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Raptor831

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Everything posted by Raptor831

  1. Someone beat me to it. I'm without proper internet for now, so I'll have to test later, but it looks good.
  2. Checked the TacResources.cfg and the only density changes are WasteWater and Food. At least between GitHub's version and my local .9.1.
  3. I'll do what I can, if you need. My "specialty" is more in config wrangling than anything, which you seem to be well versed in. You can check the repository for this one to see how it's all working. The only chemistry stuff is going on in the XLS, which is basic reaction equations. Which I still manage to mess up. @lordkrike you should be able to add line breaks with Open Office Calc. Though, maybe that was why I switched from that to Excel? I don't remember anymore. I'll pull down the latest version to my local machine and have a go with it sometime this weekend. RP-1 is a much better short name than Kero. Didn't think of that when I was writing those in. If I find anything odd, I'll post it up when I can. EDIT: Ok, I added your code to the XLS and it should be working now. Committed and pushed to the repository.
  4. If you remove the legacy parts, the prerelease is close to the same RAM, I think. I haven't run any specific tests or numbers, but just based on my subjective experience it doesn't add any memory issues. It feels like it runs a bit lighter, but I can't confirm that. I use ATM, so YMMV. But if you're hitting the memory limit and you don't have it installed, definitely give it a shot.
  5. That spreadsheet looks good to me. Go with that. That ends up with a maximum of 6 options per part, which I feel is reasonable. The EC for the highly cryogenic fuels should probably be bumped up a bit, since that would be an intensive process. It also would pay for you to haul around karbonite and then convert to LH2 as you need, to avoid boiloff. And that compound is interesting. I'll be moving this weekend, so I'll probably be off the forums until maybe Sunday or Monday. Might give me some time to actually play the game for a bit instead of work and test. And if you need a break, do take one. Burning out on this stuff is never good!
  6. Yeah, I've looked at it before. I just need to make the time to sit down and copy/paste everything I need.
  7. Thanks! This config is much better if all the other mods play nicely. I'm hoping to someday get the launch sites to also be RT2 dishes, so you can launch unmanned stuff from anywhere. I kind of like the new beaches myself. And again, the thing I like about this config is that you have a much harder time getting to orbit, but it's still not next-to-impossible (like reality). No, I haven't changed any other mods or parts with this (with the exception of the auxiliary MM configs which touch RT2 and DRE). And spot on with the rest, IMO.
  8. That's not a bad idea either. lordkrike mentioned something about cryogenic fuels needing to be cooled, so maybe a bit higher EC usage for them to simulate some kind of refrigeration going on. Also, there are a few duplicated conversions (ex: HTP is in there twice for the converters and once in the distiller). We can probably prune those, at least. @lordkrike I updated the XLS in the repo with some highlights on the ones I thought of removing entirely. My intention was to make 1 reaction for each fuel, to keep it as simple as we can. It seems that N2O4 though never comes out as a byproduct for fuels that actually use it though. MMH, UDMH, etc., never have nitrogen left over! Only LOX comes out reliably. On another note, I think I figured out how to get atmospheric scoops working, but again, need to clone parts. Since Karbonite/ORS/KSPI updated, I had a look at the source and there's a few modules we might use, depending on how it could be used. I think you could add an atmospheric ISRU module to the converters, or clone an intake and just pull the atmospheric resource in. We'll see once I can test those.
  9. Haha! Wow, uh, needs more options. It's kind of a RealFuels curse. It's nice to have all of those options but it gets crowded fast. I think the better option is to have multiple kinds of refineries. But, I'm no modeler/texturer/part maker. (I'm a web developer when I'm not playing KSP) We can certainly clone the parts and give them appropriate names and such, so if we're ok with that, then lets go that way. The first section in that XLS was my initial tests. The second section was the actual stuff that I put in. I forgot to mention that also. 0 for 3 so far. So, the question becomes: how do we split up the fuels into separate parts? Or maybe the DragonRider capsule by ccbp. That one gave me fits...
  10. Pull request merged. I tried to make the byproducts useful in all cases, but I seem to only ever get trace N2 and O2! I was thinking of leaving byproducts out of the distillers. Just think it adds some interesting play options, and differentiates the two even more.
  11. The RSS-level heatshields are bit much for this config, but having more than you need when it comes to heat protection is the best way to go.
  12. It's called: I find stuff that works and use that. The Calcs.xls from NathanKell's RftS engines is where I got most of the guts from, especially the MM output. I'm still not sure I've got the chemistry parts right!
