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Starwaster

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Everything posted by Starwaster

  1. I once posted a few Module Manager configs that added the ability for probes to do science. Basically just a few patches. I got warned by the moderators that I needed to put a license on it.
  2. It's not particularly hard. I did it once just by changing the flow rules for the solid fuel resource. But it really depends on how complex you want things to be.
  3. FYI, Procedural Parts update for KSP is out of pre-release and is the official latest update. Should already be up on CKAN by now too. Thanks to @HebaruSan for the compatibility changes
  4. Right there, an error is being logged. If we knew what that error was then maybe you could be helped. Without the log file though, who the heck knows what's happening there? LOGS!
  5. Deadly Reentry is what is causing it. You need to update to DRE 2.6.0
  6. I doubt that switching from MM 2.7.6 to 2.7.5 is what made a difference. Something else happened there and you should make sure your mod directories are clean of stray dlls.
  7. Animated Decouplers has been updated for KSP 1.3.0 https://github.com/Starwaster/AnimatedDecouplers/releases/tag/v1.3.4
  8. I disagree that it was a case of not implementing the API correctly. In fact I've seen similar behavior in the stock procedural fairing as well.The way that part of the API works is that the base cost as seen in the part's prefab is passed into GetModuleCost(). You're then supposed to determine what the cost delta (whatever is being removed or added to the base cost) and return that value. However, the cost that is passed in is not a true reflection of what the real cost of the part is. If the part has a resource and you use the slider to remove that resource, what gets passed in is not 'part cost minus cost of removed resource' Let's say my part costs 900 and 400 of that is resource and I remove the resource using the slider in the editor you would expect that the cost that is passed in should be 500 but it's not. KSP passes in the full 900. Your mod determines that the new cost is going to be 200 because of reasons. So you return -700 (which is the cost delta) KSP dutifully deducts 700 from the prefab cost.... and then because the player had used the slider it deducts another 400. Congratulations, your part now has a cost of -200. It was said that the code needed to be resource aware but in fact the opposite is correct. It's better to strip out all resource cost from the base cost and calculate the cost delta based on that. In the above example, that would have resulted in a base cost of 500 being passed to GetModuleCost(). The mod code determines the delta to be (500 - 200 = 300) so KSP deducts the delta of -300 + 400 for the player removed resource. It removes a total of 700 from 900 arriving at the correct price of 200. It would have been better if KSP had never passed along the resource cost to begin with. OR passed along an updated cost instead of the static prefab cost but that's not what we have to work with. Bottom line is that when resources are involved, the cost is subject to change at the player's whim and the value passed to GetModuleCost() doesn't reflect that change.
  9. Warning here: It is possible when adding resource to parts that calculate mass or cost procedurally to end up with negative mass or cost.
  10. Updated for KSP 1.2.2! https://github.com/Starwaster/Ioncross-Crew-Support/releases/tag/v1.26.0 Also on Curse shortly * Updated for KSP 1.2.2 * Reworking of configs; support added properly to everything that can hold crew * Real Fuels / Community Resource Pack: Fuel Cells converted to Ioncross generators using liquid hydrogen/liquid oxygen * Fuel Cell parts also automatically convert liquid oxygen to breathable oxygen. (mimics Apollo LOX tank behavior) A word about using this with Real Fuels: Liquid Oxygen is a more efficient storage method. There are a few ways you can take advantage of this. One is by storing the LOX in Service Module tanks. Any naturally occuring boiloff will be diverted to your gaseous O2 tanks. You can also attach fuel cells to your vehicle which will automatically convert LOX into gaseous O2 no matter what type of tank it was in. (but use service module types so you reduce wasting of O2) Update for KSP 1.3.0 should happen later today (still didn't happen yet... )
  11. Procedural Parts update for KSP 1.3.0 PRE-RELEASE No significant changes from the previous update other than compatibility changes necessary to compile against the 1.3.0 binaries. This will stay in pre-release for about a day or so. If no major bugs pop up in that time I'll let it into the wild. https://github.com/Starwaster/ProceduralParts/releases/tag/v1.2.12
  12. Final Procedural Parts update for KSP 1.2.2 https://github.com/Starwaster/ProceduralParts/releases/tag/v1.2.11 This is the final update for KSP 1.2.2 (next stop, KSP 1.3.0!) Updated categories for Procedural Batteries and decouplers. (Muppet9876) Updated USI Life Support (Muppet9876) Increased significant figures to 5. (apparently we lost precision with KSP 1.0)
  13. Final Procedural Parts update for KSP 1.2.2 https://github.com/Starwaster/ProceduralParts/releases/tag/v1.2.11 This is the final update for KSP 1.2.2 (next stop, KSP 1.3.0!) Updated categories for Procedural Batteries and decouplers. (Muppet9876) Updated USI Life Support (Muppet9876) Increased significant figures to 5. (apparently we lost precision with KSP 1.0) Also, this is the final update I'll post in this thread. From now on I'll post any updates in a new landing thread I created. See link below. That will make it easier to post updates since I can't update the first post on this thread.
