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Raptor831

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Everything posted by Raptor831

  1. Just want to say thanks to Paul for picking up the torch on this one. Didn't ever intend to not be involved, but I seem to have been on an extended break. I had a config for Karbonite to use RealFuels. Haven't updated it to use the new RF resources, so it's not working right now, but it'll give you LOTS of fuels from Karbonite. No promises, but I'm hoping to get it up to date within the next couple weeks. Stockalike RF configs is first up, but assuming Karbonite hasn't changed drastically that one should be simple to update. Link is in my sig for any interested.
  2. I'm coming guys, and I haven't forgotten. Been busy with RL stuff lately, on top of now I have a failing hard drive. Was planning on getting this started over this weekend. I'll be going over this thread to make sure I don't miss anything that's been requested, and trying to add that to the config.
  3. Don't worry, I won't. I've got a growing list of mods to add. Yeah, I'll see what I can do about that. I've been curious about that mod, but I've been using HGR for the Russian-type pieces. I'm going to try to push an update with the new RF resource stats (currently only the names were updated) soon. If anyone else would like to suggest mods (or post a XLS with stats you set up for it) I can try to get them all in.
  4. Well, sheesh, that was fast service. Yes there is a possibility. Once I get to updating this again, I can add those.
  5. Hadn't had a chance to check it out yet. But that shouldn't be too hard. I'll maybe check with NathanKell to see what we can do with that, since you're right, the engines should probably not be in RF proper.
  6. Notice, this is not compatible with RF v8.x. I've gotten stuck with RL, so this one's on the back burner. You can find/replace all of the resources that changed in the configs, for now. But since NathanKell changed some of the base properties of the resources (made them more accurate) I don't want to update until I can confirm all of the details, and that just takes time.
  7. Oh, geez, sorry guys. Didn't realize everyone was waiting on this update. Thread subscription fail... Anyway, the configs are updated for RF v8.x. At least they should be. Haven't had time to play at all much less test this stuff, so if you find anything odd, let me know. If I don't respond here, PM me, as that seems to be getting through.
  8. Ah, I see. At this point, as long as the RealFuels configs don't change the physical size of the engines, I'm content to let them be contained within that mod. There's only one chemical engine to worry about, and the rest are dealt with in Nertea's plugins anyway. Also, I think aristurtle's configs may be included with RF now. At least the tanks anyway. As for methane fuels, it actually is already in the configs (IIRC). If they aren't, they'll be in the next release anyway (as they're in my personal configs!). But these are for regular engines, not RCS. I don't think methalox is hypergolic, so it'd be a bad mixture for any RCS system. Doesn't stop you from adding it in, though!
  9. I checked out your pull requests, as I happened to be checking email when GitHub pinged me! Everything looked good, so they're already merged. And GitHub does take a bit of getting used to. I've only used SVN a couple times, but once you run through the Git process a few times it isn't too hard. As a personal note, I think I'm taking a bit of a break from KSP at the moment. Decided to play a few other games in my free time for a bit, so as I don't totally burn out on KSP. Lately, I seem to test configs more than actually play! But I'll keep an eye on these threads and I'll be back into it, no worries. KSP is too good of a game for me to be gone for too long!
  10. Click on one of the source buttons. .zip one is easiest for me. That should download the files.
  11. There's nothing else that would fit, at least that I know of. The stockalike configs are well suited because they're kerbal-sized but with realistic stats. Which is exactly what the 6.4x RSS is. If you go for full RSS, you'd simply need the 10m engines to get anywhere. You can take my stockalike XLS file and roll your own configs, if you want something really custom. Heck, that's how I ended up with the Stockalike configs. If you get something cool, let me know in that thread!
  12. Know this is a bit off-topic, but will RealHeat require the use of radiators to dump waste heat (i.e. Space Shuttle and ISS)? Would be quite nice if it did.
  13. I'd go with the optional file to change your mod. Easier support that way. Don't need to have people install this, then run to the TACLS thread wondering why their Jool-or-Bust ship ran out of resources halfway there! And now I'm going to need to change TACLS to run at normal human levels... One more mod to tweak.
