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Everything posted by Raptor831
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They should be. Anything with "fairing" in the title should work by default. And speaking of FAR, be careful with adding a bunch of extra nodes to the parts for different looks. FAR calculates drag based on nodes, and if you have 4 nodes and only use 2, FAR thinks you have two open "ends" of a cylinder, which adds odd drag. (Example: the HGR Radish pod in reentry) I haven't tested these much so I don't know if it's an issue at all, and I've heard Ferram is moving away from that model, but there's no word on when. These are great parts, though!
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You may also want to check MJ's PID numbers in the settings. I had something similar (during autopilot, ship was very unstable) and I realized my PIDs were set way to soft. There's a window just for this, and I realized from old data that the settings were different. Changed those back and everything worked like normal. (They also get saved per saved ship, so pay attention to that.) Not sure this has anything to do with your specific issue, but it's worth a shot.
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I posted a Universal Storage -> TACLS ModuleManager config on the release thread (LINK). Can't guarantee 100% accuracy with resource usage, but it's close enough. It'll get you through until Daishi and Paul do a proper release for TALCS. Unless, of course, you set up TACLS for liters/kg, in which case no conversions are really needed for Universal Storage.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
You can do this with Real Fuels or Modular Tanks. You set up a tank config, then make your part reference your tank type. In the VAB/SPH, you then specify which resources the part can carry and how full they start. Once set up, you cannot add space for other resources, you can only fill/consume the ones you set up. I've done this for my install (with Real Fuels) using a copied Water wedge (since that was the most generic). I set up a tank to include all of the TACLS resources plus Hydrogen, and I can mix/match the tankage depending on my needs. It seems EggRobin's fuel cell and electrolyzer is balanced. Last time I looked, I ran the math and the Oxygen was correct and the Waste came out to the correct mass of the Hydrogen. As far as power required, I have no idea. The Universal Storage fuel cell was very close to EggRobin's numbers, once they were converted to the proper units. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
Yes, that'd be an awesome reference. Hope you can get the forum bug worked out, that's gotta be insanely frustrating! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Raptor831 replied to TaranisElsu's topic in KSP1 Mod Releases
Looks like you did the per-part adjustments correctly, but didn't update the usage config. Make sure the LifeSupport.cfg in the GameData/ThunderAerospace/TacLifeSupport/PluginData/TacLifeSupport/ is the updated version. You should have "OxygenConsumptionRate = 304.27" in the file. If it reads another number, you probably missed that file, which would cause you to have your resources last a very long time. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yeah, poly count usually isn't an issue. There are 2 parts that I know of that bring my machine (iMac 2.8GHz i7, 4GB RAM, 512MB ATI Radeon, OpenGL 2): 1) the IACBMs from FusTek Expansion, and 2) the super-ultra-large solar panel in Near Future. I think the Balka solar panels from KOSMOS are bad for me as well, but it's been a while since I've used those so I don't remember. I think those examples are just extremely detailed models and/or textures. Other than that, the only limitation I have is pure part count. I can do about 200-250 parts on launch and still be ok. Might be able to push higher since I've made some tweaks. My stations I try and keep below 150 to avoid lag. But, in interplanetary space (or high enough orbit) I probably could do 300+ parts quite readily. Processor speed is the bottleneck, as that does all the physics calcs. 64-bit would help that (would help RAM usage more, until Unity can actually dump textures when it doesn't need them), but it still would probably be the bottleneck. Graphics in KSP is something you can actually "waste" cycles on generally anyway, so a few polys aren't going to hurt. The only downside to these parts is the fact that you'll have 9 minimum for the octo. Not great, but if you want to swap any out then you need it. And that's the best thing about these parts. Strap some octos on a station, and you'll just need to replace the wedges when the O2 runs out. Shuttle runs, anyone? -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Raptor831 replied to Albert VDS's topic in KSP1 Mod Releases