  14. Procedural Parts, Starwaster Branch. Download Latest Release for Procedural Parts Features The features include Everything accessible by tweaking A broad range of shapes including cylinders, truncated cones, filleted cylinders, bezier cones. New part shapes are easy to develop and plug in, so cuboid / pill shaped / whatever else you want shaped will be able to be created. Most stuff configurable in the config file, including resources and fill ratios, tech levels, available shapes Diverse support for career mode - tank shapes, dimensions, and contents all limited by researched tech All supplied parts are carefully designed to be as 'stock alike' as possible in their tech level requirements - You can't create a monster tank before you've discovered basic rocketry for example. Other mod support - tanks for RealFuels, Kethane, Extraplanetary Launchpads, and TAC. Heat shields for Deadly Reentry. (thanks to OtherBarry) Plays nicely with Ferram Aerospace Research Multiple textures available for part surfaces. These are fully compatible with StretchySRB textures. A Module - TankContentSwitcher that can be applied to existing tanks (with say module manager) and allow their contents to be tweaked. Tweak any tank in the VAB into a Liquid fuel only or oxidizer tank. Parts available Tanks Different parts supplied for different 'groups' of fuels (Liquid fuels, SRBs, Monoprop, Xenon). The multiple part approach is to allow for tech limiting of sizes and volumes. SRBs Tweakable thrust (or burn time for real fuels). Tweak between a choice of two bells that are designed for surface or vacuum, with varying ISPs. Decoupler Tweakable diameters (with tech defined limits), ejection impulse, and can be in either decoupler or separator mode (again tech dependent). Structural Part Good for fuselage, adapters, whatever. Half as light as the equivalent tank. Batteries It's a bit rough and ready, but it works well enough. Nose Cone Specialized structural part for nose cones. The shape is limited to a smooth cone with a bounded ratio of diameter to length. Heat Shield Built to the same specs as Deadly Reentry. Will shield any sized object from heat. (requires deadly reentry) Installation Just extract the zip into your KSP folder and you should be away. Some of the integration with other mods requires the latest version of ModuleManager, which is included in the zip. Known Issues Sometimes if the procedural part is the lowest part on the rocket, it may explode on the launch pad. Easily worked around with a launch clamp. This is fixable but will take more effort than its worth. Custom Textures and Texture Packs Procedural Parts is compatible with all texture packs for StretchySRBs. It's easy to roll your own texture packs too. Here's some texture packs that other people have compiled: Ferram4's Saturn and Nova Textures. Installation instructions in zip. Download MainSailor's Procedural Textures Forum Thread for MainSailor's Procedural Textures blackheart612 Full thread! Enceos' Procedural Textures Full Thread Integration with Real Fuels and Modular Fuel Tanks Integration with Real Fuels and Modular Fuels Tanks is complete. Ensure you have Real Fuels version 6.1 or newer, and Modular Fuel Tanks 5.0.1 or newer. For MFT, the existing tank types are turned into the corresponding MFT type. For RealFuels, there's an SRB which can be switched between low altitude and high altitude versions, plus a tank which can be switched between the various RF tank types. Integration with other mods Procedural Parts has built-in support for MFT, RealFuels, Kethane, Extraplanetary Launchpads, and TAC. There's also a procedural heat-shield for stock / Deadly Reentry All part's drag models will automatically update if using Ferram Aerospace Research. The tank types will automatically appear if the mods are installed. They should be 'fair' compared to their unmodded versions. How to cheat in career mode have lower tech restrictions The current tech restrictions have been tailored to closely mimic stock, with a bit of room to alter the original specs. Note that this will not be changed with the out of the box config. If you'd like more generous limits, you can create a MM patch (ie: cut and paste this into a file called mycheats.cfg in your GameData dir) and tweak to your liking: @PART[proceduralTank*] { @MODULE[ProceduralPart] { @TECHLIMIT,* { // Increase