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Galane

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Everything posted by Galane

  1. Since KSPX is a parts only mod with no DLL's or anything that adds functions to KSP, all that should be required is editing all the .cfg files in the Kspx\Parts\Propulsion path to change their categories from Propulsion to FuelTank or Engine as appropriate for the part. If you don't do that, they should all appear in Fuel Tanks in the editors. You may also want to switch the small ion engine and small xenon tank from Utility to Engine and FuelTank categories. Dunno why KSPX had them in Utility. That will work for Sandbox since it ignores the Tech tree. Finding which tech node names have been altered and editing the TechRequired lines in the .cfg files will fix that.
  2. More parts fixed, more parts added! Use new link in signature. Some things may get back-ported to .25, possibly, maybe. Or you could just study the .cfg files and make them yourself. If you make or fix something for this pack, please post it so it can be included in the download. Be aware that there's something hinky with some node positions. I had to adjust the positions of the drop tank end caps again in .90, after having to adjust them going from .24 to .25. Be bold! Experiment! The chief engineer/janitor at Alan Aerospace Recycling & Packaging has gone even crazier. First he created a double capacity version of the Small Drop Tank. That one appears to be useful. Then he reprogrammed the CNC equipment to produce an adapter from the ThunderMax tanks to two Rockomax stacks. We're not sure what that will be good for. We've laid out a rough sketch of a ThunderMax to three Rockomax size adapter and some snacks by the CNC mill, and a sticky note with ThunderMaximus too? scribbled in chartreuse crayon to see what he'll do next. Very important README for some parts to work. This is also included in the ReStock90.rar download.
  3. Copying the stock .mu and .mbm files to somewhere else so that each folder contains only on each .mu and .mbm file makes it work. It's a kludge and it requires additional action by the user, but it works. I'd still like to find a way to be able to directly call the stock parts in their original location.
  4. Put them into the Gamedata folder, along with the Module Manager DLL from the first post here http://forum.kerbalspaceprogram.com/threads/55219-0-90-Module-Manager-2-5-4-(Dec-15)-v-1c-Edition
  5. All of which I have no idea how to even begin to do without a full example to follow. Like all the rest of these I've been doing, it's all from the original ReStock and examining stock CFGs and repeated number adjusting to get things sized and positioned properly. The extent of my coding skills is TI BASIC and Extended BASIC around 20 years ago and some minimal HTML. The most complex code I ever did was a Marvel Superheroes RPG character generator, which I wrote out completely on paper before typing it into the computer. Another one is the ThunderMax interstage. It's basically two scaled copies of the MK1 fuselage plus a bunch of nodes, and nothing else. MM would have to clone the original CFG and pretty much completely re-write it. Last night I tried re-arranging in the CFG to put the call to mk1structural first. Still doesn't render. Then I renamed the folder to TReStock and it loaded after all the stock parts, still no change in the MK1 pieces not rendering. I'd just thought about possibly using Module Manager to patch a reference to the stock MK1 parts into the CFG files. If that would work it would be great! The MM cfg would be included with ReStock. Would introduce MM as a dependency but most players running mods already have that. If Module Manager can't do it then it looks like I'll have to include instructions to make and rename copies of the MK1 parts, each to its own folder, minus the cfg files to avoid duplicates in inventory, so a call like Squad/Parts/MK1/mk1structural/model which has always worked before with one-part-per-folder will do the job.
  6. Anywhere with info on how to use that? I don't find it here http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation Nesting PART within the overall PART definition of the file?
