linuxgurugamer Posted December 10, 2017 Author Share Posted December 10, 2017 1 hour ago, Jesusthebird said: i coulda sworn i saw you comment on another post of mine(seperate thread) stating you like installing manually. maybe im tripping lol! Not me, must have been someone else Quote Link to comment Share on other sites More sharing options...
New Horizons Posted December 10, 2017 Share Posted December 10, 2017 Even with the latest SXt version I get an error with MM 3.01. CLS_Aviation.cfg seems to produce a problem. It seems that "NEEDS" in MM patches causes a lot of problems me using MM 3.01. SXT related errors reduced a lot after downloading the latest version. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 (edited) 13 hours ago, New Horizons said: Even with the latest SXt version I get an error with MM 3.01. CLS_Aviation.cfg seems to produce a problem. It seems that "NEEDS" in MM patches causes a lot of problems me using MM 3.01. SXT related errors reduced a lot after downloading the latest version. Log file, please. Or, in this case, at least a complete list of mods also, before you do, please delete the entire directory and install it again, i want to be sure there arent any leftover files Edited December 11, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 13 hours ago, New Horizons said: Even with the latest SXt version I get an error with MM 3.01. CLS_Aviation.cfg seems to produce a problem. It seems that "NEEDS" in MM patches causes a lot of problems me using MM 3.01. SXT related errors reduced a lot after downloading the latest version. Ok, I found a number of others, there will be an update in a few minutes I thought that MM would report errors even if a NEEDED mod wasn't around, apparently I was wrong New release, 0.3.20 Fixed all (hopefully) patches for the updated ModuleManager Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 17, 2017 Share Posted December 17, 2017 Hey @linuxgurugamer, I made a pull request to the tweakscale patch which may or may not break people's crafts, mostly planes though, see what you think. Quote Link to comment Share on other sites More sharing options...
BureauJaeger Posted December 17, 2017 Share Posted December 17, 2017 Follow up to the previous post, I would like feedback from other Tweakscale users. Here's a list of changes and fixes I'm proposing to the tweakscale patch: Removed Osaul cockpit duplicates, corrected defaultscale on the Osaul radial (aka Yavka) parts to 3.75 m. SXTWingSmall and -Large are covered by SXTWing*, removed those two. Switched wings and elevons to free_square, same as stock wings. (So default scale is 100% and mass changes more reasonably.) Replaced other type=surface scaletypes with more appropriate ones. Switched air intakes from stack to stack_squared (or free_squared) to be in line with stock intakes (reasoning being they are supposedly mostly hollow parts). Removed [SXTInlineAirIntake] duplicate. Here's the pull request itself with the changed file: https://github.com/linuxgurugamer/SXTContinued/pull/42 The main element here is the changing of surface scaletypes to more appropriate ones. Surface doesn't work well after defaultScale=1.25 was added to these parts because the scaleFactors (the values the interface snaps to) are 0.1, 0.5, 1, 2 and 4. Instead of surface, I used stack, stack_square, free and free_square, based on equivalent stock parts. This may result in some crafts breaking a little (scaling going wonky and/or mass changing a bit). Mostly these were airplane parts, some rcs thrusters and smallish odds and ends, so I don't think anyone's space station is going to explode. Quote Link to comment Share on other sites More sharing options...
Laie Posted December 18, 2017 Share Posted December 18, 2017 Hello, I, too, see a few things which I believe are wrong... in no particular order: the large wings have CoM / CoL in the wrong place (very near the forward tip) nukes have CoM near the attachement node (should be somewhere in the reactor casing) 2.5m LF-only tanks hold little fuel for their volume several cockpits have a lifting surface even if they don't look at all lift-y Now, while I think all of these are obviously in need of adjustment, I'd like to probe the waters first. After all, any change will break backwards compatibility. Would patches be accepted? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 19, 2017 Author Share Posted December 19, 2017 7 hours ago, Laie said: Hello, I, too, see a few things which I believe are wrong... in no particular order: the large wings have CoM / CoL in the wrong place (very near the forward tip) nukes have CoM near the attachement node (should be somewhere in the reactor casing) 2.5m LF-only tanks hold little fuel for their volume several cockpits have a lifting surface even if they don't look at all lift-y Now, while I think all of these are obviously in need of adjustment, I'd like to probe the waters first. After all, any change will break backwards compatibility. Would patches be accepted? Patches which fix obvious bugs are always welcome. The Tweakscale patch mentioned above is not absolutely necessary. Do the tank volumes in a separate PR please, I did a lot of work with that in KWRocketry, and have a spreadsheet which I can use to get the correct volumes. Quote Link to comment Share on other sites More sharing options...
