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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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30 minutes ago, jcthemc said:

Installing this mod screwed up the tank config on a bunch of non-stock parts, switching them from liquidfuel only to fuel/oxy combinations. Is there any way i can fix this in the debug menu?

Are the parts in question on already launched vehicles, or in the VAB? If the part is already launched, the tank can be switched once it is empty... In that case, easiest way is to quicksave, open up the quicksave.sfs in a notepad program (I recommend notepad++, it is much easier to use for stuff like this than microsoft's Notepad), search for the name of your vessel, then search for "Oxidizer, and make the oxidizer "amount = X" you find all 0  (change to "amount = 0"), taking care not to change resources not on the vessel in question.

 

alternately, if you have no other oxidizer-bearning vehicles launched, or if the oxidizer amounts (in each tank) on the problemed vessel are different than all other oxidizer amounts on your other launched vessels, you could to a find-and-replace-all for:
Find: amount = x (where x is the amount of oxidizer on the vessel in question)

Replace: amount = 0

On 3/6/2016 at 7:31 PM, Nukeknockout said:

I'm having the same issue. Loading stops on "M2X_Generator_CP". I allowed it thirty minutes to load, and it did not on that specific part. And presumably the others after it. My current strategy is to remove "mk2_KSPI_Power.cfg" until I start feeling like troubleshooting it. At a guesstimate, I'd say that since it doesn't have definite values put in and seems to be trying to draw data from KSPI-E to generate the parts it's referring to, my PC isn't playing nice with that. But I don't really feel like messing with it right now. Maybe I'll grab appropriate KSPI-E values and manually plug them in later.

 

On 3/4/2016 at 5:17 PM, 123nick said:

its not working for me. it stops loading on the loading of the mk2 expansion mk2 nuclear generator, i think? i have a null reference exception and a argument out of index from the log when it stops. the only other mod that id guess would affect it is FAR. maybe i have something else too? but still, if u have any ideas, on whats causing it, please tell.

If you could open your ksp.log after closing KSP after it hangs at that point on the loading screen, and post the last few lines before the end, that might help me find the exact issue. It would be even better if can upload the file somewhere, and send me a link....

 

Do either of you have any Near Future stuff installed? I keep having compatibility problems there, it's a work in progress.

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3 minutes ago, ABZB said:

Are the parts in question on already launched vehicles, or in the VAB? If the part is already launched, the tank can be switched once it is empty... In that case, easiest way is to quicksave, open up the quicksave.sfs in a notepad program (I recommend notepad++, it is much easier to use for stuff like this than microsoft's Notepad), search for the name of your vessel, then search for "Oxidizer, and make the oxidizer "amount = X" you find all 0  (change to "amount = 0"), taking care not to change resources not on the vessel in question.

 

alternately, if you have no other oxidizer-bearning vehicles launched, or if the oxidizer amounts (in each tank) on the problemed vessel are different than all other oxidizer amounts on your other launched vessels, you could to a find-and-replace-all for:
Find: amount = x (where x is the amount of oxidizer on the vessel in question)

Replace: amount = 0

 

If you could open your ksp.log after closing KSP after it hangs at that point on the loading screen, and post the last few lines before the end, that might help me find the exact issue. It would be even better if can upload the file somewhere, and send me a link....

 

Do either of you have any Near Future stuff installed? I keep having compatibility problems there, it's a work in progress.

i think i fixed it, somehow. but regardless, i decided too not use it. it just overwrites some mk2 expansion parts, and why? i dont see why it has too remove the mk2 turbojets and etc added in by mk2 expansion just too add these parts, and the mk2 thermal turbojet nozzle didnt work. it added a ton of NREs too the debug log when i was dragging it around in the editor, and it had some bars on the right-click menu that seemed to be bugged out, i think it may have something too do with tweak scale? but still, have you thought about, instead of using MM patches, just adding in a new part config? it can reference the same textures and models as the original turbojet, while not breaking anytihng, and keeping the old turbojet. and maybe have a patch for all tanks that have neither IFS or MFT, that have just liquid fuel and oxidizer, and find the volume by adding the total storage of the two resources ( finding the volume may be vastly different than that, i think it may require more complicated math but im not sure) and then having that number be the total volume for MFT tanks, and by MFT i mean Modular Fuel Tanks, also sometimes known as MFS or Modular Fuel System but i think thats outdated.

