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Gfurst snipets patches, balance and fixes.


Gfurst

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Since the 1.0 release I've been playing and adding some fixes and balance to stock and mods parts around. Pretty much as I play and find things out of place.

These are Module Manager patches, so of course MM itself is required.

Current Tweaks

  • the smaller plane wing has liquid fuel capacity, as every plane on earth has
  • moved to simple ladder to an earlier tech
  • the Mk1-2 pod and sepratron earlier as well
  • experiments like the thermometer that only reads data have full transmit capacity
  • balanced the excessive weight on the airplane tail
  • brought back the old swept wing
  • fixes for Sounding Rockets for both FAR and RC
  • lots of balances to Sounding rockets boosters
  • some better values for the stock chutes in Realchutes
  • A bit tweak on the stock physics

Download

If can find the download releases, as well as full project on github.

https://github.com/Gfurst/Gfurst-KSP-Patches/releases

Physics!!!

I intend to to tweak on the stock physics to make them a bit more realistic and challenging.

Currently all I did was a mid point on what was for 1.0 and what is currently in 1.0.2 stock.

I'm planning more severe stalls lift and drag, stuff, but these more likely will take a bit of time.

Configure it

Pretty much everything is done by MM, it designed so it will check if a required mod is needed for specific compatibility, and as such it will have minimal impact.

Still if there is something you don't want active, you can just take the file and change its extension '.cfg' to '.disabled' or '.old', so the game won't read it.

Files have been organized in a way to what mod it patches.

Help me out

I'm simply doing these as I'm going along playing and noticing stuff. But I can't check out everything to balance out.

So if you see something out of place, report here too so I can check it out and add.

Same thing for physics stuff, if you find a setting that will make gameplay better please suggest it to me.

The project is now on Github, if you so want to, you fork and make your own alterations, if there are suggestions make a merge request.

Cheers!

Changelog


Changelog

* v0.1 Initial release

[INDENT]
What this release patches?
* The old swept wing is back
* both wings have a little fuel capacity
* balance to the airplane tail weight
* balance to the mk1 cockpit weight
* science that should be transmited now can be for full
* EVA from biome only in surface
* simple ladder is now not rocket science
* move the mk1-2 pod somewhere more sensible
* Universal storage, fixe the empty bay
* US balance of the fuel tanks
* Sounding Rockets several balances to SRB parts
* SR Realchute and FAR compatibility
* Some small RemoteTech tweaks (stayputnik starts with antenna)
* Some better stock values for RealChute compatibility
* Modular Rocket Systems, moved around some parts in tech tree
* Initial balance for KAX (aircraft expansion)
* Initial physics balance[/INDENT]



Edited by Gfurst
updating
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Trying for better physics with stock aero

Thanks to Claw, he made extensive explanations on how stock currently works, here.

We try to make some patches to adjust the physics and better handling of of certain stuff, initially I would tack on the simulated Stall happening,

it depends on this section (and probably drag too)


name = Default
lift
{
key = 0 0 0 1.965926
key = 0.258819 0.5114774 1.990092 1.905806
key = 0.5 0.9026583 0.7074468 -0.7074468
key = 0.7071068 0.5926583 -2.087948 -1.990095
key = 1 0 -2.014386 -2.014386
}

These keys describe curve of lift as it travels through X(AoA), the angle of attack it self is a inverse Sin function, that is: Sin 30° = 0.5 , the 0.5 being the third key in the example above.

For each key, the first value is X, second is Y (the actual lift multiplier), the other two tangent in and out, to make smoother curves, I do not know how use them though.

In the example above, the curve peaks at 30° AoA ( the 0.5 key), but it does not lose much value after that, 30° AoA seems a reasonable maximum but it should crap lift afterwards and produce big drag after this point.

Any suggestions? Hints on how to plot this graph for better visualization?

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As promised, MM configs to (sort of) get FAR and Sounding Rockets to play nicely:


@PART[SR_Wing01]:NEEDS[FerramAerospaceResearch]:FOR[FerramAerospaceResearch]
{
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
!MODULE[ModuleLiftingSurface] {}
MODULE
{
name = FARWingAerodynamicModel
MAC = 0.9746
MidChordSweep = 0
b_2 = 0.9749
TaperRatio = 0.9492
}
}


@PART[SR_Wing02]:NEEDS[FerramAerospaceResearch]:FOR[FerramAerospaceResearch]
{
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
!MODULE[ModuleLiftingSurface] {}
MODULE
{
name = FARWingAerodynamicModel
MAC = 0.625
MidChordSweep = 23.12
b_2 = 0.5
TaperRatio = 0.6667
}
}


@PART[SR_Wing03]:NEEDS[FerramAerospaceResearch]:FOR[FerramAerospaceResearch]
{
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
!MODULE[ModuleLiftingSurface] {}
MODULE
{
name = FARWingAerodynamicModel
MAC = 0.625
MidChordSweep = 4.07
b_2 = 0.3
TaperRatio = 0.6667
}
}

Edited by UnanimousCoward
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For me, the most important tweak to science is this one:

// EVA biome reports only on the surface
@EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FOR[Squad]
{
@biomeMask = 3
}

EVA reports from space over different biomes are the most tedious and nonsensical thing in the game.

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Thanks guys, I think this week I'll give a shot at making the traditional TACLS with one resource only.

As promised, MM configs to (sort of) get FAR and Sounding Rockets to play nicely:

Thanks Unanimous, added, I also got a bunch of fun fixes and balances for SR will release shortly.

Btw, "@PART[sR_Wing01]:NEEDS[FerramAerospaceResearch]:FOR[FerramAerospaceResearch] " is kinda redundant, FOR also creates a non-DLL, always validating the NEEDS.

I did that too... :confused:

For me, the most important tweak to science is this one:

// EVA biome reports only on the surface
@EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FOR[Squad]
{
@biomeMask = 3
}

EVA reports from space over different biomes are the most tedious and nonsensical thing in the game.

Me: looks at your comment, likes but thinks hard, how will he farm science now?

:huh: Added :D, its your fault if I can't progress properly now...

I've been thinking, how can make a more organized release cycle, otherwise it would be a pain to cycle each file replacing its contents...

Btw, check this out!

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Thanks guys, I think this week I'll give a shot at making the traditional TACLS with one resource only.

Ok, did an experimental run today and it seems that TACLS doesn't handle well with only one consumption resource. Better stick with USILS.

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Guys I'm starting to get things more organized, started up a github account, only thing now is to learn how to use git so I can properly push stuff from my pc.

In the mean time how about supporting this idea? Its a simple stock fix needed for balance.

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Guys I'm starting to get things more organized, started up a github account, only thing now is to learn how to use git so I can properly push stuff from my pc.

In the mean time how about supporting this idea? Its a simple stock fix needed for balance.

I'll reply on that thread.

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