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[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]


Shadowmage

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14 minutes ago, 123nick said:

hey, just something you might want too change or fix:

 it says it supports 1.0.5 when it supports 1.1.3

 

 

Sadly that does not appear to be under my control;  I believe Curse parses it from the most recent file upload with the highest 'release state' flag.  As the highest release state-flag was for the final 1.05 release (which was flagged as a full/stable release), and all 1.1.3 releases are flagged as beta, Curse wrongly thinks that the highest version supported is 1.05.

I -think- it will change/be updated properly if I could ever publish a non-beta 1.1.3 release... but that won't be happening for the foreseeable future (waiting on wheels still...).


Edit:
With some hackery I think I've tricked Curse into updating its version numbers... we'll see if it sticks around or if it gets reverted next time I upload a new release.

Edited by Shadowmage
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@Shadowmage Sincere apologies, I waisted your time, I'm still trying to figure out what I did wrong. Again, many thanks for your awesome support. I will test the MM patch that convert Stock/Mod tanks to your system. I might find a way to exclude patching undesirable part.

Or it could be the other way around, remove everything, pick the mass an multiply it by a fixed amount that match SSTO standard. If there was a "IF" statement, it could have a divider for part that have cargo bay or lifting surface. Pretty hacky,  and there is also the volume. You see, thats how I break my toys...

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5 minutes ago, RedParadize said:

"Quick" question ( omg I never stop, sorry...) Is there a field that can modify SSTU_CONTAINERTYPE cost? 

public readonly float costModifier = 1f;
Can add it next to the other modifiers in the container-type definition.

Not sure why the existing definitions don't have it, but it should effect the dry-mass cost of the container, and is a multiplicative modifier to the dry-mass cost set in the SSTUVolumeContainer module setup.

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So, I decided to make something useful today...

These are Bobcat's soviet engines with the SSTU cluster module, and they were added through a MM patch, so, in theory, these should be compatible with anything that messes with Bobcat's engines (like RF/RO and RealPlumes), and I added support to all engines but RD-0124 as Mage did include a RD-0110 in SSTU (and the difference in a stock game wouldn't be worth making a patch)

In theory, of course, as I didn't try myself

I did however change a few things on them, they are now 64% of the real size and 40.96% in thrust, and the RD0120 and RD0146 use Hydrolox at the same ratio as SSTU engines, just so they fit together with the SSTU engines

I'll be adding these to the Nova pack, I just need to decide whether I'm going to include something else or not (namely an patch for Beale's Taerobee A-4 shroud-less engine, as I already have this one for personal use and new layouts with 24 and 30 engines to match N-1, and probably some in-between)

(now, if you excuse me, I have to go hug a jaguar raised by the Brazilian army after touching these commie-engines)

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5 hours ago, Shadowmage said:

 

Here is a very rough, very hacky, and mostly untested patch to add SSTUVolumeContainer to all other resource-containing parts.  It has to run in multiple passes because of how ModuleManager references variables and its lack of IF statements... (with an IF statement I could run it all in a single blanket patch).  There is also a notable lack of OR handling in the HAS blocks, so each 'pass' consists of multiple sub-patches (e.g. HAS[#lfVolume[*] | #oVolume[*]] does not seem to work).


//first pass - tally up resource volumes, add the mftVolume variable as a usable test-flag for next pass
@PART[*]:HAS[@RESOURCE[LiquidFuel]]:FOR[SSTU]
{
	%lfVolume = #$RESOURCE[LiquidFuel]/maxAmount$
	@lfVolume *= 5
	%mftVolume = 0
}
@PART[*]:HAS[@RESOURCE[Oxidizer]]:FOR[SSTU]
{
	%oVolume = #$RESOURCE[Oxidizer]/maxAmount$
	@oVolume *= 5
	%mftVolume = 0
}
@PART[*]:HAS[@RESOURCE[MonoPropellant]]:FOR[SSTU]
{
	%mVolume = #$RESOURCE[MonoPropellant]/maxAmount$
	@mVolume *= 5
	%mftVolume = 0
}
@PART[*]:HAS[@RESOURCE[XenonGas]]:FOR[SSTU]
{
	%xVolume = #$RESOURCE[XenonGas]/maxAmount$
	@xVolume *= 0.1
	%mftVolume = 0
}

