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Raptor831

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Everything posted by Raptor831

  1. I've updated the configs and updated the OP with the changelog. Nothing too big (included the fixes we've been talking about), but I added the SpaceY engines mod by NecroBones. As always, if you find any bugs let me know.
  2. Going to post this here first. I have the latest experimental, and the GUI does not run for me. Command line seems to work fine so far. I'm on OS X Yoesmite. I run the command and a window pops up, but is just plain white and hangs. Here's the stack trace: $ mono ckan.exe 4261 [1] ERROR CKAN.KSP (null) - Could not open KSP readme.txt System.EntryPointNotFoundException: GdipCreateFromContext_macosx at (wrapper managed-to-native) System.Drawing.GDIPlus:GdipCreateFromContext_macosx (intptr,int,int,intptr&) at System.Drawing.Graphics.FromHwnd (IntPtr hwnd) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.CreateGraphics () [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.CreateGraphicsInternal () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.TextBoxBase:CreateGraphicsInternal () at System.Windows.Forms.Document.owner_HandleCreated (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBox.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmCreate (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBox.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 System.EntryPointNotFoundException: GdipCreateFromContext_macosx at (wrapper managed-to-native) System.Drawing.GDIPlus:GdipCreateFromContext_macosx (intptr,int,int,intptr&) at System.Drawing.Graphics.FromHwnd (IntPtr hwnd) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.CreateGraphics () [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.CreateGraphicsInternal () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.TextBoxBase:CreateGraphicsInternal () at System.Windows.Forms.Document.owner_HandleCreated (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBox.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmCreate (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBox.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 System.EntryPointNotFoundException: GdipCreateFromContext_macosx at (wrapper managed-to-native) System.Drawing.GDIPlus:GdipCreateFromContext_macosx (intptr,int,int,intptr&) at System.Drawing.Graphics.FromHwnd (IntPtr hwnd) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.CreateGraphics () [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.CreateGraphicsInternal () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.TextBoxBase:CreateGraphicsInternal () at System.Windows.Forms.Document.owner_VisibleChanged (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnParentVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnParentVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.SetVisibleCore (Boolean value) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.set_Visible (Boolean value) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TabPage.SetVisible (Boolean value) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.TabPage:SetVisible (bool) at System.Windows.Forms.TabControl.CreateHandle () [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.CreateControl () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control:CreateControl () at System.Windows.Forms.Control.CreateControl () [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmShowWindow (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 System.EntryPointNotFoundException: GdipCreateFromContext_macosx at (wrapper managed-to-native) System.Drawing.GDIPlus:GdipCreateFromContext_macosx (intptr,int,int,intptr&) at System.Drawing.Graphics.FromHwnd (IntPtr hwnd) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.CreateGraphics () [0x00000] in <filename unknown>:0 at System.Windows.Forms.TextBoxBase.CreateGraphicsInternal () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.TextBoxBase:CreateGraphicsInternal () at System.Windows.Forms.Document.owner_VisibleChanged (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnParentVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl.OnVisibleChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.SetVisibleCore (Boolean value) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.set_Visible (Boolean value) [0x00000] in <filename unknown>:0 at System.Windows.Forms.TabPage.SetVisible (Boolean value) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.TabPage:SetVisible (bool) at System.Windows.Forms.TabControl.CreateHandle () [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.CreateControl () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control:CreateControl () at System.Windows.Forms.Control.CreateControl () [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmShowWindow (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ContainerControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Form.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 System.EntryPointNotFoundException: GdipCreateFromContext_macosx at (wrapper managed-to-native) System.Drawing.GDIPlus:GdipCreateFromContext_macosx (intptr,int,int,intptr&) at System.Drawing.Graphics.FromHwnd (IntPtr hwnd) [0x00000] in <filename unknown>:0 at System.Windows.Forms.XplatUICarbon.PaintEventStart (System.Windows.Forms.Message& msg, IntPtr handle, Boolean client) [0x00000] in <filename unknown>:0 at System.Windows.Forms.XplatUI.PaintEventStart (System.Windows.Forms.Message& msg, IntPtr handle, Boolean client) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmPaint (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Label.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 Terminated: 15 Not nearly smart enough to decipher that one. If this needs to be on GitHub, let me know and I'll post an issue over there. Or, if I'm just doing something silly, scold me here!