Quick and dirty way is to simply change the modular tank config to accept the ECLSS resources. The volume should be the same for both, so that should be all you'd need. -
If you use the file DasBananenbrot mentioned, you can delete the NASAmission_ModularFuelTanks.cfg that comes with it, as the new v5.1 that just came out includes those tanks.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Raptor831 replied to ferram4's topic in KSP1 Mod Releases
I had this happen when I was trying to get the KSO shuttle mod to work with FAR. It was because the stock axis settings were overriding the FAR axis settings, and the FAR MM config wasn't catching the part because the FARControllableSurface module wasn't added yet. Solved it by explicitly removing the ModuleControlSurface from the part in my MM config. You might want to change the section that removes the ModuleControlSurface so it has the :Final tag at the end. i.e: @PART[*]:HAS[@MODULE[ModuleControlSurface],@MODULE[FARControllableSurface]]:Final { !MODULE[ModuleControlSurface]{} } Haven't tested that, but it should rule out that edge case.- 14,073 replies
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Ok, this should be my last attempt at getting TACLS and US to play nice with each other. Here's a MM config that changes the Fuel Cell found in the US pack to a simple TAC Generator/Converter. I took the numbers from the 2nd post, got the rate per 24 hours (i.e. TAC's base time measurement), then converted the liters to TAC daily units per his chart. This should produce the exact amount of electricity for the exact same amount of resources (minus any rounding errors that crept in). Also, like the previous versions, the amounts in the wedges have been adjusted to match. I did test these changes before putting this up, but they may not be quite right, given the amount of tedious math involved. If I made a mistake, feel free to post up a fix. Download the config Installation: Comment out or delete the Oxygen and Water resources in the NHSME_FC_Resources.cfg, then place the config somewhere in your GameData folder. You need ModuleManager 1.5+ as well (obviously). I'm thinking of just pushing TAC to liters in my save (like CoolBeer's solution in the TACLS thread), as that'd be easier than trying to convert resources for every other mod. That way I could go between KSPI, Real Fuels, TACLS, and this mod without crazy hoop jumping. -
Here's the .xls: http://cl.ly/1d0t25251c3L My reasoning for the differing ratios was simply for variety. I figured each mod was a manufacturer, and that every manufacturer was using their own set of "optimal" ratios for their particular hardware (like how BMW's might want higher octane fuels than say Ford). But, by all means, change away! It would be much simpler that way, I agree. I've caught myself using a tank filled for a previous engine, and wasted LOX in the process. Mission control was not happy that day...
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Well, I have an insane amount of mods, but my install works just fine with your pod. Here's my folder list currently: 000_Toolbar ActiveTextureManagement AIES_Aerospace ASET aWolf (LES Pack) B9_Aerospace BahaSP blackheart BoulderCo CargoTransferBags Chatterer CrewManifest DeadlyReentry EditorExtensions EnvironmentalVisualEnhancements ExsurgentEngineering FASA FerramAerospaceResearch Firespitter FusTek HGR HGRtest (HGR dev release) Hyomoto (MFDs for RPM) JSI (Raster Prop Monitor) KAS KAS-Extensions-master (MM configs to make a bunch of stuff KAS compatible) Keramzit (PFairings) KerbalConstructionTime Kerbaltek KineTechAnimation Klockheed_Martian kommit_nucleonics kommit_octotruss KSPX KWRocketry LLL (very few parts) MagicSmokeIndustries (Infernal Robotics, which is broken in .23.5) masTerTorch (single science part, KDEX) MechJeb2 MechJeb2RPM ModuleManager_1_5_7.dll NASAmission NavyFish NearFuture Nereid (FinalFrontier mod) NewHorizons (Universal Storage) nothke_DROMOMAN NothkeSerCom (6S tubes) NovaPunch2 OpenResourceSystem PartCatalog PorkWorks ProceduralDynamics R&SCapsuledyne Raptor831 (my custom mods, all MM configs or new part configs) RealChute RealFuels ResGen RLA_Stockalike SCANsat SCANsatRPM SDHI Squad StretchySNTextures StretchyTanks SXT ThunderAerospace (Fuel Balancer and Life Support) TreeLoader TriggerTech (Alarm Clock) UbioWeldingLtd VNG WarpPlugin I can say that Kerbal ISP Difficulty Scaler does not play well with the capsule LES, which I had to remove in order to get this to work. But that's the only one, and I could simply not use the LES and it works fine. No auto-engage on unpack, at least on the pad. I didn't test launching, saving, then reloading, but I doubt that would make a difference.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Oh I know. I just wanted to be able to use the storage containers now instead of later. I hope Taranis does switch to liters/kg, as that would make mod compatibility so much easier. Obviously I didn't test this too much either. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Darn my eagerness. Forgot something in the config that I found once I loaded it up. Updated TAC conversion here. Love the parts though! Thinking that this will make for some nice resupply missions in the future! -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