//second pass - add resource volumes onto the mftVolume variable
@PART[*]:HAS[#lfVolume[*]]:FOR[SSTU]
{
	@mftVolume += #$lfVolume$
}
@PART[*]:HAS[#oVolume[*]]:FOR[SSTU]
{
	@mftVolume += #$oVolume$
}
@PART[*]:HAS[#mVolume[*]]:FOR[SSTU]
{
	@mftVolume += #$mVolume$
}
@PART[*]:HAS[#xVolume[*]]:FOR[SSTU]
{
	@mftVolume += #$xVolume$
}

//third/final pass - set mft volume into description for debug purposes
@PART[*]:HAS[#mftVolume[*]]:FOR[SSTU]
{	
	//remove all existing resources
	!RESOURCE,*{}
	
	//adjust volume to account for tankage
	@mftVolume *= 1.20	
	
	//add volume container with the specified volume	
	MODULE
	{
		name = SSTUVolumeContainer
		volume = #$../mftVolume$
		enableContainerEdit = true
		enableFuelTypeChange = true
		baseContainerIndex = 0
		CONTAINER
		{
			name = Main Tank
			percent = 100
			tankageVolume = 0.15
			tankageMass = 0.15
			defaultModifier = standard
			defaultFuelPreset = LFO
			resource = LiquidFuel
			resource = LqdHydrogen
			resource = Oxidizer
			resource = MonoPropellant
			resource = XenonGas
			resource = Aerozine50
			resource = NTO
			resource = ElectricCharge
			modifier = standard
			modifier = lbo
			modifier = zbo
			modifier = light
			modifier = structural
		}
	}
}


Notably it makes no attempt to distinguish between stock/mod added parts, only checks for stock resources, and it completely ignores any other fuel-switch setups.  This is -not- the route that I will be going with my personal/optional patch setup; merely posting it here because you asked of the possibility.  Yes, it is possible.  No, I will not be including any such patch with the mod.  Hopefully this example provides you with enough information that you can clean it up for your own personal use if you decide to go this route.


For the optional patch setup I will be converting other tanks (stock/modded) into MFT-styled tanks.  It cleans up the part list substantially, and allows for resizing of the tanks and adding nose/mount options for them.  The downside is that it requires substantially more work and must be done on a part-by-part and model-by-model basis; however it will be a much more robust solution in the end and would not 'break' random parts and still allows for some specialization and differentiation on a per-part basis.

I have a question how would I put that patch in the gamedata folder.

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Before doing anything, read the notice a the bottom carefully. Copy paste the text into a text file that have the .cfg extention. Place it anywhere in gamedata, preferably preferably at a logical place like SSTU/patch/. There you go.

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@Shadowmage I might have set a new standard for insanity, I just made a 24 engine radial layout based on N1, and realized I could make a 18 radial one and then make 4 rings of engines (24+18+12+6) +1 in the middle resulting in a 61 engine layout... :confused:

I ended up making a SSTO with a 14.250m wide rocket, using 61 RS-25, at lift-off it has a TWR of 1.80, so it should be able to put a house in orbit. soon this rocket will be used by construction companies to build new housing in space! (and construction companies in Krasil will make great deals with the government!)

 

(btw, before anyone asks if I went full insane because of the flag, that's not the flag of Union of Koviet Socialist Republics, but the flag of New Krasil under leaders Luiz Kerman da Silva and Ricado Kermandowski... try searching for the real counterparts and you'll understand the reference)
good news:
the game didn't crash
my computer didn't blow up
your code survived
no lag (most of it came from the clouds and plumes)
the thing flew
6 parts only (apollo CM+two fairing sides+fairing base+tank+61 engine cluster

bad news:
I might need a doctor

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1 hour ago, JoseEduardo said:

@Shadowmage I might have set a new standard for insanity, I just made a 24 engine radial layout based on N1, and realized I could make a 18 radial one and then make 4 rings of engines (24+18+12+6) +1 in the middle resulting in a 61 engine layout... :confused:

I ended up making a SSTO with a 14.250m wide rocket, using 61 RS-25, at lift-off it has a TWR of 1.80, so it should be able to put a house in orbit. soon this rocket will be used by construction companies to build new housing in space! (and construction companies in Krasil will make great deals with the government!)

