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Everything posted by Starwaster
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@AeroGav still trying to wrap my mind around this... it's been awhile since I did engine configs for things like trimodals (technically that's what it would be since it's three modes of operation not two) but it shouldn't be too hard... Also, use Notepad++ instead of Notepad. It will change your life. https://notepad-plus-plus.org/ I found one section that was still inline instead of two lines (atmosphereCurve at 44-47) but that should at worst just screw up the atmosphere curve - not sure what the exact effect would be. Another issue is the use of ModuleHybridEngine - I don't think anyone really uses that anymore: A little background history: It actually extends the ModuleEngineConfigs class while adding similar functionality to MultiModeEngine, which it predates. Now that we have MultiModeEngine, nobody really uses ModuleHybridEngine... it PROBABLY still works ok but I can't guarantee that. The only circumstance that I can think of is if you wanted a nuclear engine type that could be configured in the VAB for multiple propellant types AND added afterburner support for all of them. Which looking at your configs isn't what you're after and even I'm not sure how to write such a beast. If you WANT to do that it should be possible to work it out but right now I'm concentrating on your original goal. Also, it might be why the isp values were getting munged. It modifies isp (ispSL and ispV - but the math doesn't add up to the numbers you were seeing) Here's a corrected patch. This works but the thrust/isp values for afterburner mode seem questionable to me. Maybe you want it to have realistic values or maybe you don't... not sure what effect high test peroxide has on ammonia....?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
When I compile the code on my machine and test with it, I get the parachute category. When I download the released plugin and use that, I don't get the parachute category.... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
@stupid_chris Re: the problem above, did you pull down my changes before recompiling to 1.5? -
@AeroGav That error means what it says. There is no resource by that name. I'm having to guess here since you chose to type your error out instead of including actual log as well as including the config that caused the error but if it literally said LqdAmmonia Ratio 1.00 then it literally thinks that the name of the resource is LqdAmmonia Ratio 1.00. Go look at your config. make sure that ratio is on its own line. You can't do the whole thing inline.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Please don't post the log split up like that. Post the ksp.log in its entirety exactly as you see it in the folder -
If the mod uses a particular manufacturer you could target the manufacturer with @PART[*]:HAS[#manufacturer[modManufacturer]] If the mod specifies different manufacturers for various parts then you would have to include conditionals for each manufacturer. If any of those manufacturers are stock manufacturers or that are present in other mods then you will get false positives from this method and will target the wrong parts.
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https://jimmyjonesphotography.com/p47158853/slideshow#h4e9078c0
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Starwaster replied to severedsolo's topic in KSP1 Mod Releases
Is this stock sized planets or scaled up? If scaled up then you may have to adjust your funds/rep/science payouts. -
Then no other part was conducting into it and some portion of the pod is exposed.
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This is how conduction works: (grossly simplified) conductionFlux = (part1.temperature - part2.temperature) * (some other conduction factors) That first bit in parentheses is the temperature delta and it not only helps determine how much heat is conducting but it also determines which way it is conducting! If the result is negative then part2 is losing heat is part1 is gaining heat. If it is positive then part1 is losing heat and part2 is gaining heat. Let's say part1 is your heat shield at 1600K and part2 is your pod at 1800K 1600 - 1800 = -200 = (heat is flowing FROM your pod TO the shield) That's true no matter what the other conduction factors come out to be since it is the temperature delta governs heat flow direction. It's also true in all possible heat flow paths here which are not just skin-skin. Heat always flows from hot to cold until the temperature delta zeroes out. At that point you have thermal equilibrium. The practical point of all this is that if your pod is getting hotter than the shield then it is not fully protected by the shield and is itself exposed to convective flux. (unless some other part that you are not mentioning is exposed and getting even hotter than the pod is at 1800)
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Cheater, if the pod is getting hotter than the shield then it is NOT because it is receiving heat from the shield. KSP thermodynamics may not be perfect but it still follows the real world laws of physics and heat conducts from hotter to colder. In your provided example, heat will be flowing by conduction from the pod to the shield
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Hard coded. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