  3. Link for SpaceY: http://forum.kerbalspaceprogram.com/threads/100408 And yeah, the KSPI Methane Engine is included in the Stockalike config. (link to line on GitHub) I didn't change the ISP quite so high. The specs were 320/380 or so, but mine has 300/360 or so.
  4. @Northstar1989: I've noticed the Space-Y engines on the add-ons forum. These, I think, are perfect to include a methalox config, since they are a psuedo-SpaceX derivative. They're 5m I think, but that should fit the bill! Maybe this weekend I'll add those in to the config (and my own install!!).
  5. Ok, well, I'm not sure what's going on. And yeah, that'd be really annoying! My next question would be if this happens with just RSS + 6.4x config installed? Just want to rule out any odd interactions with other mods. The PQSMod_VertexHeightNoiseVertHeight is just a random noise generator for the terrain mesh. First argument is basically the max amplitude and the second is (obviously) the frequency. Frequency = 0 will give you flat, and deformity = 0 will give you flat (at least for that node). All of the PQS mods stack, so removing this would give you a much smoother (boring) terrain. I don't have any idea why removing it would fix the flickering, though. The terrain mesh isn't a dynamic thing once it's generated (I don't think). The only thing off the top of my head is some sort of z-fighting issue with the texture. Like how on Kerbin the shoreline sometimes flickers. I'll see if I can replicate this on my end. PS - Yeah, that extra "=" is probably a typo. Nice catch! Does it change anything if you remove it?
  6. I'm not hating on ol' Bang-Bang. The concept works, and it's one of the most kerbal things we've ever come up with! Just don't be downwind from the launch site... Ok, what's going on is a loading order issue. The trimodal config doesn't fire until the :BEFORE[RealFuels_StockEngines] pass, and the HotRockets one fires on :FOR[HotRockets] (I think...) and that removes the stuff the trimodal config expects to find. Removing that reverses the order. EDIT: I've updated the repo with this fix, but I haven't put it in a release yet. Anyone can either download the source from GitHub to get it or just make that change to fix it.
  7. That would be an excellent guess. To be clear, the normal LV-N works? But the trimodal does not? In the meantime, try this for me: remove the ":BEFORE[RealFuels_StockEngines]" from the trimodal config. If that works, I think I know what's going on. Awesome! I, sadly, have been in your shoes. First one is above my pay grade, but it sounds reasonable. Second, I don't think there is any electric-type propulsion that would work in atmosphere, simply because the thrust is so small. But hey, this is KSP, where we've added the Orion "rocket" (link, and source wiki).
  8. You need to have the Mono runtime first. Can be downloaded if you don't have it. Next, open the Terminal app and navigate to the directory where you have the ckan.exe. If you don't know how to do that, look up a quick primer on Linix/Unix command line use (it's really pretty easy once you do it a few times). The docs say you can just run "ckan.exe <command>", but I have to run "mono ckan.exe <command>", so that might work too. There's a general guide on the CKAN wiki here: https://github.com/KSP-CKAN/CKAN/wiki/User-guide
  9. I did some quick tests and you can't overwrite stuff already installed by CKAN. In this case, all of the RSS configs can be switched over to MM and either replace nodes as needed or nuke and rebuild. Overwriting images would be problematic, or anything within PluginData folders (i.e. TACLS' consumption settings). You could use the "provides" member to offer choices to avoid this in the beginning since settings files (i.e RemoteTech, TACLS) aren't written until first run, but switching them could be a pain. OTOH, those aren't actually installed by CKAN... @NathanKell One reason I'm wondering about splitting repos is because of 64Ks 8k planet textures. As a Mac user, 8k textures are buggy so I'd avoid them, so if it were to bundle everything in the same repo and only install the needed folders, I'd be downloading a chunk of 8k textures for no reason. Not the biggest issue, but it seems a waste.
