SuicidalInsanity Posted May 31, 2015 Author Share Posted May 31, 2015 (edited) I was going off of the Squad MFT patch in the MFT git repository, which Github claims was updated 2 days ago.Edit: MODULE { name = ModuleFuelTanks volume = 90 type = ServiceModule } }@PART[mk2_OMSpod]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 60 type = RCS } }@PART[mk2_InlineIntake]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 90 type = Fuselage } }@PART[mk2_HypersonicNose]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 800 type = Fuselage } }@PART[mk2InverterFuselage]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 800 type = Fuselage } }@PART[mk2_SupersonicNose]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 100 type = Fuselage } }@PART[mk2_SpadeTail]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 200 type = Fuselage } }@PART[TunaCockpit]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 50 type = RCS } }@PART[mk2UST]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = 200 type = ServiceModule } }@PART[mk2Servicebay]:NEEDS[modularFuelTanks] {Replace the contents of the MFT patch with the above for full MFT functionality; removes RCSHighEfficiency Edited May 31, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
MinorInconvenience Posted June 1, 2015 Share Posted June 1, 2015 -added DRE compatibilityAwesome job, man. Keep up the great work. One thing, however, your DRE config needs a "NEEDS" in there. It is currently setting parts to 933.15 degress in stock. Your OMS engines keep blowing up on my ascents... Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 1, 2015 Share Posted June 1, 2015 Mk2 docking ports. hells yeah. One question, is the texture/color for the new cockpit final? the texture doesn't quite mess with the stock Mk2 parts, and my OCD makes it hard for me to actually use it. Just curious, if it is final I'll learn to live with it. Over all this mod is awesome. Quote Link to comment Share on other sites More sharing options...
caipi Posted June 1, 2015 Share Posted June 1, 2015 The Mk2X_DRE.cfg is missing a :NEEDS parameter, which is why you get the 933.15° max Temp even if you are not using Deadly ReEntry. The number is rather low in my opinion for the DRE-free game.I simply deleted the file in my version (I don't need it ;-) ). But it would be better to fix this for the future versions as other users might not know why your parts are burning up so fast.Otherwise it's an awesome mod. Keep it up /edit: I just read that MinorInconvenience has also pointed this out. Don't mind me then. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 1, 2015 Author Share Posted June 1, 2015 (edited) @ MinorInconvenience, caipi; Noted and added. For now, the easiest thing would be to remove the patch. the fixed version of the cfg wil be with the next update. For those who are impatient, { @maxTemp = 933.15 @emissiveConstant = 0.85 MODULE { name = ModuleAeroReentry skinMaxTemp = 2130 }}@PART[mk2_HypersonicNose]:NEEDS[DeadlyReentry]{ @maxTemp = 933.15 @emissiveConstant = 0.85 MODULE { name = ModuleAeroReentry skinMaxTemp = 2350 }}@PART[mk2_InlineIntake|mk2EngineShroud|mk2_MantaIntake|mk2InverterFuselage|mk2_SupersonicNose|mk2_SpadeTail|mk2Decoupler|Mk2THub|Mk2XHub|Mk2ShieldedDockingPort|mk2_OMSpod|mk22X5WayRCS|mk25WayRCS|mk2RCRCS|mk2PGRCS|mk2FF5WayRCS|mk2SCRCS|mk2Servicebay|mk2_AeroIntake|ChineCap|ChineLong|RootChineAdapter|RootChineLong|RootChineShort|ChineShort|Mk1Chinecap|Mk1ChineLong|Mk1ChineShort|mk2UST]:NEEDS[DeadlyReentry]{ @maxTemp = 933.15 @emissiveConstant = 0.85 MODULE { name = ModuleAeroReentry skinMaxTemp = 2130 }}@PART[TunaCockpit]:NEEDS[DeadlyReentry]@vardicd: Given that I'm reworking the Pluto model for the next update, it wouldn't be too much extra effort to rework the cockpit texture as well. Edited June 3, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
CptRichardson Posted June 2, 2015 Share Posted June 2, 2015 You know, would you be willing to branch into Mk 3 parts? I've got an idea for flipping the Mk 3 system on its side... Quote Link to comment Share on other sites More sharing options...