  7. Except for the small problem of that not working. The ReStock cfg files are all in one folder. For any stock part that has one model per folder, it works. But if there are more than one model in the folder, the referenced model does not display as part of the combination part. I could try placing the custom cfg into the multi-part folder and see if that works, but that would add complexity to the installing of the mod. 'Course people *should* be able to follow directions... Stock part where it works. PART { // Kerbal Space Program - Part Config // Fuselage Fuel Tank // // --- general parameters --- name = Mk1FuselageStructural module = Part author = C. Jenkins MODEL { model = Squad/Parts/Mk1/mk1structural } // --- asset parameters --- scale = 0.01 // --- node definitions --- node_stack_top = 0.0, 75.0, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -75.0, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -51.0, 0.0, 0.0, 1.0, 1 // --- editor parameters --- TechRequired = advConstruction entryCost = 2500 cost = 380 category = Structural subcategory = 0 title = Structural Fuselage manufacturer = C7 Aerospace Division description = A standard fuselage. Carries no fuel; is there merely as a structural element. As such, it's lighter and more solid due to reinforcements. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 70 breakingForce = 50 breakingTorque = 50 maxTemp = 3000 fuelCrossFeed = True } Custom part where it doesn't PART { // --- general parameters --- name = longWing module = Winglet author = Squad, PolecatEZ // --- asset parameters --- MODEL { model = Squad/Parts/Aero/wingletAV-R8/model position = 0, 0.0, 0 scale = 12, 4, 4 //width - adjust scale, length, thickness, 1.75, 1.1 is delta wing rotation = 0, 0, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Command/probeCoreOcto/model000 // texture = model001 , Squad/Parts/FuelTank/fuelTank2-2/model001 } MODEL { model = Squad/Parts/MK1/mk1structural position = 4.3, 0.5, 0 scale = 1.25, 3.5, 1.25 //width - adjust scale, length, thickness, 1.75, 1.1 is delta wing rotation = 0, 0, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Command/probeCoreOcto/model000 // texture = model001 , Squad/Parts/FuelTank/fuelTank2-2/model001 } rescaleFactor = 1 scale = 1 // --- editor parameters --- TechRequired = advFlightControl entryCost = 4600 cost = 500 category = Aero subcategory = 0 title = Flip Fantasia Airline Wing manufacturer = AeroKerbin X Planes Division description = This airline wing looks like a lot of fun, why don't you make that massive airplane you've been dreaming about. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,1,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 5.30, 0.0, 0.0, 1.0, 0.0, 0.0 node_stack_front = 4.30, 3.13, 0.0, 0.0, 1.0, 0.0, 2 node_stack_back = 4.30, -2.125, 0.0, 0.0, 1.0, 0.0, 2 // --- standard part parameters --- mass = 0.22 dragModelType = override maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 breakingForce = 970 breakingTorque = 970 crashTolerance = 30 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value dragCoeff = 0.6 deflectionLiftCoeff = 9.4 // --- tweakables (coming soon...) --- // ----- DO NOT EDIT BELOW THIS POINT ------ }
  8. This bit is from the Flip Fantasia Airliner Wing in ReStock Reloaded Ninety. How do I tell it which part I want to use in the MK1 folder that has several parts in it? The same issue affects the small drop tank and some other parts. MODEL { model = Squad/Parts/Aero/wingletAV-R8/model position = 0, 0.0, 0 scale = 12, 4, 4 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/MK1/mk1structural position = 4.3, 0.5, 0 scale = 1.25, 3.5, 1.25 rotation = 0, 0, 0 }
  9. I dug though the files and have most of the parts showing up and should even be in proper categories. The VTOL jet engine block's nozzles should no longer be hovering detached below its body. I put Tech Required and Entry Cost on every part I edited. If you think the costs need adjusted, please let me know. Updated RAR file uploaded. Bug reports please! I gave up on the MK2 Dual Adapter. SPP has a Bi Coupler/fuel tank that does essentially the same thing. If you used this part in .24 or before, try a search and replace in your craft, save and persistent files. No warranty expressed or implied that things won't kaboom. If you want to have a go at making a replacement using the SPP part, let me know if you get it to work. Hrmmm, might work to simply make a copy of bicoupler.cfg with a little name change edit and drop it into the same folder. The small drop tank and big airliner wing are there but not displaying the fuselage section. I need to find how to reference a specific stock part that's been lumped into one folder with other parts.
  10. Propulsion was split into FuelTank and Engines. Look in all the MK3 CFG files for those categories and change them to Propulsion. What would be an interesting and useful tool is a tree or some kind of chart tracking every part through all the versions of KSP, noting things like name and path changes, if a replacement directly superseded an old part, changes in mass, modules, format etc. Something interesting is that the add-on control flaps and most of the wing parts for SPP "just work" in place of .24 and earlier parts so no changes were needed in crafts using them to work in .25. That would be a very useful resource for modders and players. I hope that SQUAD is done mucking around with changing the folder names and locations of parts.
  11. Any mod that depends on absolute paths to stock parts got broken, again. (IIRC this is the third time in the last three releases.) I'm digging through ReStock Reloaded Ninety* tracking down all the path changes, plus the splitting of Propulsion into Engine and FuelTanks categories, and whatever other sabots SQUAD has thrown into the works. *If they can rename things, so can I.
  12. Working on tracking down all the changes that need to be made to adapt to where SQUAD moved various things. I just installed KSP .90 then dropped in Restock and launched KSP to see if any of the parts showed up. Mostly didn't. The Rockomax and Kerbodyne sized multi-adapters are in inventory, so are the two 5-way RCS blocks, but many are not due to SQUAD choosing to rename and relocate a whole bunch of folders. ReStock Reloaded will be renamed ReStock Ninety. Why? If SQUAD can change path names and other things, so can I! Tonight's preliminary, and untested, fixings download here. Link for .25 is in my sig. If for some reason you want this for older KSP versions, substitute ReStockReloaded.rar Changed a bunch of paths. Re-categorized all (I think) engines and fuel tanks. Still need to re-path tanks and others. Also added some new stuff from modules in the stock parts to some ReStock parts. VTOL jet engine block needs some work to put the engines back into contact with the blocky part. (Leftover problem .25 introduced.) Fat Nuke now has an alternator function, but not the Short Nuke. Looks like some more plane parts (cockpits, adapters) may get deprecated. I'd love to have everything fully up with tech tree and tweakable functionality, but for that I don't have much clue, especially tweakables. (Yes, this is a cry for help...) Anyone want to help whip this cfg pack into shape, to make it good for Official Release?