  10. That is impressive... Also, feel free to rip the ModuleEngineConfig node out of one of the current engines, or abuse the XLS to get out what you need. No need to reinvent the wheel. You should just need to change the config names and the config's resources (obviously) and the ISPs. I'd avoid the tech levels, since that might scale everything oddly in comparison...
  11. I believe you can edit RealSolarSystem.cfg via MM. Anything inside an initial node is fair game, IIRC, and RSS has the REALSOLARSYSTEM initial node. So it should be: @REALSOLARSYSTEM:FOR[64K] { // do stuff } At least I think. MM sometimes confuses the snot out of me. Also, I'll submit this here as well: if 64K gets put in CKAN, would it be better for the 6.4x config and the compatibility stuff (DRE configs, RemoteTech settings/stations, SCANsat changes, hi-res textures, etc) be a separate entry? Or could we use one repo and have different releases be different entries? Does RF and MFT do that, since they're on the same repo? Ok, lots of questions. Sorry.
  12. Haven't been off of Kerbin in a while, since I've been testing other stuff. But I've never noticed any flickering once landed... If you want, post a log and we might be able to see something.
  13. You can submit an issue in GitHub if you don't want to do a pull request, but pull requests would be super helpful! The XLS is the best place to look for details, honestly. If there is an engine/tank combo (i.e. FASA's Centaur Transtage), figure out the engine stuff first. I always match the thrust, then choose a type based on the intended use (even if the ISPs go off a bit), and adjust the mass until it reaches the goal TWR in the right half. There is the tank column, where you'd specify the RF tank type and the volume (in liters). If you want to add some extra mass for the tank addition or some other unrelated piece, there's an extra mass column just for that, which will add that amount to the engine mass. The XLS just constructs the config for me so I don't have to write it all in by hand each time. I don't have Tantares installed, so I wouldn't catch details about what's working. If you can make it better, please do!
  14. Oh. My. Goodness. Didn't know about this until NathanKell pinged me to set up the Stockalike configs for it, but I'm so incredibly glad I know about this now. Serious props to you guys on this. As an addicted mod user, this will make my life so much easier.
  15. Thanks for the heads up. I'll see if I can fix this up in the XLS and such.
  16. If you know the radius/diameter of the cylinder, and the length, you can get an approximate volume. The pill shape is basically two half spheres (i.e. 1 full sphere) with radius r on the ends and a cylinder with radius r and height (total height - 2r). With your numbers, you'd get: r = 0.125m H = .5m h = H - 2r = .25m Vs = 4/3*pi*0.125^2 = .00818 m^3 = 8.18 L Vc = 0.25*pi*0.125^2 = .012 m^3 = 12L Vt = 20.18 L Check the math on that too, just in case. Since you were underestimating the dimensions as well, you could fudge that up a bit, or just not take the 86% utilization penalty. The tank is already a pill shape, which I believe is what is assumed is inside all of the tank parts (pill inside a cylinder), so I don't think there'd be much wasted space in there. If you can figure out the dimensions in-game, you can figure out the volume. Really, the best way is to look at the 3d models themselves, but that isn't always possible if you're not the part author. But eyeballing it in-game with known-dimension parts works pretty well, if it is a bit tedious.
  17. I've finally updated this to match Paul Kingtiger's package/fork of this. So, this should be all updated to work properly with the newest RSS, and have compatibility files for RemoteTech, DRE, and ScanSat. Note, that if you already have Paul Kingtiger's 64x installed, the only differences are that I kept the multiple launch sites and kept the RT dishes at some bases. And, obviously, this doesn't come with RSS and a EVE config preinstalled. Download is updated on the OP. Let me know if there are any bugs.
  18. You should be able to add names to the PROPELLANT nodes just like an @MODULE[name] call. So: @MODULE[ModuleEngines] { ... @PROPELLANT[XenonGas] { @ratio = 0.5 } ... } That should just grab the node. You can also use the %NODE[name] syntax to modify the node if it's there but create the node if it is not. Useful if you don't know if your node is there yet.
