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CSVoltage

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Everything posted by CSVoltage

  1. Parts removal is the primary effect of this but if its ALL of your parts thats usually a version glitch. Make sure all your mods and ksp are updated.
  2. May have found a bug. Tank scaling stops working with Infernal Robotics installed. Investigating now.
  3. updated to include trimming of KW Rocketry and Lack Luster Labs' Stock Expansion (SXP) parts
  4. ok. unfortunately, with out that ability I can't think of a way to do engine max thrust proceduraly. any suggestions? Bueler? Bueler?
  5. I'm sure this has been asked before, but is there a way for one value to reference another? Specifically, for my ModuleEngineConfigs heat and thrust values to reference the original ModuleEngines values?
  6. So I'm fixing things up but have hit a snag. Is there a way for one value to reference another? Specifically, for my ModuleEngineConfigs heat and thrust values to reference the original ModuleEngines values? @NathanKell
  7. Excelent! Thankyou @NathanKell. Thats exactly the sort of critical review I was hoping for. Looks like I have some work ahead of me. Lol. But it sounds like these are all solvable problems. I'll have some free time on monday to get cracking on this.
  8. The idea is for the procedural element to take over so everything is compatable, so it may be already. I just havent tested it for those yet. But they are both mods i use so yes, they are on the docket. Next up is making multi-mode engines work though.
  9. @biohazard15 it deletes parts that you wont need, like stock fuel tanks, if your using procedural parts @azimech thanks for pointing that out. I have been testing it in sanbox cus the project I'm planing on using it for will have self-regulated restrictions. So i kinda over looked that part. if you wanted to help balance in that regard it would be nice @Taki117 yes, this will cut down on memory. KSP loads all parts into RAM when the game loads. With this, at the end of the load unneeded parts are unloaded, freeing that ram back up. surprisingly 3d models use less ram than the textures that go on them, but every little bit helps.
  10. Dang. Like I said, I did this myself and came up with almost exactly the same thing. lol. Here's a link to the WIP thread. RealFuel engine and thruster configs is a prime component, but far from the only one.
  11. [W.I.P.] Procedural Mod Integration Configs Compatibility: 0.24.2 Version: 0.3.0, Alpha Updated: 14:18 EST Aug. 31 2014 Major update! What it Does: You no longer need to go through deleting parts that are cluttering up your VAB/SPH tabs once you've installed a procedural mod such as Procedural Parts, Procedural Wings, or Procedural Fairings. This will do it for you. Also, there are significant steps taken to ensure mods play nicely together, with a focus on resources, especially when using Real Fuels. To allow mods that make parts from stock, or other mods, superfluous be removed. total unload to reduce number of patches so there's lower chance of compatibility failure of other mods Procedural. Main focus will be on resources, tanks, and structural elements. The Nity-grity: No parts are being "deleted"; rather, mod parts are identified by using the "*" wildcard function, where possible, after a dependency check (HAS/NEEDS) for other mods, parts, or config nodes. The parts are modified or, are allowed to load and then, using the FINAL designation, unloaded. Base: Procedural Parts Procedural Fairings Procedural Wings Real Fuels Mods currently Integrated/Checked-against: Squad B9 KSP Interstellar Deadly Reentry KW Rocketry LLL - SXT LLL - Lite Extraplanetary Launchpads D12 Aerotech Planed Base - major mods for element replacement: Procedural Fairings/Parts, Real Fuels - NovaPunch The Game Plan: This is a very, VERY work-in-progress mod. I will continue to add support for major mods out there and find was to optimize the use of mods together in a non destructive way. For now, I need as much feedback and testing as possible. Feel free to leave bug reports and suggestions in the comments. I won't be able to respond to every comment, but I do read them all. Thanks in advance! Good hunting! Creative Commons License Procedural Mod Integration Configs by Colin Votier @ Chroma Works is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Includes redistributed portions of works: ModuleRCSFX by ialdabaoth and maintained in Realism Overhaul Module Manager 0.2.3.3 by sarbian, derived from work by ialdabaoth These works were/are distributed under a "CC share-alike license" as of: 31 Aug., 2014 0.3.0 - Alpha - 0.24.2 - 31 Aug., 2014 0.2.2 - Alpha - 0.24.2 - 11 Aug., 2014 Added - checked-against/updated-for LLL-SXT [*]0.2.1 - Alpha - 0.24.2 - 11 Aug., 2014 Added - checked-against/updated-for KW Rocketry Confirmed - MM does not support the method of "prcedural-ising" I want to use for engine configs. "Seek alternate rout" sign posted in brain. [*]0.2 - Alpha - 0.24.2 - 11 Aug., 2014 Changed - updates for real fuel tank modifications based on NathanKell's suggestions [*]0.1 - Alpha - 0.24.2 - 9 Aug., 2014 Initial posting for review Added - License information Added - checked-against/updated-for: Extraplanetary Launchpads, D12 Aerotech, LackLusterLab's Lite Updated - B9 Aerospace for R5.0 pre-release - still contains major bugs - all B9 tanks have a volume of 5000. This is a placeholder and I recommend you limit the Utilization to a reasonable value for the time being. In-Progress - texture fix for D12 Aerotech for use with B9 Aerospace R5.0 pre-release In-Progress - TAC Life Support - currently works but has some inconsistencies Removed - procedural engines/rcs - use Stockalike Real Fuels Engine Configs by Raptor831. His efforts have surpassed mine on this front, at least until I am able to make one value reference another using Module manager.
