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Nertea

KSP2 Alumni
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Everything posted by Nertea

  1. You can try recompiling the plugin to target that KSP version, would probably require some work. Going from 1.7.3 to 1.8+ is the hard line - major changes between those two versions.
  2. Okay so I'm kinda back and am taking some time to dig into this tonight. I have a few comments upfront. You are treating a lot of 'realism' constraints as 'balance'. Statements such as The highest stock ISP ASL is 295 s just because there are no closed-cycle engines in (Re)stock KSP don't work for me - the visual look of an engine should, generally match the 'role' (e.g, an engine based on a vacuum engine in RL should be a vacuum engine in KSP) but assigning stats based on the engine model itself has never been the purview of any of my mods. For that, you want something like BDB. I know that some community members are also putting together a 'NF realism' patch which changes the balance paradigm of the NF mods to be BDB-alike, look out for that. Trying to compare expansion ratios is also a fool's errand between projects. NFLV is pretty accurate, but Restock certainly isn't. Stock is worse! Cost is always fair game, but it's a real garbage mess in stock. As some people have mentioned, the original inception of the engine part of the project was to ensure that LF/O engines were available in the presence of the CryoEnginesRestock package. That means you lose the Skipper, Vector, Mammoth and Rhino. However, this doesn't mean that the mod should be totally useless without the CryoEnginesRestock patch. There is a balance between providing uniqueness and ensuring those holes are filled, so the 1:1 replacements will be less differentiated. The overall concept for this engine set is to provide 1 lifter and 1 sustainer engine for each size class that are overall slightly better than stock, but usually with a trade (cost, dimensions, maybe Isp, maybe thrust, depends on engine). They come 1 tech level later than their corresponding stock engine. Unique roles are not intended. Do note that the 1.875m engines provided by MH have GARBAGE balance. The original engines (Buzzard, Osprey, etc) were really just overpowered. I think I took equivalent stock stats and added some magic Isp and thrust. Not great. As mentioned they will return, with better models and different stats, later, in CryoEngines. I don't personally think the RS+ engines are well balanced with the exception of the Corgi (too many cooks...) So, on to the list, again, ignoring costs: Angora: you might be correct here, compared to the Spark it is a bit lackluster. Currently it has a lacking TWR but a higher Isp. That Isp increase could be increased. Sphinx is a sustainer engine - it has a lower SL Isp because of this. Cougar: the 'near future engine should be better' argument doesn't really hold water. This mirrors the Rhino but is better overall, particularly in atmosphere. Lynx: same comments as Cougar. Ocelot' is actually the Skipper replacement. If you plot it up, its TWR and Isp are Skipper-alike with a buff to Isp. Porpoise actually has less absolute thrust than the Mainsail? 1300 vs 1500. It's also lighter and fits the basic concept of 1.875m lifiting engine. Walrus has the second highest TWR of any engine, far more than the Skipper. It is vaguely the Vector replacement in that it will work will for clustering and has a lot of power in a small space Orca is where I want it. Slightly better mainsail, yup. Goldfish has better TWR in atmo than the Spark. Again, you get a trade... more efficiency or more thrust? Otter Heh fine I can move the tech level, but that's, well, another crappy stock thing. Precision Propulsion is the end of that branch, so moving it is a little odd. Osprey was deprecated because it was OP and the model was bad. Buzzard was just an OP engine. It was actually a BE-4. Manatee is for replacing the Mammoth, so it is very similar. When you account for mass, it is actually closer to 20% more TWR. So if you have both, there is a choice of higher power or higher efficiency. Overall I don't see a lot of issues, will take a pass at costs for sure, but a lot of your comments revolve around the realism vs balance trade. I already get enough requests to 'plz provide all in one package', so no more splitting. The ones you mention have always been that way though - NFS has always had mono engines and command pods, NFLV has always had big tanks and engines to cluster under them (though more engines recently). NFX has never had a scope change, it is too young! Overall though, I hope i've made the internals easy and clear enough for anyone who wants to delete pieces quite easily. I'll check it out.
  3. Somewhat recovered from first 2w of new baby, catching up... Yep, you should be able to address any templates with the usual syntax, e.g. @Template[thetemplate] { ..} Probably a bug, how to you get that to happen though? If i have an engine running and I try to enter on-rails timewarp, the game doesn't let me. Nobody else has reported this, I don't see any logs either. No, check this list: https://github.com/ChrisAdderley/WaterfallRestock/issues. Possibly some of them, but don't let that stop you! In the base repo, I realistically want to include 1-2 templates that when put together would cover almost all engines. I'd suggest looking at the ones Zorg did ingame and seeing if yours could also fit in without too much duplication then we can roll them in.
  4. This has happened before because the metadata for the Community Resource Pack indicates that it is not compatible with newer KSP versions. I had a very quick look and it looks like the latest release version is not marked as compatible with 1.10 so the dependency chain will not resolve. Maybe @HebaruSan can comment but I think that's the issue.
  5. I'm busy with life, I will address this when I get back, but you sound a little aggressive! Remember that stock KSP is absolute garbage in terms of cost balance, there are a lot of screwy things outside of cost too (wolfhound lol, tiny radiators).
  6. Due to life, all projects are currently on hold.