  19. Probably a good place to start. Also, I think NK's idea for scaling would be better, if you go there. As for how far to go, write up what you would want to play. That's how I started this thing, so go for it. Reducing the ISP sounds reasonable to me, and adjusting as needed. The only metric I try to keep the same for the other engines is the thrust. If you can scale to that with reasonable success, go for it. If you need to, nerf the thrust a bit, just because the ions *are* overpowered. ISP I'd try to be accurate on, and electricity usage you can try to be realistic * scaling factor. We obviously don't want 12,000 gigantors, but maybe 12 isn't unreasonable for 2 kN? There are also other mod solar panels (I'm thinking NFT-Solar, KOSMOS) that have much higher electricity production. I'd imagine being able to use fewer of those to get the most out of the electrics. NFP and/or KSPI might have a better handle on the balance though. And a big RTG ends up being a fission pile, right? Sounds quite kerbal to me. And you're welcome. Honestly, I appreciate the help. More sets of eyes always catch more bugs.
  20. Ah, well! That would explain it. The MRS version I downloaded was a few versions behind. Dunno how I got that version, but I checked the newest version and added the quad and the Terrier to the configs. Repo is updated but I didn't make a "release" yet. For those interested, just download the repo from GitHub. @Starman4308 After reading your posts in the RF thread, I thought about a quick way to bring the ions back in line. You could write a config that scales the amount of xenon used back by the same factor that xenon got changed. That would at least bring them close to stock-ish balance. At least a good place to start.
  21. Oh, uh, didn't realize the Xenon density would affect the amount of propellant/fuel used. Though, I probably should have realized that. Stockalike was intended to just give the stock parts the RF treatment. Thrust scaling with ISP, (more) realistic TWR/mass ratios, real fuels/propellants, etc. But, still playable on stock-scales (realistic mass = false) or the 6.4x scale. Using RF with FAR on stock-sized Kerbin lets you build ridiculously tiny rockets that make orbit! So, really, for Stockalike the ion engines (or the resistojets and arcjets from other mods) should more or less be scaled to resemble the stock balance with a lean towards realism. Whatever that is... @Starman4308 If you make up an engine config for the ions, you can submit a pull request at the Stockalike repo. Always could use the help!
  22. If you get a SSTO with AJE (like you were talking about in one of your last vids) you deserve an award. I'd tried for so long to do that with 6.4, but I never could get enough velocity on the jets before I had to use the rockets. Especially if you use LH2, your fuel just burns so fast! That said, if anyone can get a proper spaceplane in there it's probably you! I'm rather impatient with SSTO designs and I'm sure I'm not flying it as well as it should be.
  23. That number is also in regex's calculations, so I'm going to assume that 30130.12 km is right. Don't know why it wouldn't be working though. As I said before, I think this config is broken in the newest RSS, so check out the fork I posted about above.
  24. I'll check for the Terrier. Don't have MRS installed on my game generally, so if I missed a liquid engine that's probably why. Another note, I don't mess with the ion engines, arcjets, or resistojets in any config generally. I don't have any good calculations on those and the spreadsheet isn't set up to handle those. I might be able to take a stab at those kinds of engines and figure out something to do with them, but no promises there. If anyone has some good data on those, feel free to link it here. Formula for tanks is (LF + O) * 5. So, for a tank that has 600 LF and 400 O, you'd end up with a volume of 5000 liters. I count Monoprop as 1 unit usually, but EC is so small (in "volume") I generally don't count it. Format is thus: @PART[part_name]:NEEDS[RealFuels] { MODULE { name = ModuleFuelTanks volume = 5000 // (LF+O+MP)*5 type = Default // ServiceModule for any SM tanks, check the RF thread for more types } } Problem with that is if I remove that and AJE is not installed, the jets don't work with RF at all. Reason they're here is because they got removed from RF proper anyway, and Nathan suggested I include them here instead. Either way, I can add a condition to the MM config to not run if AJE is installed. That should at least solve the problem there. As an update, I've went through my install and fixed up any engines I missed in SXT, NP2, and RLA. Added the R&S Capsuledyne Quadoodle engine as well. Download in the OP from the repo. EDIT: Updated again, to add the B9/AJE fix
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