Matuchkin Posted December 21, 2017 Share Posted December 21, 2017 (edited) I always wanted to say this: wouldn't it be just swell if we can take the Clyde cockpit and split it into two "cockpit" and "fuselage" parts, instead of combining it all into a one-trick-pony that you can't do much with? Edited December 21, 2017 by Matuchkin Quote Link to comment Share on other sites More sharing options...
DeadMazay2000 Posted December 23, 2017 Share Posted December 23, 2017 On 13/11/2017 at 6:02 PM, linuxgurugamer said: Define "doesn't work", that's rather nebulous Log file would be helpful I mean when i start the engine, it give's the flameout. I putted fuel and airintakes, but it give's the flameout. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 23, 2017 Author Share Posted December 23, 2017 On 12/21/2017 at 6:21 PM, Matuchkin said: I always wanted to say this: wouldn't it be just swell if we can take the Clyde cockpit and split it into two "cockpit" and "fuselage" parts, instead of combining it all into a one-trick-pony that you can't do much with? Yes, it would be. Do you want to do the work? Quote Link to comment Share on other sites More sharing options...
Laie Posted December 24, 2017 Share Posted December 24, 2017 On 11/13/2017 at 3:06 PM, DeadMazay2000 said: Very nice mod, but Agamemnon Nuclear Ramjet Engine doesn't work... I hope you'll fix it))) [...] I mean when i start the engine, it give's the flameout. I putted fuel and airintakes, but it give's the flameout. Oh, now I see it... the Agamemnon is supposed to be a proper ramjet (cf. wikipedia) and has to move in order to work, the faster the better. Stationary thrust is *zero*, by design. Use boosters or auxiliary engines to bring it up to speed first. Prepare to be underwhelmed: the 300kN figure isn't "stationary thrust" as it says in the part stats, but theoretical peak output when moving mach 2.75 at sea level. Going slower, or higher, will reduce thrust. In almost any situation the Agamemnon will provide considerably less thrust than a humble Whiplash. Then again, it doesn't use any fuel, ever. It's only really good for one purpose, namely, supersonic cruising at comparatively low altitudes. You first have to attain supersonic airspeeds by other means, though, and may never slow down. Quote Link to comment Share on other sites More sharing options...
Matuchkin Posted December 24, 2017 Share Posted December 24, 2017 (edited) [Snipped because this is my three millionth time phrasing something in a way that makes my point misunderstood, so I'm not even going to try to get out of the s**thole I just created for myself.] Edited December 26, 2017 by Matuchkin Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2017 Author Share Posted December 24, 2017 (edited) 42 minutes ago, Matuchkin said: I have no qualification, experience, or time. You have said experience, and you decided to support a mod on that behalf. Are you sure you really want to maintain this mod? I support over 110 mods. I always accept help, and when some makes a suggestion like yours, I see no problem in asking them if they can/want to write it. If you don’t like it, you don’t have to use the mod. There is no reason to be insulting just because I asked you if you could do it. A simple “no” would have sufficed. I'm not a 3D modeler, and I have stated that many times. I'm maintaining this mod, keeping it working, mainly by keeping the configs up-to-date, but changes to 3D models need someone else to do the work. Edited December 24, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
DeadMazay2000 Posted December 25, 2017 Share Posted December 25, 2017 On 24/12/2017 at 12:25 PM, Laie said: Oh, now I see it... the Agamemnon is supposed to be a proper ramjet (cf. wikipedia) and has to move in order to work, the faster the better. Stationary thrust is *zero*, by design. Use boosters or auxiliary engines to bring it up to speed first. Prepare to be underwhelmed: the 300kN figure isn't "stationary thrust" as it says in the part stats, but theoretical peak output when moving mach 2.75 at sea level. Going slower, or higher, will reduce thrust. In almost any situation the Agamemnon will provide considerably less thrust than a humble Whiplash. Then again, it doesn't use any fuel, ever. It's only really good for one purpose, namely, supersonic cruising at comparatively low altitudes. You first have to attain supersonic airspeeds by other means, though, and may never slow down. THANKS MAN!! Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 25, 2017 Share Posted December 25, 2017 On 12/24/2017 at 8:23 AM, Matuchkin said: I have no qualification, experience, or time. You have said experience, and you decided to support a mod on that behalf. Are you sure you really want to maintain this mod? Because it seems as if you have zero interest in it. This has got to be the most ignorant thing I have seen in quite a while on the forums. Do you realize just how many mods he has taken and revived from obsolescence and obscurity? Do you realized he does this FOR FREE - and in his own spare time? Look, Just because a mod maintainer doesn't have time to execute your wish on a whim doesn't mean you can demean him and his efforts or accuse him of disinterest. He has an interest, that's why this whole thing is here! What he has no interest in doing is executing special requests by snowflakes who can't see past the end of their grabby little hands who demand others must satisfy personal demands without regard to the cost of the author in free time and effort. Want to see what that kind of jerk looks like? Go take a selfie. You owe him an apology, a public one. You really anger me with this kind of mean-spirited trash. I've seen mods abandoned because of jerks like you. Its selfish ******s like you who drive mod authors out of doing mods. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 25, 2017 Share Posted December 25, 2017 (edited) FYI @linuxgurugamer, I was doing some cleanup ti make sure my MM patches hadn't screwed anything up, and I found a lot of issues with SXT configs for one specific setting. It looked like a lot of them had no TechRequired node assigned. Basically homeless parts. So I ran this MM script to gather them all up in an empty node (exoticRadiators), @PART[*]:HAS[~TechRequired[]]:Final { TechRequired = exoticRadiators } and then checked the MM cache and this is what I found: name = .... Title = SXTKe90TurboJet J-90 "Goliath" Turbofan Engine SXTmk3CargoBayRamp Mk3 Cargo Ramp SXTSmallFuselage Mk0 Liquid Fuel Fuselage LMkIIAircaftFus Large Aircraft Fuselage LMkIIAircaftFusLong Large Aircraft Passenger Cabin SXTmk2225degree 22.5-DEG Tilted connector SXT-TMA1 Tycho Magnetic Anomaly 1 SXTAJ10Mid LV-10-37-Mid "Rearguard 2" Liquid Fuel Engine SXTBalloon XC-32 Inflatable Fuel Tank SXTBalloonGold XC-32 Inflatable Fuel Tank [Gold] SXTBalloonGoldB XC-32 Light Fuel Tank SXTMTVGirder XC-MTV Structural Super Structure. SXTMTVGirderBasic XC-MTV Open Four-way SXTMTVGirderOpen XC-MTV Partial Super Structure SXTMTVGirderOpenSmall XC-MTV Partial Super Structure (Short) SXTBalloon375 OX-32 Inflatable Fuel Tank SXTBalloonGoldB375 XX-32 Light Fuel Tank (Gold) LSmallSvcMod PPD-SM250 Service Module SXTPipeHub 6-Way Hub SXTPipeTurn 90' Turn SXTSaturnV2Engine TVR-2000XXL Stack Pent-Adapter SXTSaturnV3 3.75m Stage 3 Tank SXTSaturnV3Enginge (TYPO is in file) 3.75m Stage 3 Engine SXTn1GridFin Would you rather have a MM script, or would you like a PR on github to fix the default configs (and that typo in SXTSaturnV3Enginge)? PS - I also found a couple orphans from Tokamak and I corrected them as follows: @PART[centrifugeSmall]:NEEDS[CommunityTechTree]:Final { TechRequired = shortTermHabitation } @PART[TImunoxShuttle]:NEEDS[TokamakIndustries]:NEEDS[CommunityTechTree]:AFTER[TokamakIndustries] { TechRequired = commandModules } Feel free to take, or if you would rather I edit the original .cfg, I can do a PR on that as well. Edited December 25, 2017 by Murdabenne Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2017 Author Share Posted December 25, 2017 20 minutes ago, Murdabenne said: FYI @linuxgurugamer, I was doing some cleanup ti make sure my MM patches hadn't screwed anything up, and I found a lot of issues with SXT configs for one specific setting. It looked like a lot of them had no TechRequired node assigned. Basically homeless parts. So I ran this MM script to gather them all up in an empty node (exoticRadiators), @PART[*]:HAS[~TechRequired[]]:Final { TechRequired = exoticRadiators } and then checked the MM cache and this is what I found: name = .... Title = SXTKe90TurboJet J-90 "Goliath" Turbofan Engine SXTmk3CargoBayRamp Mk3 Cargo Ramp SXTSmallFuselage Mk0 Liquid Fuel Fuselage LMkIIAircaftFus Large Aircraft Fuselage LMkIIAircaftFusLong Large Aircraft Passenger Cabin SXTmk2225degree 22.5-DEG Tilted connector SXT-TMA1 Tycho Magnetic Anomaly 1 SXTAJ10Mid