  12. fixed the config settings. finally. sorry for the delay.
  13. Ok. I see why u use different mixes for dif manufacturers. That said, i'm working on a procedural config that will add all rocket configs to anything with ModuleEngine and anything hypergolig to all thrusters. All using ModuleManager's "math" function. The code should be really short and tidy if I do it right. I am basing my values off yours to keep with the stock-alike playability. I will definitly share when I'm done.
  14. I tend towards the KW engines and like the idea of methane as a propellant because of the high TWR. For orbital, ammonia is preferable, in turn because of a high ISP. as for oxidizers, N2O and N2O4 are both good because of the higher number of oxygen atoms to react with the propellant and the byproducts are chemically inert (keeps them kerbals healthy). There's even a precedent for solid fuel boosters having compressed gasses of N2O stored in the core of the propellant to increase initial thrust. once it burns off they revert to free oxidizing with the atmosphere. Any and all of these would be nice but im mostly interested in radial engines and thrusters that can use MMH, Hydrozine, and other such propellants. I'm working on a martian-like project that they would be ideally suited for for landers. Ill likely use LLL's radial rocket thruster or something very similar that I make myself.
  15. Found the problem. Basic syntax error. The opening "{" is missing for the KER and mechjeb entries in the settings config. Add that back in and it works fine. Ill upload the fixed file tomorrow.
  16. Noted. Ill look into it. For now if you remove ":NEEDS[mechjeb2]" or what have you from the entry in the settings config the parts should show up.
  17. Ok. Update is out! If anyone has any problems, just let me know.
  18. Thanks for all the feedback! I just got 0.24.2 up on my bootcamp partition and am nearly done with an update. Should be out by sunday night. (EST) Will be included: texture switcher settings file - chips for mods not installed won't be loaded (thnx @sidfu) Planned: I still haven't found a plugin that will allow MODULE switching. Any help on that front would be greatly appreciated.
  19. Any chance of this mod extending to cover monopropellant thrusters as well? I'm working on an integration of a ton of mods and that would be tremendously helpful. Side note: this seems to be lacking in versatility of configurations. There are combinations that would be nice to have such as methane and N2O4. I'll be happy to contribute where I can but it may be a while. Nice work! Keep it up!
  20. Modular Computer Pack Compatibility: 0.24.2 Version: 0.8 Beta Updated: 25 Aug., 2014 What it does: 1.25m probe core: The ultimate in mod integration for small vessels. Allows for "chips" to be attached that can have any number of gadget modules from other mods. Unfortunately the required factory form for all these modules makes it less than aero dynamic. With this in mind the outer radius is actually 1.23451m, not 1.25, and parts clipping & surface attachment are allowed. This way you can stash it inside a structural part. Stock structural will work fine but for access to your chips I recommend using either Service Compartments or Procedural Fairings Chip: Each chip can hold the code for a different mod's particular gadget. Only chips for mods you have installed will be loaded. Their weight is negligable so the COM of your vessel wont be thrown off. Core Features: Integrated Radiator - If you are running KSP Interstellar, the radiator has the same stats as the small radial radiator. Chip Slots - 13 slots using the size 0 attachment node Integrated RTGs - If you are running KSP Interstellar, RTGs will also slowly generate waste heat. The integrated radiator will disperse most, but not all of this. Hard Drives - This -UNMANNED- probe has hard drives for experiment storage. Using Ship Manifest, you can transfer science to this part from your experiments. Chip Features: B9: Info Drive Squad (stock): accelerometer, barometer, gravitometer Firespitter: move craft gadget, trim gadget Kerbal Engineer (KER): build engineer, flight engineer Kerbal Operating System (kOS) MechJeb Remote Tech 2: SPU, antenna-integrator KSP Interstellar: super computer TT-NeverUnload - (Seriously though, with the advent of 0.24, this is critical for vessel recovery) ScanSat: MapTraq I.D. Skillfull Weapons & Damage: FOF Tag Kerbal Attachment System (KAS) - Each chip can be picked up and placed while on EVA with the use of the KAS plugin. Unfortunately nodes are not useable while on EVA so the collision mesh for the core extends all the way into each slot. Just stick'em in as close as you can. Texture Switcher - Each