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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]


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  On 7/2/2017 at 6:32 PM, SuicidalInsanity said:

@linuxgurugamer: M3X CKAN has been updated (or will be whenever the Pull Request goes through.)

@ChainiaC: Can confirm that the M2X NFE patch is outdated; this should fix it:

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I took care of that yesterday, thanks

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  On 7/4/2017 at 9:43 PM, KerBlitz Kerman said:

Done, nonoperational. Are there any known incompatibilities with IFS?

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Thank you for your time, I got it resolved... Now about those IFS parts

P.S. Can you just delete the part folders or does it need those to function...

P.P.S. If Norton kills C:/Kerbal Space Program/Gamedata/Tweakscale/Plugins/Scale_Redist.dll it still works!!!

P.P.P.S. I actually just installed that which I thought didn't worked AGAIN (Origional IFS files).

 

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just reading here, I found that my problem is because I do not have IFS installed.   However I use Configurable Containers and it is not compatible with IFS.  Have you looked at using firespitter for your switching needs?  is this a possibility?  as firespitter seems to work fine with CC.

 

Another thing.  I see the lab has had a new model made, and @JadeOfMaar is using the old one as a part for the various life support mods.  could you use this old model (or make a new one) that is just a passenger cabin.  no frills like Life support mod integration no bonus to comfort etc.  I want a cattle car "Economy Class" "passenger tube"  maybe in 4,8, and 10? Meter length with maximum Kerbal Density, and no regard for comfort.  maybe throw in a United Airlines specific part where Kerbals will be beaten and thrown on the runway before takeoff.  

Basically I would like a way to use my Mk2 SSTO to resupply crew to my Orbital stations or to make quick crew transfers to the Mün or Minmus.   there is a contract in one of the contract packs I use called "Space Camp" it requires 19 Kerbals to be sent into orbit for 40 Days.  I would like to be able to setup my Orbital station to deal with the life support needs of the 19+ Kerbals and just use my Mk2 SSTO to transfer them to and from the station.  so I would need the parts to realistically get those 19 Kerbals to orbit.  a Mk2 SSTO with a total passenger load of 18, and then the cockpit with 2 would serve this "Airline" style of mission rather well.

Edited by Bit Fiddler
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So, i installed Near Future Electrical, and it broke the reactor and nuclear jet.  Something must trigger a module manager patch to "convert" anything remotely related to reactors to the Near Future "style", which of course breaks things.

Any ideas on how to fix this? I have mk2x and nfe up to date in 1.3.0.

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  On 7/9/2017 at 7:29 PM, Machman said:

So, i installed Near Future Electrical, and it broke the reactor and nuclear jet.  Something must trigger a module manager patch to "convert" anything remotely related to reactors to the Near Future "style", which of course breaks things.

Any ideas on how to fix this? I have mk2x and nfe up to date in 1.3.0.

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Define "broke".

The patches to switch reactors and nuclear engines to adopt the NFE style are in  GameData/Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg

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  On 7/9/2017 at 11:19 PM, Aelfhe1m said:

Define "broke".

The patches to switch reactors and nuclear engines to adopt the NFE style are in  GameData/Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg

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So just delete that file?

and "broken" means the engine produces no thrust,  and the reactor produces nothing at all, so basicly they are both bricks, or ballast...

 

I haven't had much experience with patch issues, thank you for your quick reply.

Edited by Machman
forgot info
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  On 7/10/2017 at 12:06 AM, Machman said:

So just delete that file?

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That would prevent the changes from being applied.

Note it's possible there may be other patches being applied by other mods in which case those would also need to be found and evaluated (one way is to search your log file for 'M2X_Reactor' or 'M2X_Pluto' or 'M2X_AtomicJet' there will be an entry for every module manager patch that gets applied to each part - of course you then need to work out what each patch does and whether it's safe to delete)

Edited by Aelfhe1m
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  On 7/10/2017 at 1:08 AM, Aelfhe1m said:

That would prevent the changes from being applied.

Note it's possible there may be other patches being applied by other mods in which case those would also need to be found and evaluated (one way is to search your log file for 'M2X_Reactor' or 'M2X_Pluto' there will be an entry for every module manager patch that gets applied to each part - of course you then need to work out what each patch does and whether it's safe to delete)

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Deleting it works perfectly, thank you

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  On 7/10/2017 at 1:09 AM, Machman said:

Deleting it works perfectly, thank you

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I reported the same issue with the patch earlier. SuicidalInsantiy confirmed the patch for NFE integration is outdated. He even provided a working patch. His reply with the patch replacement is from July 2nd I believe, one page back in this thread. 

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  On 7/10/2017 at 10:28 AM, ChainiaC said:

I reported the same issue with the patch earlier. SuicidalInsantiy confirmed the patch for NFE integration is outdated. He even provided a working patch. His reply with the patch replacement is from July 2nd I believe, one page back in this thread. 

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 Urgh. I blame lack of sleep for my replies. I'd already added the updated patch to my game. Why couldn't I remember that and post the correct link instead? It was only a week ago!

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@Bit Fiddler: JadeofMaar was wanting one as well, something like this?
kG4klb7.png
For the CC/IFS interaction issue, looking at CC it says it's compatible with IFS core that M2X uses, but I can also add a CC exception to M2X's IFS MM patch.

For everyone with NFE issues, I'll most likely throw up a M2X maintenance update with the updated NFE patch sometime later today. I say 'later today', since if I can get a IVA put together for the crewtank, I can throw that in the update as well.

 

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oraabgF.png
Mk2 Expansion Update 1.7.7 is now up, grab it from the usual places (SpaceDock) / (GitHub)
Changelog:

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This is a funny problem, is anyone else having the leading edge of their starboard wing ripped off by "StarTransform3" (a collider from the extended crew cabin) immediately after lifting off from the runway? :D

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This maybe what you just fixed, but on the chance it's different...

Spacebus experiencing "phantom forces" in space, aka the spaceworm. Only using stock Mk2 parts plus the log cab & the MATTOCK engine, MM2.8.1 & Mechjeb 712 in a fresh install of 1.3

log files, save files(before destruction & after), & craft file: https://www.dropbox.com/s/m1lhp9hcufi5zsb/Mk2 Expansion Files.zip?dl=0


 

Yep, you fixed it. Thanks!

Edited by Argyle MHF
Speeling & KSP version & update
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@SuicidalInsanity I've been having an issue with the Rontgen engine, the sievert too but I haven't tested it as thoroughly. These engines seem to seriously underperform in actual use in comparison to their listed stats.  Examples below.

The first image is a test plane for a drone to fly on Eve. On the static test I'm getting at most 101 kn thrust @1851 Isp. The Isp I'm not worried about but the thrust is a lot lower than the stated 120 kn thrust asl. The second shows the drone in flight at about 5k altitude and 282 m/s speed. The engine is barely producing 70 kn thrust and dropping all the time. 

What am I doing wrong? The engine is getting plenty of IntakeAtm as the shock cone callout shows. So why is it not coming close to the performance listed in it's VAB description. At these performance levels, particularly for it's weight and cost the engine is not a very good choice since it can't reach the speeds and heights where a rocket could reasonably take over for it for an SSTO and infinite flight duration while nice doesn't make up for lack of performance. 

Or am I misunderstanding the purpose of these engines? Where you intending them to be basically weak turboprop engines with infinite fuel?

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