most mods use similar .zip file structure, so you'll notice patterns. -
Non-RO realistic reaction wheel mod?
Raptor831 replied to Gaugeforever's topic in KSP1 Mods Discussions
You could just globally nerf the reaction wheels with ModuleManager. If you don't have that installed, go ahead and get that. Add the following to a .cfg file in your GameData/ folder: @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.1 @YawTorque *= 0.1 @RollTorque *= 0.1 } } Just change the numbers to whatever scale you want. I don't know how much less powerful the reaction wheels are in RO, so the above is simply a guess. -
Mostly, the different tank types have different mass ratios and can hold different resources. Default holds your basic fuels and oxidizers. Cryo tanks have less boiloff for cryogenic fuels (LH2, LOX, etc) but are heavier due to insulation. ServiceModule can hold pretty much any resource and have them pressurized (important if you use an ignition/ullage mod). Balloon tanks are a bit lighter than regular tanks. Fuselage is like an airplane tank, so it's similar to Default but with planes in mind. No, certain tanks to no have to be used with certain engines. As I mentioned, if you use an ignition/ullage mod (like EngineIgnitor, but I don't think that's ready for 0.90) then your tank selection can change how you can use the engine, but they all still work. Mostly, unless you're replicating real-world rockets, you'll end up using mostly Default, Cryo, and ServiceModule (And possibly Fuselage if you work with spaceplanes). Any time you have large amounts of cryogenic fuels you need to store for longer than a launch, use Cryo tanks. If you need to store RCS fuels or life support resources or electric charge, use a ServiceModule. Otherwise, Default will do you just fine.
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I'm not so lucky to be able to use 7.3GB of RAM to start with (I should install Linux!) but yes, switching launch sites tends to make the game more unstable for me (which generally is due to RAM limits).