Toyotawolf Posted June 2, 2015 Share Posted June 2, 2015 You know, would you be willing to branch into Mk 3 parts? I've got an idea for flipping the Mk 3 system on its side...Would love to see the Mk3 tackled for an expansion Quote Link to comment Share on other sites More sharing options...
Svm420 Posted June 2, 2015 Share Posted June 2, 2015 @ MinorInconvenience, caipi; Noted and added. For now, the easiest thing would be to remove the patch. the fixed version of the cfg wil be with the next update. For those who are impatientNever use :FOR. MM takes that as you are the mod and adds the entry even if the mod/dll isn't present. So this would make MM think DR is there and trigger every other DR patch. You should use :NEEDS and :AFTER if you want to modifier after DR has made adjustments. Quote Link to comment Share on other sites More sharing options...
jrandom Posted June 2, 2015 Share Posted June 2, 2015 Head's up: With Advanced Jet Engines installed, the "Manta" RAM air intake and two-state intake show intake areas of only 0.025, which are too small by at least an order of magnitude. I have no idea what the proper way to fix this is, but for reference, the stock RAM air intake has an area of 0.75 (and it's smaller than the Manta). Quote Link to comment Share on other sites More sharing options...
aval5 Posted June 2, 2015 Share Posted June 2, 2015 When i first saw the spade tail, I immediately thought of the scout spaceship from Interstellar! Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted June 2, 2015 Share Posted June 2, 2015 There is a bug with Service Tank: you've forgot to put a closing bracket("}") for MODEL entry, causing it to not having any resources. Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 2, 2015 Share Posted June 2, 2015 @curiousepic; Cryo Rockets. Yeah, whats happening there is the Cryo Rockets MM patch is adding a Firespitter fuelswitch to all parts containing LF/O, the Mk2 Expansion MM patch adds Interstellar Fuelswitch to the mod fueltanks, resulting in duplicate GUI buttons.Edit: After some testing, adding ,!MODULE[FSfuelSwitch]] solves the problem; incorporated into the .cfg for next update.Somehow, the method you used in the update is still being applied and adds a second IFS module after CryoEngine's cfg is applied (first in alphabetical order). I can't figure out why. Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 2, 2015 Share Posted June 2, 2015 Also, CKAN will error on updating this if you already have example craft thumbnails, because it doesn't want to overwrite them now that they're packaged with the mod. I'd consider removing the thumbnails from the package for now. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 3, 2015 Author Share Posted June 3, 2015 (edited) Svm420; Good to know; the MM config I was looking at for reference used FOR: The revised cfg on the previous page has been updated.jrandom;I don't use AJE, so i have no idea either, but I'll look into itEdit: Looking into AJE, it looks like it has custom .cfgs for a variety of mod and stock intakes, which means I'll need to make a MM patch for it.biohazard15: How did I miss that? Thanks for bringing it to my attention.curiousepic; That is old; the MM config for the Fuelswitch patch uses :HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[interstellarFuelSwitch]]:NEEDS[interstellarFuelSwitch] Edited June 3, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 3, 2015 Share Posted June 3, 2015 curiousepic; That is old; the MM config for the Fuelswitch patch uses :HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[interstellarFuelSwitch]]:NEEDS[interstellarFuelSwitch]Sorry for the ambiguity, but I meant that the new version (1.3), as you pasted there, is still applying it after CryoEngines applies its patch, at least in my install. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 3, 2015 Author Share Posted June 3, 2015 @curiousepic: Odd. In my test install of KSP, running Mk2 Expansion, Cryo Engines, their dependencies, and nothing else, the fuelswitch patch works as it should. Can you post your output_log? Quote Link to comment Share on other sites More sharing options...
