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Starlion Industries - KSPI & IFS Compatibility Patches for Fueltanks, Spaceplanes, & more [CKAN]


ABZB

What would you like to see next?  

59 members have voted

  1. 1. What would you like to see next?

    • Add Mk2 and Mk3 Alcubierre drives as well as other miscellaneous KSPI parts (will take quite some time, need to learn modeling first)
      21
    • Fix unbalanced parts, etc. (please comment what & why)
      1
    • Integrate other part-packs with KSPI (please suggest which one(s))
      4
    • Other
      1


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Took some time to find the entry. The log didn't have the gamedata part of the directory or the .cfg, as you can see.

ok, I am downloading the OPT pack to look at that part - since only it is throwing the error, something funny might be happening with it or a built-in patch

EDIT:

yeah, his FSFuelswitch (and RealFuels) patch adds the respective modules, and deletes all present resources - so when when the rest of my patch runs, it can't find the LF resource amount to base the tank size off of. I pmed the creator with a fix for this... In the meantime, you can delete GameData\OPT\mm_config\OPT_FS.cfg to remove the firespitter patch and fix this. Alternately, you could open that cfg, find the node of 'opt_wing_a' and delete that node if you want the rest of the file (same goes for realfuels if you (or another) have it).

Edited by ABZB
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Thank you. I commented out the node as deleting the file would brake the docking port animations.

the new version, 3.8 is now up. It fixes all compatibility problems with OPT, except for the new ones that will likely pop into being as a result of the fixes. Also, some other miscellaneous fixes, streamlining, and other catch-and-fix conflicts stuff.

EDIT:

V 3.9

fixed the new ones that popped into being as a result of the fixes.

Edited by ABZB
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Uhhh so this is different. My game hangs loading the Mk2Ramjet. I am guessing this is some crazy linux oddity but note the chinese? character. Probably has nothing to do with your mod but just wondering if you have seen this before.

PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/Ramjet/part/Mk2Ramjet'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

FormatException: Unknown char: ç™­

at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0

at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0

at FXCurve.Load (System.String valueName, .ConfigNode node) [0x00000] in <filename unknown>:0

at ModelMultiParticleFX.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.LoadEffect (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

at Part.LoadEffects (.ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

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Uhhh so this is different. My game hangs loading the Mk2Ramjet. I am guessing this is some crazy linux oddity but note the chinese? character. Probably has nothing to do with your mod but just wondering if you have seen this before.

PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/Ramjet/part/Mk2Ramjet'

(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

FormatException: Unknown char: ç™­

at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0

at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0

at FXCurve.Load (System.String valueName, .ConfigNode node) [0x00000] in <filename unknown>:0

at ModelMultiParticleFX.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.LoadEffect (.ConfigNode node) [0x00000] in <filename unknown>:0

at EffectList.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0

at Part.LoadEffects (.ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

huh.

yeah..

the current version is not editing the mk2Ramjet, so it probably isn't me...

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Found another minor problem with the ESTOC to Plasma Thruster patch.

The patch doesn't need to add in an engine gimbal module, the part already has one.

As far as I know, having two gimbal modules in one engine doesn't cause any real gameplay issues, but it's confusing if someone wants to disable gimbaling on the engine (which one do I turn off? Answer: Both).

And it makes the right click menu just a little bit longer than it needs to be.

Edited by SciMan
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Found another minor problem with the ESTOC to Plasma Thruster patch.

The patch doesn't need to add in an engine gimbal module, the part already has one.

As far as I know, having two gimbal modules in one engine doesn't cause any real gameplay issues, but it's confusing if someone wants to disable gimbaling on the engine (which one do I turn off? Answer: Both).

And it makes the right click menu just a little bit longer than it needs to be.

Good catch, that is a vestigial node.

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The reactor and generator parts currently assume a radius (to calculate the stats based on the interstellar tweakscale values) of 1.561. This is the largest cylinder (using procedural parts) that is contained within the mk2-form parts. This leaves 'love handles' on either side that are currently being ignored. A reasonable calculation of the additional cross-sectional area yields an area equivalent to a circle of radius .808 meters. I want to do something with this extra space, as noted in the poll.

If I apply the full additional radius to the reactor stats, the following would be the approximate changes:

Reactor temperature multiplied by 1.259 (1st power of scale)

Reactor power output multiplied by 2.090 (increases as 3.2 power of scale)

mass is multiplied by 1.779 (2.5 power of scale)

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Here is a spaceplane I made with some of the parts from your mod. It finally flies very well once I figured out the Flap, Spoiler and front elevon settings in FAR.

http://imgur.com/vxSflRu

Also it appears that the MFT config is now overwriting the KSPI configs. When I fill my fuel tanks and save the plane it uses MFT but when I load it back up the tanks have both MFT and Intestellar fuel switch options.