For reference, TaranisElsu posted his math in a Google Doc here: Link According to the chart, 1 TAC unit of Oxygen is about 304 liters. 1 TAC Water = 1.79 liters. TAC doesn't use Hydrogen at all, and electric charge is KSP stock the whole way. I whipped up a TAC conversion ModuleManager config if anyone wants to use it now: (EDIT - config had errors, see first post on next page) NOTE: You'll need to remove the Oxygen and Water definitions in NHSME_FC_Resources.cfg to make sure this is right, otherwise you'll get resource conflicts and stuff will be odd. I only messed with the Oxygen and Water parts of this mod, so you're converting TAC Oxygen and Universal Storage Hydrogen into TAC Water and KSP Electricity. Wow, seems like kraken bait if I ever saw it. Also note: I haven't tested this for accuracy, so my math may be goofed, and/or I may have goofed the modules needed. Third note: If anyone wants to use or edit this for anything, you can. Public domain. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Raptor831 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thanks for this guys! Been waiting for FLEXRack for a while, and this pops in. Will nab this once I get home. -
I just took the stock thrust and edited the mass to be appropriate. The fuel types are Kerolox, MMH+N2O4, and Hydrolox on all of the new engines, so you can certainly use them appropriately. They all default to Kerolox though.
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HotRockets! Particle FX Replacement + Tutorial
Raptor831 replied to Nazari1382's topic in KSP1 Mod Development
The Poodle was changed to a more "orbital engine" exhaust after all the screens on the OP were made. It almost looks like just smoke coming from the engine, but that's intentional. You can read about it by going back through the thread if you want, but basically it's a bit more realistic given the Poodle's role in the game. -
If anyone wants this, I have created some Real Fuels configs for the new parts in .23.5. The engines are made with the help of Chestburster's .xls file found here. Engine Config here. This is a stock-alike config, masses are adjusted to fit the stock thrusts. In addition to the mods from the original .xls, I've added FTmN engines, the SXT pack, and of course the ARM parts. Each mod uses slightly different fuel ratios and some use different types, just to change things up a bit. Also, all engines are fully throttle-able. I use this with useRealisticMass = false and it works well with stock Kerbin and FAR. Can't say about using them with RO though, so YMMV. There's also a Fuel Tank config for the new fuel tanks in the .zip file for good measure. If anyone wants the .xls I have, let me know and I'll put it up somewhere.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Raptor831 replied to helldiver's topic in KSP1 Mod Releases
In the B9 Aerospace thread, I believe I remember Bac9 talking about multi-axle landing gear. It's possible to model them, but the gear can only handle 1 collision point, so it still acts like a single axle. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Raptor831 replied to helldiver's topic in KSP1 Mod Releases
Mavericks uses more RAM to have quick access to OS things. It doesn't affect my KSP experience at all, and I've seen similar results from before I upgraded (from 10.6). Technically you are using more RAM, but the OS is supposed to be smart enough to dump memory from the OS into KSP. This is also on a 4GB RAM machine, so KSP needs all of the free RAM it can get. -
[AAR] The Grand Tour - Voyage To The Planets
Raptor831 replied to czokletmuss's topic in KSP Fan Works
Well done, as always Czok. That's two chapters in a row without a catastrophe. How long can this last! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Raptor831 replied to ferram4's topic in KSP1 Mod Releases
That's the FAR config I pushed out for the v1 KSO. I doubt the parts changed much, so it should still work fine. I just made sure the wings and tailplanes had reasonable stats (copied from similar B9 parts, I believe), and made the cargo bay a Part and not a Winglet. I haven't played with the new version because the mod just ate too much RAM for me, so YMMV on the new version.- 14,073 replies
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- aerodynamics
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