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10 minutes ago, 123nick said:

i think i fixed it, somehow. but regardless, i decided too not use it. it just overwrites some mk2 expansion parts, and why? i dont see why it has too remove the mk2 turbojets and etc added in by mk2 expansion just too add these parts, and the mk2 thermal turbojet nozzle didnt work. it added a ton of NREs too the debug log when i was dragging it around in the editor, and it had some bars on the right-click menu that seemed to be bugged out, i think it may have something too do with tweak scale? but still, have you thought about, instead of using MM patches, just adding in a new part config? it can reference the same textures and models as the original turbojet, while not breaking anytihng, and keeping the old turbojet. and maybe have a patch for all tanks that have neither IFS or MFT, that have just liquid fuel and oxidizer, and find the volume by adding the total storage of the two resources ( finding the volume may be vastly different than that, i think it may require more complicated math but im not sure) and then having that number be the total volume for MFT tanks, and by MFT i mean Modular Fuel Tanks, also sometimes known as MFS or Modular Fuel System but i think thats outdated.

  • The next major release is planned to change all the @engines to +engines, so both the KSPI & standard versions will coexist. The latest commits are available off of Github, link in the OP.
  • I understand your frustration, but it would be helpful if you could supply the log files, and specify exactly what was wrong - that will help me fix problems for yourself & others.
  • All LFO tanks are currently patched, as long as neither MFT nor RF are present. If there is a problem, please let me know
  • The math is somewhat complicated because the volume that is balanced for stock LF/Oxidizer does not work for KSPI resources. The calculations in the file extrapolate the volume for the KSPI resources for that size of tank. This is why the LFO volume is left at the original value. The MFT volume could also be used - I might add a section in the future to catch tanks that have MFT but no default resource
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38 minutes ago, ABZB said:

Are the parts in question on already launched vehicles, or in the VAB? If the part is already launched, the tank can be switched once it is empty... In that case, easiest way is to quicksave, open up the quicksave.sfs in a notepad program (I recommend notepad++, it is much easier to use for stuff like this than microsoft's Notepad), search for the name of your vessel, then search for "Oxidizer, and make the oxidizer "amount = X" you find all 0  (change to "amount = 0"), taking care not to change resources not on the vessel in question.

 

alternately, if you have no other oxidizer-bearning vehicles launched, or if the oxidizer amounts (in each tank) on the problemed vessel are different than all other oxidizer amounts on your other launched vessels, you could to a find-and-replace-all for:
Find: amount = x (where x is the amount of oxidizer on the vessel in question)

Replace: amount = 0

Thanks for answering my question, but me being impatient as i am, i decided to give myself a crash course in save file editing, using this: http://forum.kerbalspaceprogram.com/index.php?/topic/73990-all-osjavawip-ksp-savefile-editor-v022-241114/ and i fixed it before reading this thread again. Thanks for the quick reply though!

Edited by jcthemc
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  • 3 weeks later...

Hey, so this is just a suggestion, but i"ve done this myself and found it IMENSLEY useful.
I copied the inline processor and removed the atm processor module, replacing it with the values of the KSPI inline radiator and thermal bridge (it can sit between thermal engines and reactors, providing significant cooling in atmosphere. ) i also added an ablative heat pump for use in space.

Spoiler
Spoiler

PART
{
    name = M2X_PrecoolerHeatPump
    module = Part
    author = Rushlight/SuicidalInsanity
    rescaleFactor = 1
    node_stack_top = 0.0, 0.9924071, 0.0, 0.0, 1.0, 0.0
    node_stack_bottom = 0.0, -1.074199, 0.0, 0.0, -1.0, 0.0
    TechRequired = hypersonicFlight
    entryCost = 6200
    cost = 1650
    category = Aero
    subcategory = 0
    title = Mk2 Precooler and Heat Pump
    manufacturer = King of kool
    description = Ever want to keep your atmospheric thermal engines for catastrophically mealting? well you need this little gadget. It acts as a cool air intake and precooler to provide atmosphere for your engines, a high power radiator and thermal bridge for your reactor, and a cooling unit for those pesky "there's no air in space" moments. WARNING warenty void if cooling unit used in atmosphere
    attachRules = 1,1,1,1,0
    mass = 0.22
    dragModelType = default
    thermalMassModifier = 1
    emissiveConstant = 0.95
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 1
    crashTolerance = 40
    maxTemp = 3100 // = 3200
    fuelCrossFeed = True
    bulkheadProfiles = mk2
    MODEL
    {
        model = Mk2Expansion/Parts/Aero/Precooler/Model
        texture = mk2FuselageShort, Squad/Parts/FuelTank/mk2FuselageShort/mk2FuselageShort
        texture = Nacelle, Mk2Expansion/Parts/Engines/JumpJet/Nacelle
    }