Edited by Trolllception
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Here is a spaceplane I made with some of the parts from your mod. It finally flies very well once I figured out the Flap, Spoiler and front elevon settings in FAR.

http://imgur.com/vxSflRu

Also it appears that the MFT config is now overwriting the KSPI configs. When I fill my fuel tanks and save the plane it uses MFT but when I load it back up the tanks have both MFT and Intestellar fuel switch options.

- awesome!

- Fixed (I think).

V 3.9.5.5

-miscellaneous fixes, for bugs found by SciMan & Trolllception

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Just looked over the newest patch (haven't installed it yet).

Still seeing the extra engine gimbal module I reported in the ESTOC to Plasma thruster section of the engines patch.

It's hiding right after the big block that adds all the stuff to the EFFECTS{} node, so I've highlighted the section that needs to be removed in red.


//Plasma Thruster
@PART[ESTOC]:NEEDS[WarpPlugin]:FIRST
{
@name = Mk2PlasmaThruster
@cost = 8000
@mass = 1
!EFFECTS{}
@TechRequired = plasmaPropulsion
@title = WYGC-4 "Buster" Plasma Thruster
@description = A larger and more efficient cousin of the ion engine, it is best not to attempt to power this engine with witchcraft and instead opt for a very large electric generator.
!MODULE[ModuleEngines*]{}
!MODULE[ModuleEngines*]{}
!MODULE[MultiModeEngine]{}
!MODULE[ModuleSurfaceFX]{}
!MODULE[ModuleSurfaceFX]{}
MODULE
{
name = ModuleEnginesFX
engineID = PlasmaThruster
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.33
minThrust = 0
maxThrust = 80.5
heatProduction = 70
useEngineResponseTime = FALSE
useVelocityCurve = False
atmChangeFlow = FALSE
useVelCurve = FALSE
useAtmCurve = FALSE
EngineType = Electric
PROPELLANT
{
name = LqdHydrogen
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 11213
}

}

EFFECTS
{
electric_qvp
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarQVPExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_red
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarLithiumExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_argon
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarArgonExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_xenon
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarXenonExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_hydrogen
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarHydrogenExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_ammonia
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarAmmoniaExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
}
[COLOR=#ff0000] MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}[/COLOR]
!MODULE[KM_Gimbal_3]{}
!MODULE[ModuleAlternator]{}
!RESOURCE[ElectricCharge]{}

RESOURCE
{
name = WasteHeat
amount = 0
maxAmount = 174274
}

MODULE
{
name = ElectricEngineControllerFX
originalName = Magnetoplasmadynamic
upgradedName = Quantum Vacuum
maxPower = 21784.23
upgradeCost = 200
baseISP = 2956
exitArea = 0.6672
gearsTechReq = advEMSystems
upgradeTechReq = specializedPlasmaGeneration
type = 1
upgradedtype = 8
powerThrustMultiplier = 1
ispGears = 1
partMass = 1
}
!MODULE[ModuleSurfaceFX]{}
}

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Just looked over the newest patch (haven't installed it yet).

Still seeing the extra engine gimbal module I reported in the ESTOC to Plasma thruster section of the engines patch.

It's hiding right after the big block that adds all the stuff to the EFFECTS{} node, so I've highlighted the section that needs to be removed in red.


//Plasma Thruster
@PART[ESTOC]:NEEDS[WarpPlugin]:FIRST
{
@name = Mk2PlasmaThruster
@cost = 8000
@mass = 1
!EFFECTS{}
@TechRequired = plasmaPropulsion
@title = WYGC-4 "Buster" Plasma Thruster
@description = A larger and more efficient cousin of the ion engine, it is best not to attempt to power this engine with witchcraft and instead opt for a very large electric generator.
!MODULE[ModuleEngines*]{}
!MODULE[ModuleEngines*]{}
!MODULE[MultiModeEngine]{}
!MODULE[ModuleSurfaceFX]{}
!MODULE[ModuleSurfaceFX]{}
MODULE
{
name = ModuleEnginesFX
engineID = PlasmaThruster
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.33
minThrust = 0
maxThrust = 80.5
heatProduction = 70
useEngineResponseTime = FALSE
useVelocityCurve = False
atmChangeFlow = FALSE
useVelCurve = FALSE
useAtmCurve = FALSE
EngineType = Electric
PROPELLANT
{
name = LqdHydrogen
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 11213
}