  14. That's probably because I left those out of the RCS config. Not intentionally. Just so many parts to make sure of! The Mono_to_Hydrazine.cfg is what's making everything switch from Monopropellant to Hydrazine, so if you drop that you won't get the auto-conversion. That said, if you want to download the latest version of that file from GitHub (https://github.com/Raptor831/RFStockalike/blob/master/GameData/RealFuels/Mono_to_Hydrazine.cfg) that should at least catch anything that I missed. I made a MM error in the last release that wasn't grabbing the ModuleRCS parts. Will be updated with the next release either way. As Nathan said, RF will handle the tanks. Those configs are currently bundled with RF. I did submit a pull request with NFT Structural tanks taken care of. Honestly the best way to take care of that is to either submit a pull request in the RF/MFT repository, or get the mod authors to include a copy of the tank config (with :NEEDS[RealFuels] attached to each call to ensure it doesn't load unless it needs to). The tanks are easy to set up to, just multiply the total of LF + Ox by 5. That's your volume, and just set up an appropriate tank type. Usually that's enough. And Tweakscale and RF are having some issues together, but Nathan mentioned elsewhere that they'll be looked into for the next release.
  15. Good to know. What broke it, exactly? Seems rather odd for MM to break it.
  16. Looks like I have some research to do regarding scale height/atmosphere height. Who knew games would have so much science in them... Also, I've updated the download to include rusty's GroundStations for RT2. This will overwrite your RT2 settings, be warned! Just copy the GroundStations{...} section into your current RT2 settings file (overwriting the GroundStations{} node) if you've made changes. New release is in the OP. EDIT: Hrm, I seem to be having some trouble with the launch sites. Anyone not getting any launch sites with this release?
  17. I'm just stubborn, and I don't like stuff not working properly with my mods. It was tedious, but I've done enough of those tanks that it's copy/paste/edit without too much trouble. As of right now, I don't use any MONxx fuels in the config. I can't get good information on who uses what version, and I don't want to just randomly replace N2O4 with MON3. It'd be basically the same fuel mix, but I like to find some hard numbers before I use it. And it's especially hard since any MONxx is basically N2O4, to the point that Encyclopedia Astronautica uses them interchangeably and Wikipedia has only 1 reference to MON (for the PSLV) that I ever found. If you find some data on what MONxx any specific engines are using, point me in that direction. That said, I may not use them at all, since it is basically N2O4 for all practical purposes. Just seems a bit too much complexity for a stock-alike venture. Even if this is Real Fuels.
  18. I'll do that when I get home. There are probably less than half-a-dozen parts that I lack, so it's not worth the effort. Most of those are adapters that the original config didn't have.
  19. RE: B9 v5 Yes, the config will be updated to support the new B9. Although, as far as engines go, there wasn't much change. The tanks are quite the different story, and I do have a config I'm planning on submitting a pull request for. There are a few missing pieces at the moment I'd like to catch yet. For that, I basically removed the FSFuelSwitcher and added appropriate tanks, and left the skin/mesh switcher alone.
  20. If the scale height is what matters, then it should be the same. For Jool, scale height is 13.2, which by the math you mentioned gives almost exactly the same number. And I figured there would be some unintended consequences of that MM config. Didn't think of the probe cores, but that's a simple enough fix.
  21. The config reads: maxAtmosphereAltitude = 182364.745 Though, the atmosphere won't do much up there at all. TBH I haven't tested all the way out there yet. Barely seem to get off of Kerbin much these days. But, everything else seems to be working for me so I would assume that's correct too.
  22. Very nice! This is one of those parts that is just so dang useful! Will be grabbing this once I get home.
  23. Hey! Nicely done. ialdabaoth (original Real Fuels modder) was suggesting something like this for Real Fuels, which I think fits nicely between stock and the Realism mods. I don't remember exactly, but I think AJE only adjusts the engines to use Kerosene (as far as fuels go). So I don't know why it would break. It is expecting proper volume/density units, so I don't know if that would mess with anything. You might run out of fuel a lot faster than usual.
  24. Ah! I'll have to add this into my aux configs. Forgot there were two types of antennas. I haven't tested directly, but Laythe shouldn't have a higher dV to orbit than Kerbin. Less gravity, lower orbital velocity. Unless the atmosphere is really thick (which it shouldn't be), there's nothing to push that number up.
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