    1. Show previous comments  2 more
    2. amarius1

      amarius1

      Good luck bud with what happened. I had a recent breakup while developing my newest planet pack in years and it was bad. Hope you will come out of it alright, no pressure to continue around here. We love you bro.

    3. Danielle

      Danielle

      Best of luck. Can't push life away some times.

    4. Probro
  7. Yes, the difference is that you need to use ModuleManager to target the correct BOILOFFCONFIG block inside ModuleCryoTank to add that OUTPUT_RESOURCE block.
  8. Yikes, just to maybe add to this, you need to replace those @s for the values with %s. @ means 'modify', % is 'modify or create'.
  9. Cool - I do have a conceptual fix that will be reverse compatible with Kopernicus 1.8.
  10. Can you tell me which version of DBS you are using? I have a thought that 2.1.9 is not compatible with Kopernicus for 1.8.1. I'll check it out.
  11. I think this would need a rewrite of how the mod handles templates. Not to support edited templates, but to support generation of edited template files. The reason being is that the plugin doesn't care about templates after they're loaded - it would be quite difficult to go 'back' into the template and write a delta config. Because there's such as easy way to generate effects or templates from other templates though, why not do that? Then you can load your template, do a few changes, and export the effect again. You can also generate delta templates using MM too by editing the target template files.
  12. But this is so much worse, it is 3 interrelated plugins! Some new stuff: Finishing work on integrating this engine. I finished off the atmospheric scooper dealie too. A fun feature it has is different intake model options, which are effective at different speeds. And the new nuclear smelter:
  13. Don't be so quick to assume it is mods doing this - PartSet is a stock class. Typically everything I develop that makes log entries does include a prefix. If you want to complain about confusing nonsensical log message the KSP General forum is around somewhere. In this case it is probably PP doing things, PartSet and SimResource errors are related to the stock DV calculator as I recall.
  14. If you're curious, the old ion engine used somewhere around 2.2 EC/s, which would map nicely to 1 EC = 1kJ, which is where the original conversion value on my mods came from.
  15. As someone who does probably the most electric stuff with KSP... yeah it's totally out to lunch in stock. One data point you did miss out on is the Dawn engine, which uses about 8.5 Ec/s, and supposedly maps to the NSTAR engine which runs at 2.1 kW (it's named Dawn after all). That gives you a 1 EC = ~250J number. No single part category really maps logically to another category. Pick a standard, easy number (1 kJ = 1 EC is the obvious choice in my mind) and rebalance around that.
  16. So, update. I have now split out patching from configuration, and this is now 2 mods. Waterfall 0.2.0 Split configuration for Restock and Restock+ parts into a different mod Fixed plume scaling in the case where multiple plume parent transforms have different scales (i.e. nuPoodle) Fixed a couple of minor bugs Renamed/restructured templates: waterfall-hydrolox-lower-1: lower stage hydrolox engine waterfall-hydrolox-lower-2: lower stage hydrolox engine, energetic, orange waterfall-hydrolox-rs25-1: lower stage hydrolox engine based on SSME waterfall-hydrolox-upper-1: upper stage hydrolox engine, suitable for orbital engines waterfall-kerolox-lower-1: Reddish kerolox lower stage engine, suitable for energetic lifting engine waterfall-kerolox-lower-2: orangeish kerolox lower stage engine, suitable for energetic lifting engine waterfall-kerolox-lower-3: extra burny kerolox lower stage engine, suitable for energetic lifting engine waterfall-kerolox-sustainer-1: reddish kerolox lower stage engine, somewhat based on Titan 3 engine waterfall-kerolox-upper-1: Reddish kerolox, suitable for generic upper stage engine waterfall-kerolox-upper-2:Red/white kerolox, suitable for low thrust upper stage engine waterfall-ntr-lh2-1: LH2-based nuclear rocket engine waterfall-ion-xenon-1: Xenon Gridded Thruster engine waterfall-rcs-jet-1: White RCS jet Added a set of sounds for authors to use, from KW and NFT and WaterfallRestock 0.1.0 This now contains the configs for restock and for restock+. I've added a few new effects since last release, only a few engines are not covered.
  17. Ooof this is the last time I develop 4 mods at once. Status update SystemHeat is almost at beta state, I have one model to finish and some balance things to test but we're mostly good. Waterfall is almost at release state. SpaceDust is getting... there. Some things are taking longer. First alpha of FFT will probably only ship with discovery, not harvesting. FFT itself is pretty solid. I'm leaving out one planned engine from the alpha test, but the rest are all set. So, I hope to get something in front of testing by late next week.
  18. I don't really support tweakscale, but these are all very basic parts, shouldn't be issues. Your log has a huge amount of junk in it, I'm not sure what I'm looking for here. I'd suggest posting on the TS thread if this was generated in response to a scaling effect or something.
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