}

EFFECTS
{
electric_qvp
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarQVPExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_red
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarLithiumExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_argon
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarArgonExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_xenon
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarXenonExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_hydrogen
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarHydrogenExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
electric_ammonia
{
MODEL_MULTI_PARTICLE
{
modelName = WarpPlugin/FX/interstellarAmmoniaExhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.05
emission = 0.075 0.1
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
}
[COLOR=#ff0000] MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}[/COLOR]
!MODULE[KM_Gimbal_3]{}
!MODULE[ModuleAlternator]{}
!RESOURCE[ElectricCharge]{}

RESOURCE
{
name = WasteHeat
amount = 0
maxAmount = 174274
}

MODULE
{
name = ElectricEngineControllerFX
originalName = Magnetoplasmadynamic
upgradedName = Quantum Vacuum
maxPower = 21784.23
upgradeCost = 200
baseISP = 2956
exitArea = 0.6672
gearsTechReq = advEMSystems
upgradeTechReq = specializedPlasmaGeneration
type = 1
upgradedtype = 8
powerThrustMultiplier = 1
ispGears = 1
partMass = 1
}
!MODULE[ModuleSurfaceFX]{}
}

ahhhhhh - thanks!

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Version 4.0

  • Changed KSPI part's module radius to 1.965. reflecting additional volume of the trianglish love handles
  • Adjusted reactor & generator powers [upward] to match new radius
  • Discovered & corrected major error in my spreadsheet calculation of reactor properties, all reactors except for the Antimatter Reactor were underweight (by about 4.5 times) and underpowered (by ~2 or ~3 times) from the values they should have been.
  • Note: All reactors and generators are now much heavier and much more powerful, except for the antimatter reactor, which only changed a little. Most of the change was due to the error being corrected, not the radius adjustment.
  • All of the above (in-thread) bug-finds have been fixed as of the interim minor releases.

- - - Updated - - -

(all multiplicative)

Fission Reactor: Heavier by 3.3, more powerful (reactortemp & poweroutput) by 2.8

Fusion Reactor: heavier by 4.5, more powerful by 1.5

FisFus: heavier by 2.9, more powerful by 2.9

antimatter: heavier by 1.12, more powerful by 1.12

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KSPI changed how it handles effects again. Now the electric engines use the stock effects, which lets RealPlume take care of the mode-switch=effect-switch details.

To keep up with the changes in KSPI-E, I suggest removing all lines containing "!EFFECTS{}" as well as removing all EFFECTS{} nodes, including everything in those brackets.

Good thing you keep your patches nicely white-spaced, otherwise it could get confusing really quick.

Also, I don't know if this was done already, but the engines should probably be modified similarly to the reactors (add area and recalculate effective radius).

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KSPI changed how it handles effects again. Now the electric engines use the stock effects, which lets RealPlume take care of the mode-switch=effect-switch details.

To keep up with the changes in KSPI-E, I suggest removing all lines containing "!EFFECTS{}" as well as removing all EFFECTS{} nodes, including everything in those brackets.

Good thing you keep your patches nicely white-spaced, otherwise it could get confusing really quick.

Also, I don't know if this was done already, but the engines should probably be modified similarly to the reactors (add area and recalculate effective radius).

I will update those engines when the realplumes for the 'stock' KSPI engines are finalized, then I will produce a new .cfg file for my patch which will apply all those changes if RealPlumes is installed... I will also need to manipulate them to fit the Mk-2 engines properly.... unless the KSPI change actually broke the FX?

thanks :)

the engines were modified as needed at time of that patch.

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should be fixed as of version 4.0.3 - (it is working in my test build with neither RF nor MFT, as well as with them). Can I confirm that this is the case for you?

For me, after the update, the fuel tanks now have fuel in them, but the amount does not change... so if it has 800 units of ammonia, it will also have 800 units of LQDhydrogen. So filling a short bay with interstellar tanks will give me approximately 6 times the fuel as a long mk2 tank.

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I have MFT :)

Fixed now. tested with both MFT & RF.

Version 4.0.4: Main Sequence Lynx is now released

- - - Updated - - -

Just as a note:

with RF, all resources should have an amount of 9 times the LiquidFuel amount in the base part, except for xenon (which should be 10 times that) and argon (which should be 50 times that). LiquidFuel should be replaced by Kerosene.

With any non-RF install, the only difference from the above should be that Kerosene is replaced by LiquidFuel, in the original part amount.

For example, the short fuselage part should have with RF: 3600 all resources except for 36,000 XenonGas & 180,000 ArgonGas.

and without RF: 400 LF, 3600 almost everything else, 36,000 XenonGas, and 180,000 ArgonGas.

If any of the fueltanks my patch edits do not match the respective thing, let me know. and may God strike down all bugs!!!

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