H3xx Posted June 3, 2015 Share Posted June 3, 2015 These look awesome as hell. The only two parts that I would like to see are one, a 4 way hub to make good use of that Mrk2 to wing tail thing, and a mrk2 section with a bubble and a 1.25m attachment point on top/bottom for making helicopters/ vtol with no moving parts. Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 3, 2015 Share Posted June 3, 2015 @curiousepic: Odd. In my test install of KSP, running Mk2 Expansion, Cryo Engines, their dependencies, and nothing else, the fuelswitch patch works as it should. Can you post your output_log?Sorry - not sure what happened initially, but things seem to be behaving properly now, your patch is correct. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 3, 2015 Author Share Posted June 3, 2015 @CptRichardson, Toyotawolf; Mk3 parts are outside the scope of this mod; If I did mk3 parts, it would be a separate Mk3 Expansion mod.@jrandom: Here is a AJE cfg I cobbled together for my intakes and engines - it should probably work? If nothing else, it should fix the intake size issue. { @description = Static inlet, optimized for transonic speed @mass = 0.45 MODULE { name = AJEInlet Area = 1.2 TPRCurve { key = 0.0 0.85 0 0 key = 1.0 0.96 0 0 key = 2.0 0.95 0 0 key = 2.5 0.90 0 0 key = 3.0 0.80 0 0 key = 4.0 0.65 0 0 key = 8.0 0.00 0 0 } }}@PART[mk2_AeroIntake]:NEEDS[AJE]:AFTER[AJE]{ @description = Fixed cone inlet, optimized for supersonic speed @mass = 0.25 MODULE { name=AJEInlet Area=1.65 TPRCurve { key = 0.0 0.85 0 0 key = 1.0 0.90 0 0 key = 1.5 0.95 0 0 key = 2.0 0.95 0 0 key = 2.5 0.90 0 0 key = 3.0 0.80 0 0 key = 4.0 0.70 0 0 key = 8.0 0.00 0 0 } }}@PART[mk2_MantaIntake]:NEEDS[AJE]:AFTER[AJE]{ @description= Adjustable inlet, optimized for supersonic speed MODULE { name=AJEInlet Area=2.1 TPRCurve { key = 0.0 0.95 0 0 key = 1.0 0.96 0 0 key = 2.0 0.95 0 0 key = 2.5 0.90 0 0 key = 3.0 0.80 0 0 key = 4.0 0.65 0 0 key = 8.0 0.00 0 0 } }}@PART[Mk2Turbojet]:NEEDS[AJE]{ MODULE //wet SFC = 1.4 here { name = AJEModule Area = 0.62 BPR = 0.45 CPR = 35 FPR = 3 Mdes = 0.9 Tdes = 250 eta_c = 0.95 eta_t = 0.98 eta_n = 0.7 FHV = 27000000 TIT = 1970 TAB = 2350 exhaustMixer = True maxThrust = 250 maxT3 = 1200 } @MODULE[ModuleEngines*] { @maxThrust=207.4 } }@PART[Mk2VTOLFuselage]:NEEDS[AJE]{ !MODULE[ModuleGimbal] { } MODULE { name = AJEModule Area=0.29 BPR=0.36 CPR=32 FPR=3.8 Mdes=0.9 Tdes=250 eta_c=0.95 eta_t=0.98 eta_n=0.7 FHV=22.5E6 TIT=1620 TAB=2850 exhaustMixer=true maxThrust = 200 maxT3 = 1100 } @MODULE[ModuleEngines*] { @maxThrust=148 } }@PART[Mk2VTOLJET]:NEEDS[AJE]{ !MODULE[ModuleGimbal] { } MODULE { name = AJEModule Area=0.29 BPR=0.36 CPR=32 FPR=3.8 Mdes=0.9 Tdes=250 eta_c=0.95 eta_t=0.98 eta_n=0.7 FHV=22.5E6 TIT=1620 TAB=2850 exhaustMixer=true maxThrust = 200 maxT3 = 1100 } @MODULE[ModuleEngines*] { @maxThrust=148 } }@PART[Mk2Ramjet]:NEEDS[AJE]{ @title = H-07 "Afterburn" Ramjet Engine @mass = 0.8 %CoMOffset = 0, 1.5, 0 @description = A highly advanced ramjet engine using space-grade materials for very high performance. Built for the blazing fast speeds Mk2 spaceplanes deserve, this engine is designed to operate best at higher altitudes and speeds; it will not produce thrust under mach 0.3! !MODULE[AJEModule] { } MODULE { name = AJEModule Area = 0.7 BPR = 0 CPR = 1 FPR = 0 Mdes = 0.9 Tdes = 250 eta_c = 0.95 eta_t = 0.98 eta_n = 0.9 FHV = 28000000 TIT = 1800 TAB = 0 exhaustMixer = True maxThrust = 700 maxT3 = 1200 } @MODULE[ModuleEngines*] { @useEngineResponseTime = False } }@PART[ESTOC]:NEEDS[AJE]{ MODULE { name = AJEModule Area = 0.9 BPR = 0 CPR = 12 FPR = 0 Mdes = 1 Tdes = 280 eta_c = 0.95 eta_t = 0.98 eta_n = 0.9 FHV = 36000000 TIT = 900 TAB = 3800 exhaustMixer = True maxThrust = 700 maxT3 = 2000 }}@PART[mk2_InlineIntake]:NEEDS[AJE]:AFTER[AJE]@H3xx: There is a 4-way hub part already. I do have plans for some more mk2 cockpits, one of which could be used as a chopper cockpit , but progress on those will be slow, mainly because IVAs are not fun to make. Quote Link to comment Share on other sites More sharing options...