Chip now has two texture switchers. The first changes the color of the circuit board, the second changes the label stenciled on the covering. - You can now get boards in red, blue, green, and grey as well as labels for control, info, and sensors. Basic Chip - I've included a chip that does nothing at all except allow pickup and suck power. Feel free to use this as a starting point for your own chips if theres something I've left out. Then, if you could upload or let me know in the comments, after reviewing it I'll include it in the next release. Planned Features: module switcher: reduce the chip to a single part with a tweakable to swap the function of the chip. Still looking for a plugin to do this with. If anyone know of or can make such a plugin send me a private message. Thanks purpose-built fairings: will include size-switcher and doors to acces chips and data storage while on EVA chip-expansion unit: a stack part that will add more attachment points for chips; could also be used as a "dumb" core for your chips. maybe?: radial version NOTE! Mods and their plugins are NOT included. I will also NOT be including links for all those mods because they are subject to change and I would rather invest my time in bringing you new things than needles maintenance of the old. You're smart, you can find them yourself. Creative Commons License Modular Computer Package by Colin Votier @ Chroma Works is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Includes redistributed portions of works: Firespitter v6.3.4 by Snjo Module Manager 0.2.3.3 by sarbian, derived from work by ialdabaoth These works were/are distributed under a "CC share-alike license" as of: 25 Aug., 2014 0.8 - Beta - 0.24.2 - 31 Aug., 2014 0.7 - Beta - 0.24.2 - 8 Aug., 2014 Fixed: settings configuration; fixed syntax errors. Changed/Fixed: re-scaled models directly in Maya. Should help prevent models from randomly doubling in scale on load of already launched vessels. [*]0.6 - Beta - 0.24.2 - 1 Aug., 2014 Added: settings config. parts that you do not have the mod for won't be loaded Added: texture switcher. each chip now has two texture switchers. Fixed: core faces proper direction when surface attached Changed: mesh for chip. now has carbon fiber debris cover [*]0.5 - Beta - 0.23.5 - 25 July, 2014 Created: initial release. Core needs to be the vessel root to allow attachment TT-NeverUnload chip is x2 actual size in VAB. I think this is due to something in the NeverUnload code so its out of my hands. But don't worry, it's the proper size on launch. Changed: Minor post cleanup Added: License information
  21. It may? I haven't looked into it but I believe that by having a crew capacity it will automatically be recognized by CLS as a crew-passable/habitable part.
  22. I play with Ship Manifest so I honestly hadn't considered that. I'd recommend users do likewise as a "hatch" on a module like this is all but impossible and making it longer to add one above or below would ruin the factory form.
  23. I'm only just about to try this, but i have a thought. an alternate version where it uses charged particles or exotic mater from ksp Interstellar rather than electric charge. and in turn that you don't need to "charge" for a jump for a jump. Rather, that you activate the jump and it fails if you don't have enough charged particles, or even destroys the ship.
  24. 3.75m Inflatable Centrifuge Compatibility: 0.24.2 Version: 0.2 Beta Updated: 26 Aug., 2014 What it does: When deflated, this module has a 3.75m factory form and can hold no crew. Expanded, this module is 10m and can provide living and working space for a crew of 20. Additionally, the unit can be set to rotate independent of its parent ship, providing a comfortable 1g for it's occupants. Creative Commons License 3.75m Inflatable Centrifuge by Colin Votier @ Chroma Works is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Includes redistributed portions of works: B9 Aerospace R4.0c by bac9 Inflatable Habitat's v0.4 by Porkjet Firespitter v6.3.4 by Snjo Module Manager 0.2.2.1 by sarbian, derived from work by ialdabaoth These works were/are distributed under a "CC share-alike license" as of: 25 Aug., 2014 Special thanks to Porkjet for their help and contributions 0.2 - Beta - 0.24.2 - 26 Aug., 2014 0.1 - Beta - 0.23.5 - 9 July, 2014 Initial Release Animation options are not always available after use Animation does not loop. Changed: Major post cleanup Added: License information Added: Known bugs section to post
  25. ---THREAD CLOSED--- I haven't maintained this thread/mod because official ls converters were released for the TAC LS mod. Feel free to use their plugin/config with my models.
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