    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 0.25
        dragAtMaxAoA = 0.15
        dragAtMinAoA = 0.1
    }
    MODULE
    {
        name = ModuleActiveRadiator
        maxEnergyTransfer = 250000
        overcoolFactor = 2
        isCoreRadiator = true
        RESOURCE
        {
            name = ElectricCharge
            rate = 15
        {
        RESOURCE
        }
            name = IntakeAir
            rate = 2
        }
    }
MODULE
{
    name = ThermalPowerTransport
    thermalCost = 0.25
}
MODULE
{
    name = StackFNRadiator
    isDeployable = false
    convectiveBonus = 20
    radiatorTemp = 970
    radiatorArea = 175
    originalName = NaK Loop Radiator
    upgradeCost = 10
    upgradedName = Mo Li Heat Pipe
    upgradedRadiatorArea = 220
    upgradedRadiatorTemp = 1600
    upgradeTechReq = specializedConstruction
    partMass = 0.5
}
    RESOURCE
    {
        name = IntakeAir
        amount = 1
        maxAmount = 1
    }
MODULE
    {
         name = ModuleResourceConverter
         ConverterName = Inboard Cooling Unit
         StartActionName = Activate Cooling Unit
         StopActionName = Shutdown Cooling Unit
         FillAmount = 10.0
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = false
 
        
         INPUT_RESOURCE
         {
            ResourceName = ElectricCharge
            Ratio = 300
            FlowMode = ALL_VESSEL
         }
         OUTPUT_RESOURCE
         {
            ResourceName = Water
            Ratio = 25
            DumpExcess = true
         }
    }
MODULE
    {
        name = ModuleAblator
        ablativeResource = Water
        lossExp = -900
        lossConst = 0.06
        pyrolysisLossFactor = 10000
        ablationTempThresh = 300
        charMin = 1.0
        charMax = 1.0
                
    }
RESOURCE
    {
        name = Water
        amount = 550
        maxAmount = 550
        isTweakable = false
        hideFlow = false
    }

MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeAir
        checkForOxygen = False
        area = 0.01
        intakeSpeed = 10
        intakeTransformName = Intake
}

}

 

 

 

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Notice that in KSPI-E 1.7.0 has several stuctural changes, which the most significant are Fusion Engine decreased MCF Power concentration, more reactor techlevels and more gradual radiator performance and more effective Open Cycle Gas Core Reactor. It should still function with this mod, but it probebly need a few updates.

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Quick heads-up, it doesn't seem to be working with 1.1 :) It's possible that its Interstellar Fuel Switch, but that has been officially updated to 1.1. No pressure to fix it now or anything, but just letting you know

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2 hours ago, MrMeeb said:

Quick heads-up, it doesn't seem to be working with 1.1 :) It's possible that its Interstellar Fuel Switch, but that has been officially updated to 1.1. No pressure to fix it now or anything, but just letting you know

I'm kind of swamped right now with work & grad. school & stuff... If anyone here has (or makes) a Github account, you can experiment & submit changes through Github, and I can check them & merge them into the main build... otherwise it might be a while.

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10 hours ago, ABZB said:

I'm kind of swamped right now with work & grad. school & stuff... If anyone here has (or makes) a Github account, you can experiment & submit changes through Github, and I can check them & merge them into the main build... otherwise it might be a while.

That's totally fine, I know the feeling bro. Keep your priorities straight, and we'll see you on the other side :) 

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  • 1 month later...

Hi!

How do I modify the IFS integration files so that every single fuel tank is switchable (not fuel tanks with liquid fuel only) and add a resource?