BoomShroom Posted June 3, 2015 Share Posted June 3, 2015 This is a wonderful mod. I made a flying fish and it was glorious. Also, would there be any possibility of a 2.5-3.75m to Mk2 tricoupler? This may or may not be so I can have a stupidly large carpet bombing orbital weapon. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 3, 2015 Author Share Posted June 3, 2015 @BoomShroom: It would have to be 3.75m for a mk2 tricoupler. Sure, why not? i can already see how it could be useful for stations/sleek deep space vessels Quote Link to comment Share on other sites More sharing options...
jrandom Posted June 3, 2015 Share Posted June 3, 2015 @jrandom: Here is a AJE cfg I cobbled together for my intakes and engines - it should probably work? If nothing else, it should fix the intake size issue.Thank you! Also, I've noticed that your engine shrouds have a tendency to overheat and explode around Mach 3.5 and higher when Deadly Reentry is installed. Not sure if this is intended behavior or not. (I know, I know, I'm one of those players with all those gosh-darned realism mods installed...) Quote Link to comment Share on other sites More sharing options...
jrandom Posted June 4, 2015 Share Posted June 4, 2015 At a first glance, the intakes w/ AJE installed look much better. Thanks again! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 4, 2015 Author Share Posted June 4, 2015 (edited) @jrandom: re: engine shrouds. definitely not intended behavior, especially since it shares the same max temp as almost all the other parts post DRE MM patch. My guess is mounted engines are overheating it. I suppose the emissive constant could be bumped up slightly, that might fix it.Edit: After some testing with FAR and DRE I can't get the shrouds to explode. One test went as high as mach 4.5 and the cockpit exploded, but nothing else. What sort of plane and flight profile are you using? Edited June 4, 2015 by SuicidalInsanity Test results Quote Link to comment Share on other sites More sharing options...
jrandom Posted June 4, 2015 Share Posted June 4, 2015 @jrandom: re: engine shrouds. definitely not intended behavior, especially since it shares the same max temp as almost all the other parts post DRE MM patch. My guess is mounted engines are overheating it. I suppose the emissive constant could be bumped up slightly, that might fix it.Edit: After some testing with FAR and DRE I can't get the shrouds to explode. One test went as high as mach 4.5 and the cockpit exploded, but nothing else. What sort of plane and flight profile are you using?Huh. Odd. I've been testing out a workaround where I put a precooler between the engine and the shroud, and then translate the precooler so it's embedded inside the fuselage. Note that the temperature (next to the navball, lower right) is 1300K or so. The shroud was blowing up before 1000K before the workaround.Javascript is disabled. View full album- - - Updated - - -Maybe this will help? I turned on thermal numbers in the context menu. The shroud is getting close to overheating at Mach 3.55 (you can see it's dumping heat into the precooler here) -- the heat is building up over time so if you just flew a short test flight the issue might not have been apparent.Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
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