 

(btw, before anyone asks if I went full insane because of the flag, that's not the flag of Union of Koviet Socialist Republics, but the flag of New Krasil under leaders Luiz Kerman da Silva and Ricado Kermandowski... try searching for the real counterparts and you'll understand the reference)
good news:
the game didn't crash
my computer didn't blow up
your code survived
no lag (most of it came from the clouds and plumes)
the thing flew
6 parts only (apollo CM+two fairing sides+fairing base+tank+61 engine cluster

bad news:
I might need a doctor

But how does it land?

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10 hours ago, JoseEduardo said:

(btw, before anyone asks if I went full insane because of the flag, that's not the flag of Union of Koviet Socialist Republics, but the flag of New Krasil under leaders Luiz Kerman da Silva and Ricado Kermandowski... try searching for the real counterparts and you'll understand the reference)

Ok.  I laughed so hard at that I just woke up my wife...I can barely read the screen for the tears.

On a different note.  Do you have a link for your Nova pack somewhere?  I honestly thought I had it but apparently do not and after seeing you're moving in BobCat sov engines I must have it.

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59 minutes ago, rasta013 said:

Ok.  I laughed so hard at that I just woke up my wife...I can barely read the screen for the tears.

On a different note.  Do you have a link for your Nova pack somewhere?  I honestly thought I had it but apparently do not and after seeing you're moving in BobCat sov engines I must have it.

here:

I haven't updated it yet as I'm planning on making new layouts (61 Merlin 1D were actually at a "reasonable" scale, they needed a 6.875m rocket, I have seen wider rockets made in stock, so that's quite "reasonable" for me), but I should update in the next few hours

I'm planning on adding support for the stock engines aswell, so far only the Mainsail got the cluster module (I'll probably add support for the stock RS-25 aswell, considering it runs in another fuel and has a different thrust), but that should come at a later date though

2 hours ago, Temeter said:

FTFY

thinking it through now, Mun is way too close from Kerbin... hide them in Duna perhaps?

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20 hours ago, Shadowmage said:

Updated release is available:

https://github.com/shadowmage45/SSTULabs/releases/tag/0.4.31.119

Fixes tech-tree limitations not working, and adds updated prototype parts for the LR-81 engine variants.  See the link for full change-log and downloads.

I do love this mod...

One query Shadowmage... didn't the Landercore tanks used to have built in landing gear in 1.0.5 or am I imagining it. I can't seem to find out how to get the landing gear to appear even though the cutouts are there in the tank.

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21 minutes ago, NeoMorph said:

 

I do love this mod...

One query Shadowmage... didn't the Landercore tanks used to have built in landing gear in 1.0.5 or am I imagining it. I can't seem to find out how to get the landing gear to appear even though the cutouts are there in the tank.

They have been removed in the 1.1.x versions because landing gear and wheels are so borked right now.  They were there before though - you didn't imagine it. :D 

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2 minutes ago, rasta013 said:

They have been removed in the 1.1.x versions because landing gear and wheels are so borked right now.  They were there before though - you didn't imagine it. :D 

Ahh... thanks for that. Thought my brain was going gaga again. :sticktongue:

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Ok, I'm a noob... what do I do with the extra texture sets file?  (Current "SSTU-0.4.31.119-TExtureSets.Zip")? I copied the contents to the main KSP Gamedata folder and I also added the contents to the "GameData/SSTU/TextureSets" folder.  Neither seemed to do anything.

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10 minutes ago, Petrucio said:

Ok, I'm a noob... what do I do with the extra texture sets file?  (Current "SSTU-0.4.31.119-TExtureSets.Zip")? I copied the contents to the main KSP Gamedata folder and I also added the contents to the "GameData/SSTU/TextureSets" folder.  Neither seemed to do anything.

You should have two SSTU-related folders inside your GameData folder:

GameData/SSTU -- this contains all of the active bits of the mod
GameData/SSTU-TextureSets -- should contain all of the optional texture sets and their patches that enable them.

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