  13. Anyone have a list or chart? I have to go through almost all the ReStock .cfg files to change the paths all over again like I did going from .24 to .25. Some parts still show up without needing path changes. I'll have to try each one in the editor to see if any need additional tweaks to node locations and/or scale to make them fit and load correctly in old ships and saves. Will also have to see if any parts have been obsoleted by updated stock parts, as two were in .25. But first, tracking down where Inventory has moved most of the parts bins! I did fix one oops in the large 5-way RCS block for .25, and uploaded the archive with it. I'd love some input on costs, tech levels, mass etc for all the parts, especially the aero stuff I haven't added any of that too.
  14. While doing all that, can you make it alter the storage capacity of KAS bins along with their size?
  15. If you make the text for the latest dev builds really large in the first post, it might reduce the complaining posts from people downloading the first 2.4.1 release.
  16. What do I need to put in the landing sites for landing guidance to land at the island and KSC runways? I'd also like to be able to have Spaceplane Guidance aim at the VAB.
  17. There's an issue with the 1-to-n (where n is 2, 3 or 4) adapters. I first noticed it with this project where I had to figure out the order for the missile staging off the bottom of the 1-to-4 adapter. If I didn't put the stages in that order, the missile engines would not activate with the decouplers. Even when staging all together off the bottom of those, with some rockets it appears that only one decopuler actually releases while the others just explode from the next stage exhaust. For extra weirdness, with the Kerbodyne sized decoupler having physics significance set to 1 (behaving as zero mass in flight) and flipped upside down to stage the decopuplers and tanks off the top of stacks mounted to the sides of stacks attached below a 1-to-n decoupler - all kinds of crazy shiznit would happen. A huge amount of force would be directed downward (from the normal top side of the large decoupler) destroying whatever was directly below the decopupler, and not all of the large decouplers in that stage would go off. Delete the physics significance line or change the 1 to 0 and they'd work normally when used upside down. Right side up with no in-flight mass and they'd also work. I initially thought it could be an artifact of scaling up those adapters to Kerbodyne size so (this was before I found the physics line in the large decouplers, a line none of the others have ever had) so I built all stock test rockets with Kerbodyne stacks attached onto small ones under the multi adapters. Bug perfectly duplicated. It was only after that I had a look at the decoupler cfgs. Here's a test rocket with the large decouplers upside down. http://pastebin.com/93j5GJpY Launch it as is, it works. Add PhysicsSignificance = 1 to the size3decoupler cfg in the parts folder under NASA mission to see how the weirdness with the 1-to-4 adapter affects it. Then flip the TR-38-D's upright. But the oddity persists with the 1-to-n adapters. Try my Armed Camp rocket and re-arrange the stage order of the four missiles.
  18. Here it is. https://kerbalstuff.com/mod/168/QuantumStrutsContinued
  19. Interesting lander you have for Minmus. I did an unusual one for Gilly so I could lift a lot of fuel at once for minimizing the number of extremely slow landings.
  20. Chapter 5 here is part 1, chapter 6 is part 2. http://www.baenebooks.com/10.1125/Baen/9781625792785/9781625792785.htm?blurb
  21. Yup. Must have at least one small tank for each resource you'll be converting Kethane to. Transfer from that tank to the ship you're refueling as it's converting. It's easier with a mod like TAC Fuel balancer which can handle multiple tanks and resource types simultaneously. Natively, KSP can only transfer between two tanks at once but can transfer all resources common to both tanks at the same time.
  22. A plugin to use instead of MechJeb for flying spaceplanes to and from orbit.
  23. MechJeb's spaceplane guidance operates aerodynamic and RCS controls to aim at the target. The two default target runways have a start and an end setting. It appears to aim at whichever end is closest and align the flight vector through both locations. What it doesn't do is control the throttle. Nor does it compensate for terrain in the way or for a glideslope angle that when engaged from too low altitude and/or too far out will fly the plane into the ground or water. Manual control inputs work to override the guidance, as long as they are being input. Getting a plane out of orbit with MechJeb is a bit of a job. Use Landing Guidance to deorbit then turn it off and wait for drag to take the plane down low enough for control surfaces to work. Throttle up and let Spaceplane Guidance aim for the runway. Keep a finger on S to force it up and over obstacles. Also be ready on the throttle. A standalone spaceplane guidance plugin that can both launch it from the runway and bring it down from orbit and land it, all hands off, would be a very nifty plugin. I've launched planes to orbit with Ascent Guidance but the ascent profile can't really be adjusted properly. It works better to take off manually, get altitude and use SAS to hold about a 45 degree angle until it runs out of air, then let Ascent Guidance take it to orbit.
  24. Can I use this with MechJeb's spaceplane guidance for landing approaches, especially from the east, over the mountains?
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