And that will always be the case anytime there is a major/minor version number change or Unity version change. Real Chute will automagically disable itself if any of those checks fail. This is hard coded into the plugin and it will not function. As soon as I get chance to reset and recompile against the new KSP binaries and successfully run it through its paces there will be an official update. (unless of course Stupid_Chris gets to it first) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Updated to fix the missing chutes when using non-english localizations in KSP 1.4.5 https://github.com/StupidChris/RealChute/releases/tag/v1.4.7 Problem is that looking up the button's by their localized names doesn't work anymore. However, just passing in the localized text name does. (i.e. just "#autoLOC_453705" as the lookup key instead of running it through the Localizer formatter first) IF YOU ARE USING ENGLISH AS YOUR CONFIGURED KSP LANGUAGE YOU DO NOT NEED THIS UPDATE -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
So, right in the middle of testing my fix ... in my actual main KSP installation and suddenly it updates to KSP 1.5 Well, I think I have it fixed and as soon as I can actually verify that I'll get something pushed out for 1.4.5 ... with 1.5 probably tomorrow. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Yeah, that's it exactly. Looks like a fix for the localizer stopped working in 1.4.5 Probably choking on AddCustomSubcategoryFilter on line 44 because of filterByFunction coming up null on 42. https://github.com/StupidChris/RealChute/blob/5b360b37f549c6047d489aa4b4d214860eca44e3/RealChute/RCToolbarManager.cs#L42-L44 Should have a fix for it sometime today depending on finding time to poke at it some more. @Bob810 two workarounds possible until this is fixed. The obvious one being switch to english. OR... click on the arrow in the upper left in the editor (Activer le mode avancé) then look for Filtrer par Module (looks like a jigsaw puzzle piece) and look for Procedural Chute or Real Chute in the column of purple buttons. Its icon will be a question mark and the name of the module appears when you mouse over them. (they're in alphabetical order so it's not TOO hard to find) -
It uses the RTG models, yes. Its specs are modeled after a real world proposal called Kilopower and comes in 10kW and 40kW versions. Demonstrator prototypes have been built. Unlike RTG designs it uses U-235 and has Stirling converters to produce power. Apparently, the difference between models is how many converters it has. (each one provides 10kWe) BTW, its full name is... Kilopower Reactor Using Stirling TechnologY ... abbreviated KRUSTY. The demonstration was an experiment whose name abbreviated as DUFF. (some Simpsons references there...) The reactor configs are still a work in progress. Edit: Aaaaand they're already talking about MegaPower reactors before we even have a fully functional flight tested KiloPower reactor...
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Half of what you want is already there in the form of the Ammonia Oxidizer but a recipe for hydrazine (or its variants) is lacking. I've looked into it a bit but haven't found what I was looking for that I could translate into a config file. And since current proposals favor methane production, there seems to be a shift towards RCS systems using the same propellant as the primary engine, which further served to blunt motivation for me to create configs for a hydrazine converter.... But, find me a recipe that works with what we have so far and I'll put it in. (preferably needs to work with what we can currently harvest in the game with CRP + Real ISRU. Otherwise any missing ingredients need to be added to what can be harvested or added as another conversion recipe )
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First, check the spelling, especially case as these are case sensitive. Second, where is FSFuelSwitch actually being added to those parts? If it's from an external config file then you need to see when it is being scheduled. If it is scheduled AFTER RealFuels then you need to reschedule your configs. BUT. If they are marked :FINAL then FSFuelSwitch is getting added dead last in scheduling which makes it tough to get rid of. (It's almost always a bad idea for a modder to use :FINAL and definitely not for something like adding FSFuelSwitch)
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As I understood it, KSPI mainly uses models from other mods. And some were made for it by @zzz who put all of his works in the public domain. If you think there are specific models that might be suitable then post links to pictures of them... (I used one of zzz's radiator models for Real Fuels radiator back before we got some for stock. That one can still be found in my mod Real Active Radiators)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
@stupid_chris @Bob810 Confirmed that this is linked to localization... looking into it -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
@stupid_chris wondering if it might be a localization issue... again. Going to try changing my installation to French language and see if I can repro. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
I see what the problem is, assuming you installed it the same way as you did before. Download Real Chute directly from HERE: https://github.com/StupidChris/RealChute/releases/latest or if you need an earlier version: https://github.com/StupidChris/RealChute/releases/ (the link you apparently used is only meant for copying the repository files and you don't have RC installed correctly. So before you reinstall, look in GameData and delete RealChute-master if it is there. Do not try to rename it or otherwise salvage it. Just delete that folder outright. Then install using only the file downloaded from the link I gave you above) -
Maybe put in a request to @Raptor831 for support for the relevant engines...? (RF doesn't do engine configs anymore)