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Everything posted by Raptor831
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Karbonite/Real Fuels Integration Configs [1/18/15]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Well, heck, if it's just a search/replace, then we're golden. I'll see if I can get that done this weekend sometime. The plethora of resources is why the converters were duplicated into a few different parts. There's no way to add all of the resources, and some should not be used for in-situ extracting anyway. The really scary stuff (like say IRFNA, or flourine-based ones, or possibly hydrazine-based ones) probably should be left out due to their handling "issues". Stuff like hydrogen and oxygen don't really need that kind of handling protection, and all they need to be produced is water and electricity. -
Karbonite/Real Fuels Integration Configs [1/18/15]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Unfortunately, no real progress. I've heard someone else saying they want to make something similar based on the new Regolith system, and I've been working on different projects. It'll be a bit before I can get to this one. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Well, uh, yeah, should have thought of that. :facepalm: Ugh. I have no idea. The XLS works ok for me on my machine, but that glitch I think has something to do with linking between files. If you can't wait, download NathanKell's RftS XLS (it's the same base) and make your edits in there. If you can wait, I'm going to try and have the webapp at least usable by the new year. Since I have some vacation over the holidays, I should get some time to work on it. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
These are kind of related. Paul and I are working together a bit on 6.4x/64K. This version right now should be just the 6.4x scaling without 64Ks visuals or extras. So, really, 64K is like 6.4x Advanced; both the same RSS config. Eventually, we want this on CKAN, but it's a bit more difficult than most mods, due to the dependencies. So we're working on that! EDIT: Oh, forgot! There's an updated to RSS that might fix the glitchy alternate sites. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
You're welcome. Yes, unfortunately, I'm using Excel at the moment. OpenOffice does not let me add newline characters within a cell, which is rather important to managing this particular file. And, there may have been a glitch introduced when I switched the resources to RF v8. Which is why I'm rewriting the XLS as a webapp. Easier for me to manage (since I'm a web developer by day), and much easier for folks to view configs and/or roll their own configs. Hopefully this will be done by the new year, but I'm not making promises. It's already turned into a larger project than I anticipated. That being said, OpenOffice (or LibreOffice, whichever it's called for you) should be able to handle any additions to the spreadsheet. You shouldn't need to hit the EngineOut tab at all, the finished configs should be referenced on the Engines tab. Is that where you're getting the configs? -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Thanks for the report! The "hard to click on" part has been around since I started playing RSS, so that's probably expected. Something to do with the meshes being stretched and moved I suppose. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
The engine masses should be considerably lighter than stock. I usually keep the thrust the same and scale the mass as needed. As lurkaholic said though, if you have the %useRealisticMass = false, then the mass will be a lot closer to the stock values. One exception are the NTR engines, which all are *really* underweight in stock, so those will be noticeably more massive. Ha! No problem at all. I'd rather at least check myself to make sure something didn't get lost in the mix. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Did I miss any new engines? Only thing I noticed were new fuel tanks (which Stockalike doesn't cover). Setting up the fuel tanks are pretty easy though. There was a conversation about setting them up some pages back in this thread, and there's a bit about them on the Real Fuels thread as well in the OP. In any case, thanks for the report "from the ground", so to speak. Good to know it is indeed working. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Looks like RF is updated to 0.90. If anyone has tried it with Stockalike, let me know. It doesn't look like any changes were made, just recompile and make sure nothing broke. So, with that said, these configs should still work fine. If I can test them out, I'll report back. Also, I'm attempting to redo how these configs are generated. I'm hoping to switch to a web-app-based approach. What this hopefully means is that it will be easier to make changes to the config, and that anyone can make some tweaks and test it out. Will post more about it when it's closer to being finished. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Not directly. Last I heard, which was less than a week ago, NathanKell was working on making some significant code updates to MFT/RF with taniwha. Then 0.90 dropped. No commits at the RF repository for the last week, so honestly I don't know. I use so many mods that I'm waiting for most of them to be updated before I start into 0.90 anyway. I assume they're working on it and it will be done as soon as they get the time to test and make sure everything is working. RF might need to wait on TweakScale and/or the API Extension plugin (whatever it's called...), since that was the major hurdle last time IIRC. EDIT: From the Real Fuels thread: -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Also as an FYI, since Real Fuels v 8.2 doesn't work in KSP 0.90, Stockalike will not work either. Once Real Fuels is updated for 0.90, then I'll make sure this is working. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Unfortunately, known bug at the moment. Something I screwed up on my FSCC engines. The initial Isp is correct, but any of the configs are not buffed properly. I've been working on a major revision to how these configs get generated, so I was waiting to update until then. If you can't wait, adjust the Isp of the ModuleEngineConfigs CONFIG{} nodes to match the ModuleEngine node's. It's simply a multiplier that I forgot. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Once you start playing with mods, you don't go back. It's like a drug... Oh, and for reference: this won't be "updated" for 0.90 until RSS is updated. Fairly obvious, but worth mentioning. Probably won't need updating unless RSS changes in some way, either, but we shall see. -
I can't speak to the rest, but there is NEARFuels, which is essentially Real Fuels with fewer, more generic resources. I don't know if the Stockalike configs are compatible out of the box, but it should only be a find-and-replace to make it so.
