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Everything posted by Raptor831
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Raptor831 replied to HoneyFox's topic in KSP1 Mod Releases
With regards to the RF Stockalike engine config, the ignitions are all dependent on what type of engine it is. Launch engines are one-time only, Upper stage have a few ignitions, and orbital ones a lot. In the XLS file I use, it fills out those parts automatically. You can grab the XLS and check it out yourself. That said, I don't use EI myself, so if you have better ideas for what those numbers should be, you can certainly drop a note with your reasoning on the stockalike engines thread (link in my sig). EDIT: So, I was partially correct about ignitions. By default the configs give multiple ignitions with hypergolics only, with a few exceptions. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
I'm not sure of the EI config details, so I don't really know where to change. But it will be in the config file somewhere. Might want to check in the EI thread to see where to change that. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Raptor831 replied to camlost's topic in KSP1 Mod Releases
I tested the same craft a few more times and never had that happen again. I'll chalk it up to the odd way KSP does symmetry sometimes and leave it at that. I'm enjoying the mod so far, so thanks for your work! -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Raptor831 replied to camlost's topic in KSP1 Mod Releases
Using the newest AJE from today, I'm running into some trouble. I'm attempting an SSTO with the B9 SABRE M engines. I've now got the M SABRE intake, the M precooler, and the M engine as a unit, surface attached to the side of my spaceplane. Once I hit a certain point in the atmosphere, one engine was producing much more thrust than the other. It's like one flamed out, but it was still at idle. I toggled both on and off, switched modes, nothing seemed to help. It was around 15 km that I first noticed it. Both engines were reporting having 100% inlet area (if I'm reading the right-click menu properly), so I'm not sure what would be causing it. So, is this some user error on my part, or is this a glitch with the new inlet code? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Well, good! Sorry again, I must have used an old XLS to make that last config. Thanks for helping out. Also, to everyone, I've added the LazTek SpaceX Launch pack engines (Merlin 1D, Merlin 1D Vacuum, SuperDraco Nacelles, and Separation Engine). This new version includes all the fixes from above, so the config won't make your SRBs spit fire randomly... -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Ok, well, shame on me. The dedicated = true line crept back into my config. Try this one: http://cl.ly/code/2s1F3a3R1D3a -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
Ok, if they're shooting flame out of the side, I know what caused that for me once. Check your stockalike config and see if it has the line dedicated = true for the SRBs. Also, check the new NASA addition 2.5m liquid booster and see if it does it as well. If it's that, use the latest config here: http://cl.ly/code/311Y0u2F2S3Z That line is a new feature coming to Real Fuels but I don't believe it's in the 5.3 version available for download. So that line breaks those parts. If you still get that error with the above link, let me know. -
Practically, I like these for station building, or use in FusTek's warehouse module. But honestly, they look cool. Who needs another reason!
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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
Coolrockets is a possibility, but I don't recall how they add the effects. It's based on the same idea as HotRockets, which alters the engine module to change the effects. Engine ignitor might also be something to look at, but the stockalike config should work with EI since it adds EI modules to each engine/SRB. Which leaves us Tweakable Everything. I've heard of that mod conflicting with a few things, and since your tweakable menu has data missing in your last screenshot, I'd check there. You may need to get the latest versions of those mods as well, since the new procedural mods and Tweakables are using a new .dll to make the magic happen. Easiest way to see is to just remove the mod and repeat your steps. If your log file gives you any clues, that'd be helpful too. And any mod author will need to see that file to debug any issues. -
Building an efficient rocket
Raptor831 replied to Scarredclown's topic in KSP1 Gameplay Questions and Tutorials
Also, you should consider how you are flying your rocket into orbit. If you fly to 10km pointing straight up, pitch over 45 degrees, then burn until your Ap is at the right spot, then you're wasting some fuel. There was an "Efficient Orbit" challenge here somewhere (found it: link), which you could mine for details. There are some MechJeb auto-ascent settings you could use in that thread, so you should be able to mimic some attempts. For stock KSP, you want an initial TWR (thrust-to-weight ratio) of around 1.5 - 2. Any more, and the air starts pushing back too much in the lower atmosphere and you waste fuel. Once you're above around 30km it doesn't matter. It's also more efficient to throtle back in the upper atmosphere as you travel to apoapsis. If you have a huge burn to make at Ap, then you'll waste some fuel during that burn as well. Ideally you want one long burn from launch to Ap that gets you in a circular orbit. Hope that helps, and good luck! -
[WIP] THSS - Tri-Hexagonal Structural Strut
Raptor831 replied to Semni's topic in KSP1 Mod Development
Also, kommitz has parts similar to this (here), and nertea has parts similar to this (here). Not quite a 1 for 1 replacement, but they both are actively maintained. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
I tested this on my setup and I'm not getting that issue at all. The config shouldn't really mess with anything but adding the appropriate RF engine module and/or tank module to each part, so I don't know what could be causing the errors. Are you getting errors in the debug console in-game (Alt-F12) or in the log file? -
I can confirm that the tank masses are lower when useRealisticMass = false when using the latest update version with PP. Didn't check the engine masses specifically.