the max length for all tech levels by 3* @lengthMax *= 3 // Corresponding volume increase @volumeMax *= 3 // Increase the max diameter by double @diameterMax *= 2 // Since volume goes up on diameter^2, need to use increase^2 @volumeMax *= 4 } } } Future plans (sorry, right now Starwaster has his hands busy just doing maintenance and updates) Cuboid parts, with customizable side lengths Extruded parts, such as hexagonal and octagonal pieces Add optional mounting pod for surface mounts to pod tank. Procedural command module, possibly with rescaling / tweakable IVA. Features That Are Not Planned Shapes with 'holes' in them and concave shapes - including toroids. Procedural wings, procedural fairings - there's good mods for these already. Procedural engines - May happen one day, but not a priority. Acknowledgements ProceduralParts has an extended family tree StretchyTanks is the original module by the great @AncientGammoner StretchySRBs was created and updated by NathanKell and e-dog. ProceduralParts is a near complete re-write by @swamp_ig. ProceduralParts was then maintained by @NathanKell ProceduralParts is now owned and maintained by RadarManFromTheMoon Then it was maintained by @OtherBarry and RadarManFromTheMoon Now it's being maintained by some @Starwaster person. Also featuring Extensive work on config and mod integration by OtherBarry Models by Tiberion Further textures by Chestburster and Dante80. Config code by jsimmonds Licence Remains as CC-BY-SA 3.0 Unported.
  15. Suggestion: Attach nodes on the bottom to attach things like inflatable shields. (I did some horribly convoluted things to get one attached and it occured to me how great a bottom attach node would be (here, enjoy my Lynx rover landing system)
  16. It's time to produce logs, otherwise everyone here is just shooting blanks
  17. He said 'chip away' which does not mean to discontinue. He probably means by it that he will still work on it occasionally but at a low priority.
  18. Yes please edit your posts to remove those log pastings. It causes problems if your thread shows up in searches (spoiler alert: it does) because most or all of the entire pasting is downloaded and briefly displayed causing significant lag until the rest of the search results load and your pastings are hidden. No seriously the only reason I just came into this thread is because it's screwing my browser up.
  19. better yet, do a clean stock install with just DRE 7.6.0 and then tell me there's a problem with it.
  20. Except that in this figurative Curiosity argument, now you can control it even when it's in blackout. Even if you forgot an antenna. Comms are a part of the game now and it's an area that needs addressing Also, why trying to introduce comm delay into the argument? Nobody is talking about having delays. Only having MechJeb interact with CommNet in a meaningful way. This isn't about that. "Nothing will ever be attempted if all possible objections must first be overcome."
  21. I agree with @Voodoo8648, we can't pretend that MJ's interaction with CommNet (or lack thereof) isn't a problem. Sooner or later it's going to have to be addressed in some fashion
  22. I agree that MJ should still have control when comms are unavailable but it shouldn't be possible to issue commands to it when comms are down.
  23. @Gordon Dry The build of DRE 2.6.0 for KSP 1.3.0 is provided as is and will be unsupported until I officially move the mod to KSP 1.3.0
  24. Look in the RealFuels/Resources/RealTankTypes.cfg file You will find TANK nodes each one containing TANK_DEFINITION Each TANK that you want to have a FLOX tank needs to be patched to add a TANK_DEFINITION Since it's cryogenic it needs a temperature field designating the temperature at which it boils The RESOURCE_DEFINITION for it should also be given a vsp field which is the latent heat of vaporization Look at the examples in the file for LqdOxygen to see how to set up the TANK_DEFINITION Let me know if you have other questions!
  25. I'm not suggesting he USE it... I'm just saying that I do and I get all the torque I need from my engines. Sometimes I'll add fins for stability but usually I can get away without it. Not to mention vernier type engines like either small gimbaled or the 'vernor' RCS
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