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Starwaster

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Everything posted by Starwaster

  1. Totally untrue. Where are you getting your information? Certainly not this thread nor the source code. RealChute calculates drag based on the chutes configured diameter and displays the model of the canopy to be the correct size (for RC chutes configured to use ProceduralChute) using correct drag formulae. Furthermore, it detects the presence of FAR and retrieves the density of the atmosphere for the current CelestialBody. Stock chutes use a global density that does not vary from planet to planet. So if you're using Real Solar System and you travel to Duna, Eve or Jool (i.e. Mars. Venus. Jupiter) then the chute will behave correctly for atmospheric compositions made up of the appropriate gasses (CO2, etc for Mars / Venus. H2, etc for Jupiter)
  2. Well those load times do look promising, more than I'd have expected. You should post your output_log.txt for the load where it crashed. (if you don't still have it, repro and then post the log. Not KSP.log this time because output_log.txt has more information for errors) If you haven't posted a log before, upload it first to somewhere like dropbox and then post a link to it. I might give it a try myself when I can grab the time to And @MeCripp / LitaAlto : Yes, that's exactly it. The config is missing the {}
  3. Updated my MkIV configs to add the Scimitar engine. All it does is exchange the stock fuels for Kerosene / LqdOxygen. I'd like to add ModuleEngineConfigs to it and provide other options like hydrogen and methane, but this is all I had time to do right now. Added to my existing pull request. (if anyone else wants to tackle the extra engine configs, feel free and I'll incorporate yours into my pull) @PART[mk4cargo-1] { MODULE { name = ModuleFuelTanks volume = 1000 type = Fuselage } } @PART[mk4cargo-tail-1] { MODULE { name = ModuleFuelTanks volume = 500 type = Fuselage } } @PART[mk4adapter-1] { MODULE { name = ModuleFuelTanks volume = 4000 type = Fuselage } } @PART[mk4adapter-2] { MODULE { name = ModuleFuelTanks volume = 4000 type = Fuselage } } @PART[mk4fuselage-1] { MODULE { name = ModuleFuelTanks volume = 8000 type = Fuselage } } @PART[mk4fuselage-lfo-1] { MODULE { name = ModuleFuelTanks volume = 8000 type = Fuselage } } @PART[mk4mono-1] { MODULE { name = ModuleFuelTanks volume = 3000 type = ServiceModule } } @PART[mk4tail-1] { MODULE { name = ModuleFuelTanks volume = 4000 type = Fuselage } } @PART[mk4tail-2] { MODULE { name = ModuleFuelTanks volume = 8000 type = Fuselage } } @PART[mk4scimitar] { @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { @PROPELLANT[LiquidFuel] { @name = Kerosene } } @MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { @PROPELLANT[LiquidFuel] { @name = Kerosene } @PROPELLANT[Oxidizer] { @name = LqdOxygen } } }
  4. I just realized that I left out its engine. (forgot that it had one in the pack) So I'll have to do up some configs for that too but I won't have time until this evening...ish.
  5. Ok here you go. I'll submit it to the repository for inclusion @PART[mk4cargo-1] { MODULE { name = ModuleFuelTanks volume = 1000 type = Fuselage } } @PART[mk4cargo-tail-1] { MODULE { name = ModuleFuelTanks volume = 500 type = Fuselage } } @PART[mk4adapter-1] { MODULE { name = ModuleFuelTanks volume = 4000 type = Fuselage } } @PART[mk4adapter-2] { MODULE { name = ModuleFuelTanks volume = 4000 type = Fuselage } } @PART[mk4fuselage-1] { MODULE { name = ModuleFuelTanks volume = 8000 type = Fuselage } } @PART[mk4fuselage-lfo-1] { MODULE { name = ModuleFuelTanks volume = 8000 type = Fuselage } } @PART[mk4mono-1] { MODULE { name = ModuleFuelTanks volume = 3000 type = ServiceModule } } @PART[mk4tail-1] { MODULE { name = ModuleFuelTanks volume = 4000 type = Fuselage } } @PART[mk4tail-2] { MODULE { name = ModuleFuelTanks volume = 8000 type = Fuselage } } @PART[mk4scimitar] { @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { @PROPELLANT[LiquidFuel] { @name = Kerosene } } @MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { @PROPELLANT[LiquidFuel] { @name = Kerosene } @PROPELLANT[Oxidizer] { @name = LqdOxygen } } }
  6. Humor me please. In the TweakScale folder, find the ScaleExponents.cfg Change the following TWEAKSCALEEXPONENTS { name = RealFuels.ModuleFuelTanks [COLOR=#ff0000]basemass = 3[/COLOR] [COLOR=#ff0000]basemassPV = 3[/COLOR] totalVolume = 3 volume = 3 fuelList { amount = 3 maxAmount = 3 } } to TWEAKSCALEEXPONENTS { name = RealFuels.ModuleFuelTanks [COLOR=#008000]//basemass = 3[/COLOR] [COLOR=#008000]//basemassPV = 3[/COLOR] totalVolume = 3 volume = 3 fuelList { amount = 3 maxAmount = 3 } } Then retest.