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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
Those shifts are killing me... Thanks for the heads up. One of these days I'll have to learn the finer points of Excel and be able to understand all that's going on. Configs should be correct either way. OP has been updated with a new XLS file. And you're welcome. The spreadsheet wasn't mine originally, so I can't take credit for that. But, it does make life so much easier when you tweak the engines or add new ones! -
The engines are not set up initially, you have to pick an engine config and install it to make them work. If you're looking to use the stock engines (and mod-pack engines) as-is you'll need the stockalike config linked in the 2nd post, as Padishar noted.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Raptor831 replied to rbray89's topic in KSP1 Mod Releases
NathanKell is correct, but I would add that if you're close to the RAM limit (3.5-3.9 GB) when using KSP, this might put you over the edge and cause some crashes. But you can get the Active Memory Reduction mod (link) to compress textures to free up RAM. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 replied to Raptor831's topic in KSP1 Mod Releases
That's a good idea. I've updated the config with the :FOR[RealFuels_StockEngines] instead of :Final. Should help going forward. Also, I think the dedicated = true option broke a few things when used with RF 5.3, so until the new RF improvements become "official" I'll leave those out. -
Nice. Thanks. Also, I fixed (I think) the stockalike configs in my thread. If you find any other errors, let me know and I'll clean them up.
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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
Thanks! And, again, another quick update. Found a "bug" in the XLS (if you can call it that) that I fixed. It was adding a "TRUE" or "FALSE" line into the tank config if present. Don't think this was affecting anything, but you never know. Also added a "Dedicated" option for boosters or any other Tank/Engine hybrid. Thanks to swamp_ig for pointing that one out. Just make that column not blank and you'll ensure that any time your engine changes fuel mixture, the tank will follow. -
Checked out the config, what does the dedicated = true mean? I haven't seen that one before.
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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
Just added the FASA Apollo engines to the config, and a NovaPunch engine I missed. As always, let me know if I missed anything else. -
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. Hope it works as intended. -
So, I guess I did volunteer. In any case, here's the thread: http://forum.kerbalspaceprogram.com/threads/81239-Stockalike-RF-Engine-Configs On the NTR weight, I kinda went in the middle. All of the engines are in line with the "Goal TWR" in the XLS, so I went with that on the NTRs, both stock and mod. So, they'll still be massive, but not quite as bad. I figure you can get nice dV numbers if you do it right, and the point of Real Fuels is to be a bit more realistic. Ratios are varied as well, so watch your tanks. Let me know if anything looks odd and I'll fix it up.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Raptor831 posted a topic in KSP1 Mod Releases
Stockalike Real Fuels Engine Configs For Real Fuels v12.x After playing with Real Fuels, I got hooked. But, many of my part mods' engines were not included. I decided to fix that, and this is the result. Latest Release GitHub Repository Config generator found at http://bit.ly/rfstockalike NOTICE: Some engines have "lost" their effects. This is a known issue, and a result of moving fully to a new engine MODULE in RealFuels. As a result, Real Plume is highly recommended. Configs are included in the RF Stockalike download. Available on CKAN Updated on August 23, 2017 Changelog: v3.2.6 * Various improvements, fixes. v3.2.4 * Various improvements, fixes. See commits. v3.2.3 * Fix RCS persistent effects in release (thanks Alexical) * Ion and NTR effects updates (thanks Blowfish) v3.2.2 * Various community fixes. See commits for details. v3.2.1 * Add