  13. I've updated the download with the terrain edits I've been working on, and I've added some helper configs to adjust antenna ranges for RT2, if installed, and add RSS class heatshields to a few non-stock shields. You should get the RSS heatshields if you haven't already, unless you really like hard mode. Also, I've put this up on GitHub, so anyone who wants to contribute or comment is free to do so. Repository link is in the OP, along with the latest release.
  14. Updated release. Link is in the OP. This is more just a reorganization to GitHub as opposed to randomly putting up files on my sharing service. But, for those of you using the B9 v5 prerelease, you'll have the RCS working with RF. There are a lot of tanks to manage for that though, so be prepared.
  15. Well, sheesh, I apparently suck at chemistry. That's twice now you've corrected my mistakes. In any case, here's an updated (and hopefully fixed) source XLS for this: download. I fixed the Methane one and a few others that I found, but it seems a good idea to let someone else check my chemistry/math. Might stick this up on the repository too, if we need to keep an up-to-date copy around.
  16. The methane example couldn't have H2 as a byproduct, since it'd all be going into methane. 2 CH4NO2 --> 2 CH4 + 2 O2 + N2 I accepted your pull request, so those are in there. We'll have to figure out about the atmospheric stuff. MM could pull the proper nodes if we set it up, even if Karbonite keeps the non-unique names. I would agree about the liquid vs gaseous part, but that'd then require TACLS or something for those elements. Although, I think the CommunityResourcePack has those in there... That could work. Last, I'll post my XLS up when I get home this evening. It's not all that intuitive and it's bit messy, but it works. I pulled the densities from my stockalike calcs sheet, which originated with NathanKell, so I assume the densities are right. They might have changed though, since that data is not really used for the engines much. That's all in a data table so it's easy to change.
  17. Ok, I've put up some changes on the repo. I haven't gotten to test these, since the B9 v5 "prerelease" hit, I've been setting up RF with that all afternoon. Hence, these are not a "release" yet, but if you feel inclined you can download the latest files and test them. But, the atmospheric stuff is in there, minus Neon. Also, the conversion ratios are fixed, so you should be getting proper amounts out. The other big change is that the refineries will produce your fuels plus some byproducts, and your distilleries will produce oxidizers and monopropellants without byproducts. Stuff like N2O4 you'll need to bring a distillery for. The primary compound will never be wasted, but any byproducts will be dumped if you don't have the space. I haven't fixed the GUI names yet, so those might be a bit long now.
  18. I've been playing with some MM configs, and I think I have a nice way to get it to play with RF/MFT. Will post once I actually test, and maybe not until the official release. Also, since going through the configs for my mod-compatibility sweep, I noticed the HX RCS parts are using LFO. NathanKell let me know, while I was doing some RCS stuff for the RF Stockalike configs, that ModuleRCS has a bug in it that prevents PROPELLANT nodes from working properly. To get multi-directional bipropellant RCS, you'd need ModuleRCSFX at the moment. Otherwise, the RCS only fires in one direction, which makes it rather useless.
  19. RE: Karbonite in the atmo: ah, ok, good call. And for reference, you can either use @MODULE... or %MODULE... to change the resource via MM. @ grabs it only if it is already there, but % changes if it is there and creates it if it is not already there. MM thread is a great resource. Also, we probably should scale the atmospheric amounts to reflect the changes made in density. Argon is already in the CRP as ArgonGas, so that's a simple find-and-replace. Neon is not, so that might need to be commented out. And extracting O2 from CO2 pulled from the atmosphere is exactly the kind of stuff I'd like to do. Really, I'd love for Karbonite to be a drop-in replacement for Kethane and/or KSPI (at least resource-wise). Even down to the heat management. But that's for later, I guess.
  20. Downloaded the prerelease, and everything seems to be working fine so far. One question, though: with the new Firespitter fuelSwitcher, is there a native way to get that to play nice with ModularFuelTanks/RealFuels? I could simply nuke the fuelSwitcher module with MM, but that seems excessive.
  21. Someone's been busy. The only thing is that Karbonite does have some atmospheric definitions already included, and it does have atmospheric scoops out of the box. Judging from the part config of the scoop, I think it'll work with any resource. The atmospheric definitions are in the CommunityResourcePack folder. See here: https://github.com/BobPalmer/Karbonite/blob/master/GameData/CommunityResourcePack/Karbonite/atmosphericresourcedefinitions.cfg So with the exclusion of those, looks good to me.
  22. I had read that story on Wikipedia the other day. Should have chosen that name, if you ask me!
  23. Cool, thanks! I'll add these in the next release. Well, funny enough, I just posted a pull request for a few tank configs I had made for myself. Didn't really think of that basemass property at the time. Ah, well, those can be changed, I presume. And I probably should change the name of that file to be more descriptive.
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