  7. Sounds like you only uninstalled its Assets folder. That white square means that the toolbar cannot find its icon pictures. And/or have an extra copy stashed somewhere in GameData Or have a copy of the dll somewhere it doesn't belong, like the KSP*/Plugins folder. (don't ever do that. Especially not ever) Bottom line is if you really deleted its folder from GameData and it was installed properly to start with then it no longer would exist when you deleted it.
  8. Interesting, so it's ready for prime time then is it? I might write up something for it...
  9. I get by with just the stockalike engine configs and KWR. And if I want to do a Saturn V.... (approximates 5x J2 and 5x F1) +PART[KW5mengineTitanV] { @name = KW5mengineTitanX @title = KW Rocketry Titan X @description = A 10m rocket engine mainly used for upper stage deployments, but also capable of launching smaller 10m rockets as a first stage engine. %rescaleFactor = 2.5 @mass *= 8 @MODULE[ModuleEnginesFX] { @maxThrust = 13050 @heatProduction = 167 @atmosphereCurve { @key,0 = 0 451 @key,1 = 1 340 } } @MODULE[ModuleGimbal] { @gimbalRange = 7.0 } @MODULE[ModuleEnginesFX]:NEEDS[RealFuels] { !PROPELLANT[LiquidFuel]{} !PROPELLANT[Oxidizer]{} !PROPELLANT[MonoPropellant]{} PROPELLANT { name = LqdHydrogen ratio = 72.856139 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 27.143861 } } MODULE:NEEDS[RealFuels] { name = ModuleEngineConfigs type = ModuleEnginesFX techLevel = 6 origTechLevel = 6 engineType = L+ origMass = 8.3 configuration = LqdHydrogen+LqdOxygen modded = false CONFIG { name = MMH+N2O4 maxThrust = 17400 heatProduction = 167 PROPELLANT { name = MMH ratio = 0.50366459 DrawGauge = True } PROPELLANT { name = N2O4 ratio = 0.49633541 } IspSL = 0.91488 IspV = 0.96628 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 2 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 13050 heatProduction = 167 PROPELLANT { name = LqdHydrogen ratio = 0.72856139 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.27143861 } IspSL = 1.21056 IspV = 1.3195 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 17400 heatProduction = 167 PROPELLANT { name = Kerosene ratio = 0.36699904 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.63300096 } IspSL = 0.96 IspV = 1.015 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } } !MODULE[ModuleEngineIgnitor]{}:NEEDS[ModuleEngineIgnitor] MODULE:NEEDS[ModuleEngineIgnitor] { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 58 } } } @PART[KW5mengineTitanV]:FINAL { @maxTemp = 1250 @MODULE[ModuleGimbal] { @gimbalRange = 3.5 } } and +PART[KW5mengineGriffonC] { @name = KW5mengineGriffonC.10m @title = KW Rocketry Griffon Millennium @description = The most powerful engine in the entirety of KW Rocketry's arsenal available, capable of launching some of the largest rockets conceivable. %rescaleFactor = 2.5 @mass *= 8 @MODULE[ModuleEnginesFX] { @maxThrust = 33000 @heatProduction = 179 @atmosphereCurve { @key,0 = 0 332 @key,1 = 1 299 } } @MODULE[ModuleGimbal] { @gimbalRange = 6.0 } @MODULE[ModuleEnginesFX]:NEEDS[RealFuels] { !PROPELLANT[LiquidFuel]{} !PROPELLANT[Oxidizer]{} !PROPELLANT[MonoPropellant]{} PROPELLANT { name = Kerosene ratio = 36.699904 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 63.300096 } } MODULE:NEEDS[RealFuels] { name = ModuleEngineConfigs type = ModuleEnginesFX techLevel = 6 origTechLevel = 6 engineType = L origMass = 12.46 configuration = Kerosene+LqdOxygen modded = false CONFIG { name = Kerosene+LqdOxygen maxThrust = 33000 heatProduction = 179 PROPELLANT { name = Kerosene ratio = 0.36699904 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.63300096 } IspSL = 1 IspV = 1 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 24750 heatProduction = 179 PROPELLANT { name = LqdHydrogen ratio = 0.72856139 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.27143861 } IspSL = 1.3 IspV = 1.3 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } } !MODULE[ModuleEngineIgnitor] {}:NEEDS[ModuleEngineIgnitor] MODULE:NEEDS[ModuleEngineIgnitor] { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 110 } } } @PART[KW5mengineGriffonC] { @description = The second most powerful engine in the entirety of KW Rocketry's arsenal available, capable of launching some of the largest rockets conceivable. @maxTemp = 1250 @MODULE[ModuleGimbal] { @gimbalRange = 3.0 } }
  10. I just stick a mid sized KWR 2.5m tank and the SPS engine from KWR on it.
  11. except that you can't do that except in a manner that is either ugly as crap or prohibitively expensive in terms of both development time AND processing power.