Cormorant Aeronology * Add SpaceX Launchers Pack * Bugfix to resourceFlowMode (Starwaster) * Add Sounding Rockets (Canis Dirus Leidy) * Pull RealPlume configs out of that mod's folder v3.2.0 * I goofed, not a real release. v3.1.0 * New Plumes from Svm420 * New Squad engines config * Tantares bug fix from nwtest * SDHI/TAC/Stockalike conflict resolved v3.0.1 * Works with KSP 1.1.2 and RF v11 * Updates by bfrobin446 and blowfish v3.0.0 Lots of stuff, installation changes. See commit log on GitHub for details. v2.1.8 [LIST] [*]Various bug fixes for RF v10 [*]Added Cryo Engines [/LIST] v2.1.7 [LIST] [*]Update ModuleRCSFX to v4.1 [*]SpaceY updates (Frimi_2) [/LIST] v2.1.6 Hotfix for RF 10+/CRP v4+ v2.1.4 [LIST] [*]Final update before KSP v1.0 and CRP v1.0. As long as RF keeps working for 1.0, this should work as well. [/LIST] v2.1.3 [LIST] [*]New engines, various fixes [*]Catch-all file to try and make sure all tanks and engines at minimum use the proper fuels [/LIST] v2.1.0 [LIST] [*]Switched to a new config generator [*]Updated various mods with new engines [*]Configs for Atomic Age and Stock Revamp (lurkaholic) [*]Config for SpaceY OMS/RCS combo (Tellion) [*]Tantares help from Niemand303 [*]Updated Mono_to_Hydrazine.cfg to be a more generic fuel tank catch-all (sippyfrog) [*]Updated ModuleRCSFX to v3.5 [/LIST] v2.0.6 [LIST] [*]Added new engines from SpaceY 0.2.1 [*]Updated ModuleRCSFX to v3.3 [/LIST] v2.0.5 [LIST] [*]Added SpaceY engines [*]Fixed a conflict with HotRockets [/LIST] Installation Install everything inside /GameData/ to your <KSPRoot>/GameData/. *NOTE*: You must have Module Manager installed for this to work, but you should have that already if you are running Real Fuels (which is obviously required). Description This is a stockalike setup for you engines to work with Real Fuels. All of the stock (or part-pack's "stock") numbers for thrust remain the same. Meaning, the Mainsail still pushes the same kN as before. But, the masses are reduced to be in-line with realistic numbers (according to the calculations anyway). There is also an RCS config to make the RCS thrusters work with the appropriate fuels. These have followed the original thrusts but will change given the fuel used. So, a hydrazine RCS will have better thrust than an HTP one, but an MMH/N2O4 bipropellant RCS will have greater thrust still. And yes, bipropellants are set up. This was originally done with the help of Chestburster's XLS that I found in the Real Fuels thread (link here). Since then, I've added mod parts I've either used in the past or use currently. I've also added some variations in the fuel mixture used for each manufacturer (i.e mod). So if you swap out a KW engine for a NovaPunch one, be sure you've got the right mix in the tanks. This adds to the variation in my opinion, as it gives you a reason to switch things up. This is also a continual work in progress. Any suggestions or help is encouraged. I don't have every mod in this file, so if you feel so inclined to add your favorite that's missing, please do. Let me know of the edits and I'll continue to compile a running config. Also, if you'd like to add your thoughts on balancing, please do that as well. I've not rigorously tested every engine, since I don't play with all of these installed and I'd rather simply play than test. So, I may have missed something or goofed some numbers. Current Mods Working KW Rocketry NovaPunch2 FASA KOSMOS Aerojet Kerbodyne AIES B9 Aerospace Klockheed Martian (i.e. Space Shuttle Engines Mod) RLA Stockalike SXT (by Lack) aWolf's Escape Towers and sepratrons KSPX launch towers kommit's Nuclear pack (formerly FTmN) Home Grown Rockets (beta version) SDHI (LV909 Fairingless) LazTek SpaceX Launch Pack v3 Kerbal Stock Launcher Overhaul KSP Interstellar Modular Rocket System SpaceY NearFuture Propulsion Tantares BahaSP Atomic Age Stock Revamp Cryogenic Engines Vanguard Cormorant Aeronology Launchers Pack - SpaceX Known Issues RCS thrusters show an "Unknown Thrust" in the VAB/SPH part list. They work properly on the pad, and do show correct thrust for the initial fuel config (which is hydrazine). Configs released under the CC Attribution-ShareAlike 4.0 International License.