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Glad it was useful! lordkrike helped me out with some chemistry mistakes and organization. All of those resources get complicated! Cool! I'll be looking forward to your results.
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@Autochton and @Rabada I dunno if this helps you any, but I did a RF/Karbonite config a while ago. It's updated for the newest RF resources, and (given a made-up chemical composition of Karbonite and ignoring the feasibility of these reactions) has accurate chemistry going on. (Link is in my sig) Also, you might consider using Regolith for your conversions and resource maps. Karbonite will be using it eventually, and it's looking like a really good framework for ISRU-type mods. Not sure how much original code you all want to write (which all the better if you do!), but no need to reinvent the wheel unless you want to.
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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
I did see, but thanks for posting here too. At least we figured it out. I didn't even think to look if the RealFuels .dll was loading myself. It's always the simplest things that slip past. -
So, with 4-2, if I need to change settings for whatever reason, will I need to delete the cache and let the first (long) load run again? I've been on the RAM limit for a while, and I'm constantly adjusting which mods are installed and such, and tweaking the ATM settings as needed. I like KSP, but I'd rather not wait an hour and change for it to load very often.
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The .dll files only come with a release. The config files you can get from grabbing the repo, but the .dll files are compiled from the source and added to a release.
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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
Phooey, posted another reply on the RF thread and meant it for here. :sigh: This bug is apparently growing... -
Geez, this one's going to be a beast. Looks like MM is applying the patches correctly, since you have multiple ModuleEngineConfig CONFIG nodes, and the Engine Ignitor stuff is there. Real Fuels is not coming up properly, because the fuel tanks and engines don't have the menus right. Do you know if this was happening when you exported the logfile you posted earlier? I didn't notice any RF errors there, but just in case I missed them. If you use TweakScale, I'd remove that mod for a sec to see what it does. Last time the KSPAPIExtentions.dll got broke by an update, this is what happened for me. The .dll that comes with RF should be fine, but it may be TweakScale derping or something. I know Interstellar messes with it's own engines and the jets (heating models), but does it adjust anything else, like thrust values? I haven't used KSPI in a while (and when I tested the part I only loaded up the methane engine, not the entire plugin suite), so I'm not really sure. Anyone else have RF/Stockalike/KSPI working? At this point, if it were me, I'd make a new install and start from scratch. Add mods until something breaks, and then you might have your culprit. Or, you'll find it was some weird install glitch that broke something. Not sure how that works with the Steam version, since I didn't get KSP through there. As for exporting the config, I really don't know how to do that. Anyone who does, feel free to chime in. EDIT: Whoops, meant for this to end up in the Stockalike thread. Ah, well, works over here too.
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Well, true. I really need to limit some fuel mixtures to later tech levels on more engines in my configs. Would make for some more interesting progression in career mode.
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The Stockalike configs do fudge that a bit. True, the engines really shouldn't be able to switch from hydrolox to kerolox to MMH/NTO, but it makes for more interesting decisions in the VAB. At least they can't switch mixtures mid flight. That would be a Nobel prize!
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There's an XLS in the Stockalike download (and technically on the OP here) that I use to generate the configs. You can start there. Stockalike has the O-10 in it (I believe!), but the RAPIER only switches to RF fuels, not a full on config. Also, I'm working on an easier way to generate these configs, so hopefully that will be ready before Christmas... The Stockalike config also includes the SSE mod's engines. I used them previously, and I never had any trouble.
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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
Cheat menu is F12, and there's a tab for the Database. Lots of information is in there, but there is a list of parts, which should have the finalized config. If you can export it, you can do a search for "FNMethaneEngine". But, if your RealFuels engine menus don't work, that's more of a RealFuels proper issue. The configs are working because the engine is using the default fuels. Do your tanks still work? (Might just want to reinstall RF just to check). RE: Hydrolox - Let's just assume that using hydrolox is a pain. No matter how you slice it, it's more difficult to store/use hydrogen. It's worth it for the much higher Isp, but only if you can deal with the pain. Launch stages are easier if you use more dense fuels, because the friggin' size of the tanks start to become a problem (engineering-wise, aerodynamically). KSP doesn't model (unfortunately) the side-effects of fuels. Toxic hydrazine (and derivatives), engineering difficulties (cryogenics anyone?), and all of that stuff kind of gets ignored.