  12. I did that myself actually. Finally got around to trying it both with FAR and without. I posted a screenshot of stock drag only showing my craft at 59.x km and 222 m/s. Using FAR there was a definite increase in disassembly frequency. I'm not necessarily 'blaming' FAR per se, but it is not kind to space planes attempting a Venus reentry. Reentry speeds will be too high for the increased pressure that you find on Venus. And the density changes caused by temperature fluctuations don't help either, but the problem persisted even after removing the temperature curve entirely. Without that, it uses stock temperature changes resulting in constant density increase with pressure rather than the fluctuations. Which btw is implemented by FAR. RSS only provides the data used by FAR to determine pressure and density. I suspect a space plane with substantially fewer wing parts and wing surface area would fare a lot better, but like I said before, I have to move on to other modding matter and no longer consider it to be an RSS matter at all Venus is Venus, not Eve and it has atmospheric properties that are different enough from other planets that one must plan carefully for. At least if you're using FAR. That's not an RSS matter though. And it's kind of a known issue when incorporating multiple thruster into a single part that ordinarily would be represented by multiple discrete parts. Theoretically it could be gotten around by using multiple sets of uniquely named RCS thruster transforms coupled with multiple ModuleRCS declarations. (one for each set of transforms. Like 'thrusterTransform = starboardTransforms' where the starboard grouping is named 'starboardTransforms'. Theoretically.)
  13. I still think it's reporting your RCS TWR, for whatever reason. It will definitely do that if no other engine is attached and activated. (in Flight mode. Don't think it does it in VAB) So in theory, a bug is possible in MJ whereby if it doesn't see an engine for a given stage then it only reports the RCS TWR. It logically would also do it if the engine is from an unrecognized plugin. (i.e. not stock Module or something else that MJ is coded to recognize)
  14. Actually I have seen MJ perform a docking of two really massive pieces with a minimum of RCS thrust available and I had not provided a very generous amount of propellant. MJ thrusted for about a minute and I walked away for a few and I came back and it was just sitting there seemingly inactive with the ship parts not really looking like they were going anywhere anytime soon so I shut it off and took over myself. I Quicksaved at that point just in case I fouled things up, which I did, partly because I got impatient with the small amount of thrust I'd given it and partly because I passed into shadow and nighttime dockings and I do not get along well. When I reloaded I took the time to actually LOOK at what MJ had set up and it had the parts meeting up 15 minutes in the future. Basically it had used the tiny amount of propellant I'd given it and planned a long term burn to dock two pieces that were about 50 tons each. So it can behave impressively when it wants to.
  15. Try the latest beta and see how it is then. (but Taniwha is probably right and that probably is too fast. You're travelling faster than an SR71 but at 4-5km under the altitude that it would be travelling that fast at. The beta will give you a little better control and it's - I hope - a little better calibrated in the latest version. But that process is probably not finished yet)
  16. Does it 'reattach' if you do a non-phys timewarp? And then 'detach' again after you come off rails? If so you need to check for errors (probably but not exclusively a nullref) when the ship first loads into the scene and probably before it comes off rails. Edit: RCS thruster power is displayed and is used for TWR if no other engines are available and activated. That's probably what you were seeing before.
  17. I hate you! I didn't get a t-shirt. All I got was one of the large solar panels floating alongside my space station in tiny sparkly bits. Oops I should have remembered that in my docking dispensing advice. Yeah, using PAR is awesome for doing a manual (semi-manual?) dock Wait... is that in one of your screenshots? I'm not seeing that
  18. If you find that decreasing decoupler mass leads to part wobbling, you might want to think about de-physicalizing the part. (PhysicsSignificance = 1) I've done that with several problematic parts including the 5 meter KWR decouplers and haven't regretted it once.
  19. That bug was fixed with 6.3.2 Also, anyone with burning Kerbals please make sure you are updated to beta 6.3.2
  20. And there's also the matter of reloading models, textures and recompiling parts. Even 4000 patches is a comparatively small part of that. (MM can apply multiple patches to multiple parts in less time than it takes to process one part) (Edit: That doesn't mean it wouldn't be worthwhile to pursue caching. Every little bit helps I suppose)
  21. F5 then F9 Maybe.... I have a feeling that won't work as far as demonstration. I think that pristine environments created by an freshly loaded in scenes won't fail. You have to get to that situation through normal gameplay. Multiple launches. Vessel switching. Kerbals EVAing. Then something gets out of whack somewhere.
  22. Was it stock Kerbol system, or RSS? (and if RSS, was it stock RSS, 6.4x Kerbol or 10x Kerbol?) For hard, you might try turning off the alternate density setting. But that can REALLY make your reentry harsh on your shield.
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