LV-10-37-Mid "Rearguard 2" Liquid Fuel Engine SXTBalloon XC-32 Inflatable Fuel Tank SXTBalloonGold XC-32 Inflatable Fuel Tank [Gold] SXTBalloonGoldB XC-32 Light Fuel Tank SXTMTVGirder XC-MTV Structural Super Structure. SXTMTVGirderBasic XC-MTV Open Four-way SXTMTVGirderOpen XC-MTV Partial Super Structure SXTMTVGirderOpenSmall XC-MTV Partial Super Structure (Short) SXTBalloon375 OX-32 Inflatable Fuel Tank SXTBalloonGoldB375 XX-32 Light Fuel Tank (Gold) LSmallSvcMod PPD-SM250 Service Module SXTPipeHub 6-Way Hub SXTPipeTurn 90' Turn SXTSaturnV2Engine TVR-2000XXL Stack Pent-Adapter SXTSaturnV3 3.75m Stage 3 Tank SXTSaturnV3Enginge (TYPO is in file) 3.75m Stage 3 Engine SXTn1GridFin Would you rather have a MM script, or would you like a PR on github to fix the default configs (and that typo in SXTSaturnV3Enginge)? PS - I also found a couple orphans from Tokamak and I corrected them as follows: @PART[centrifugeSmall]:NEEDS[CommunityTechTree]:Final { TechRequired = shortTermHabitation } @PART[TImunoxShuttle]:NEEDS[TokamakIndustries]:NEEDS[CommunityTechTree]:AFTER[TokamakIndustries] { TechRequired = commandModules } Feel free to take, or if you would rather I edit the original .cfg, I can do a PR on that as well. I prefer the PR, if you can. Thanks Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 26, 2017 Share Posted December 26, 2017 (edited) No problem - probably take me a couple days to get to it. Any suggestions as to tech node placement? Except TMA-1, that's going to require CTT and its going into exoticElectricalSystems lol Edited December 26, 2017 by Murdabenne Quote Link to comment Share on other sites More sharing options...
JAFO Posted December 26, 2017 Share Posted December 26, 2017 (edited) 2 hours ago, Murdabenne said: This has got to be the most ignorant thing I have seen in quite a while on the forums. Do you realize just how many mods he has taken and revived from obsolescence and obscurity? Do you realized he does this FOR FREE - and in his own spare time? Look, Just because a mod maintainer doesn't have time to execute your wish on a whim doesn't mean you can demean him and his efforts or accuse him of disinterest. He has an interest, that's why this whole thing is here! What he has no interest in doing is executing special requests by snowflakes who can't see past the end of their grabby little hands who demand others must satisfy personal demands without regard to the cost of the author in free time and effort. Want to see what that kind of jerk looks like? Go take a selfie. You owe him an apology, a public one. You really anger me with this kind of mean-spirited trash. I've seen mods abandoned because of jerks like you. Its selfish ******s like you who drive mod authors out of doing mods. You were a lot kinder on this **** than I'd have been. Well said. I'll bet he uses a excrements-ton of linuxgurugamer's mods too... but doesn't support him on Patreon. Edit: huh.. first time I think I've been censored by the word filter.. weird. Edited December 26, 2017 by JAFO Quote Link to comment Share on other sites More sharing options...
CanOmer Posted December 27, 2017 Share Posted December 27, 2017 Why didn't I notice this mod before!? New parts are awesome! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 27, 2017 Author Share Posted December 27, 2017 5 minutes ago, CanOmer said: Why didn't I notice this mod before!? New parts are awesome! It's actually a very old mod, I'm merely maintaining it. Glad you like it Quote Link to comment Share on other sites More sharing options...
CanOmer Posted December 27, 2017 Share Posted December 27, 2017 (edited) I noticed some LF engines have too great TWR values and very cheap cost (a bit worse ISP but still OP). Are parts balanced properly or their specs outdated? Edited December 27, 2017 by CanOmer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 27, 2017 Author Share Posted December 27, 2017 Probably outdated, someone is actually looking at this right now Quote Link to comment Share on other sites More sharing options...
Dimas152 Posted December 30, 2017 Share Posted December 30, 2017 On 12/3/2017 at 4:03 PM, [INDO]dimas_1502 said: uhh can you delete the Mk0 fuel tank? i can't differ the original and the mod part, and i can't locate the part file somehow no one noticed? also pls delete the Mk1 fuselage Quote Link to comment Share on other sites More sharing options...
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