I've made this unsuccessful attempt:

//Stock FuelSwitch (runs if IFS but no metastock resource support is present)
@PART[*]:HAS[#resource[LiquidFuel]]]:NEEDS[InterstellarFuelSwitch]
{
	%MODULE[ModuleCrossFeed]
    { 
    }
	%percentage = 0
	%percentsquared = 0
	@percentage = #$/RESOURCE[LiquidFuel]/maxAmount$
	@percentage /= 26880
	
	@percentage != 0.3333333
	
	@percentsquared = #$/percentage$
	@percentsquared != 2
		
	%LF = #$/RESOURCE[LiquidFuel]/maxAmount$	
	%Oxi = #$/RESOURCE[LiquidFuel]/maxAmount$
	
	@LF *= .45
	@Oxi *= .55
	
    MODULE
    {
		name = InterstellarFuelSwitch
		resourceGui = LFO;LiquidFuel;Oxidizer;LqdHydrogen;Structural
		resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;LqdHydrogen;Structural
		resourceAmounts = #$/../LF$,$/../Oxi$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;$/../RESOURCE[LiquidFuel]/maxAmount$;0
		%tankMass =  0;0;0;0;0;0


		%basePartMass = #$../mass$
		volumeMultiplier = 1.0
		massMultiplier = 1
		displayCurrentTankCost = false
		hasGUI = true
		availableInFlight = true
		availableInEditor = true
		showInfo = true
	}
}

I am using KSP 1.1.0

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  • 4 weeks later...

I might be able to provide some models for bigger alcu drives, if you give me some specifics like max polycount, # of sides, and i'd need pics of the smaller ones.

Also I'd need the file format you want them in. I can't do blender files, but I can do .obj and .fbx files and some others.

 

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@DaMachinator AFAIK this mod is about using MM patches to integrate the Mk2Expansion parts into KSPI-E, so if you're going to make a new warp-drive model, I'd ask about it over in the KSPI-E thread.

On the other hand, you might be able to make a "Mk2 warp drive" by welding existing models together. That can be done with MM patches, which would bring it into the scope of this mod.

For the "welded parts" route, I'm thinking that using the Mk2Expansion reactor model with a re-scaled folding warp drive model from KSPI-E would work. Make the "ring-part" of the warp drive stick out the sides of a Mk2 fuselage, and it would probably look OK even if the style of the textures doesn't exactly match.

A similar thing could be done for the Mk3 fuselage profile, using the 1/2 length Mk3 LF fuel tank model and the folding warp drive model.

 

Because they will be going on spaceplanes, new models for the warp drives will probably have to have an animation for deploying. This would allow spaceplanes to be built with a warp drive without having to have the landing gear make the plane look like it's on stilts.

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23 minutes ago, SciMan said:

@DaMachinator AFAIK this mod is about using MM patches to integrate the Mk2Expansion parts into KSPI-E, so if you're going to make a new warp-drive model, I'd ask about it over in the KSPI-E thread.

On the other hand, you might be able to make a "Mk2 warp drive" by welding existing models together. That can be done with MM patches, which would bring it into the scope of this mod.

For the "welded parts" route, I'm thinking that using the Mk2Expansion reactor model with a re-scaled folding warp drive model from KSPI-E would work. Make the "ring-part" of the warp drive stick out the sides of a Mk2 fuselage, and it would probably look OK even if the style of the textures doesn't exactly match.

A similar thing could be done for the Mk3 fuselage profile, using the 1/2 length Mk3 LF fuel tank model and the folding warp drive model.

 

Because they will be going on spaceplanes, new models for the warp drives will probably have to have an animation for deploying. This would allow spaceplanes to be built with a warp drive without having to have the landing gear make the plane look like it's on stilts.

I misunderstood, I thought the models were being made from scratch. I have no real experience with MM. I'll probably still try my hand at it for fun, though.

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  • 1 month later...
27 minutes ago, FreeThinker said:

Unfortunatly this mod does no longer seem to be maintained anymore, perhaps its an Idea to integrate it into KSPI-E. Would anyone willing to help me with this?

I would like to help with pleasure. What do you need?

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  • 4 weeks later...
  • 2 months later...

It seems like installing these patches and B9 procedural wings together can break B9 P_Wings completely. You just need to write patch to disable adding FNRadiator to every LiftingSurface in some way you prefer. Or remove/delete mk2_KSPI_radiators.cfg. Or add "WasteHeat" into tank resources in B9_PWing configs.

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