Tyko Posted August 18, 2017 Share Posted August 18, 2017 (edited) @Starwaster. I'm looking for help configuring a new container type and getting the Volume & Mass numbers right. It's a procedural Equipment container for @Angel-125 new BARIS mod. I'm modeling the Procedural version after his 2.5 meter container which has the following the following parameters Dry Mass: 0.25 Wet Mass: 5.25 Units of Equipment = 2000 Mass / Unit of Equipment = 2.5 Could I get some help in getting the TankContentSwitcher numbers correct? I'm not sure I understand what dryDensity does, and I think that's my problem. <SNIP relevant parts from config file> mass = 0.25 ??? I think this is correct MODULE { name = TankContentSwitcher useVolume = true TANK_TYPE_OPTION { name = Equipment dryDensity = 0.1 ??? I'm not sure what to put here RESOURCE { name = Equipment unitsPerT = 400 ??? This seems pretty straightforward as 2.5 x 400 = 1 Ton, but could very well be wrong too. } } } EDIT: I think if figured it out...i switched from unitsPerT to unitsPerKL and it seems to work. Here's how it looks now. MODULE { name = TankContentSwitcher useVolume = true TANK_TYPE_OPTION { name = Equipment dryDensity = 0.102 RESOURCE { name = Equipment unitsPerKL = 652 forceEmpty = true } } } Thanks! Edited August 18, 2017 by Tyko Link to comment Share on other sites More sharing options...
wb99999999 Posted August 19, 2017 Share Posted August 19, 2017 So...is there a fix for the outlandishly obscure thrust cap problem in RF yet? Link to comment Share on other sites More sharing options...
Tyko Posted August 19, 2017 Share Posted August 19, 2017 One more question I need help on...I've got everything tweaked correctly except the dry mass. I tried a bunch of different mass numbers and even zeroed it out, but I'm still getting the exact same dry mass. Is there some global factor that's over-riding the mass in the config file? Any help would be really appreciated...here's the config I'm working on with the mass currently set to zero Spoiler PART:NEEDS[BARIS] { // --- general parameters --- name = proceduralEquipmentCarrierBaris module = Part author = Tyko (with Angel-125 BARIS content) // --- asset parameters --- MODEL { model = ProceduralParts/Parts/cylinderTank scale = 1,1,1 } scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top=0,0.5,0,0,1,0,1 node_stack_bottom=0,-0.5,0,0,-1,0,1 node_attach=0,0,0.5,0,0,-1,1 // --- editor parameters --- cost = 0 // 4000 TechRequired = generalConstruction entryCost = 4000 category = Payload subcategory = 0 title = Procedural Equipment Carrier manufacturer = TykoTek LLC description = Made from viscoelastic nanopolymers (which were discovered by accident... growing in the back of the office mini-fridge) this container adapts for all your equipment needs. Hardens to a rigid structure before launch! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 2000 bulkheadProfiles = size1, srf tags = baris equipment MODULE { name = ProceduralPart textureSet = Mu costPerkL=0 TECHLIMIT { name = generalConstruction diameterMin = 0.1 diameterMax = 1.5 lengthMin = 0.1 lengthMax = 0.5 volumeMin = 0.1 volumeMax = 1.0 } TECHLIMIT { name = spaceExploration diameterMax = 3.0 volumeMax = 3.0 lengthMax = 1.0 } TECHLIMIT { // Make everything unlimited for metaMaterials name = largeVolumeContainment diameterMin = 0.01 diameterMax = Infinity lengthMin = 0.01 lengthMax = Infinity volumeMin = 0.01 volumeMax = Infinity } } MODULE { name = ProceduralShapeCylinder displayName = Cylinder techRequired = start length = 0.25 diameter = 1.25 } MODULE { name = ProceduralShapeCone displayName = Cone techRequired = generalConstruction length = 1.0 topDiameter = 0.625 bottomDiameter = 1.25 } MODULE { name = ProceduralShapePill displayName = Fillet Cylinder techRequired = advConstruction length = 1.0 diameter = 1.25 fillet = 0.25 } MODULE { name = ProceduralShapeBezierCone displayName = Smooth Cone techRequired = advConstruction length = 1.0 topDiameter = 0.625 bottomDiameter = 1.25 } MODULE { name = TankContentSwitcher useVolume = true TANK_TYPE_OPTION { name = Equipment dryDensity = 0.09 RESOURCE { name = Equipment unitsPerKL = 651.9 forceEmpty = false } } } } Link to comment Share on other sites More sharing options...
smckamey19 Posted August 20, 2017 Share Posted August 20, 2017 For some reason after I save a spacecraft and reload them my engines move away from the procedural tank leaving a gap. In some cases they move into the procedural tank upon reload. I can easily fix it each time before launching, but it's a pain with larger rockets. Any simple solution to this? Link to comment Share on other sites More sharing options...
SchrottBot Posted August 20, 2017 Share Posted August 20, 2017 Hmm. I had such an issue with procedural fairings. If this happens in connection with fairings you might want to try deactivating interstage nodes in the right click menu. A screenshot of a stack with that particular problem could be helpful, though. Cheers SchrottBot Link to comment Share on other sites More sharing options...
Guest Posted August 27, 2017 Share Posted August 27, 2017 Can you make an "oblong" type of shape that fit with firespitters oblong fueslag parts? Link to comment Share on other sites More sharing options...
ssss222 Posted August 31, 2017 Share Posted August 31, 2017 DO MAKE Procedural engines Link to comment Share on other sites More sharing options...
hypervelocity Posted August 31, 2017 Share Posted August 31, 2017 I think this is one of the most useful mods out there - many thanks for the maintenance @Starwaster - very much appreciated !!! In line with @Murican_Jeb's comment, I remember the Procedural Parts Extended mod, which introduced elliptical geometry to Procedural Parts - it was awesome! Any chance of bringing this old mod back to life? Many thanks in advance! Link to comment Share on other sites More sharing options...
HebaruSan Posted August 31, 2017 Share Posted August 31, 2017 3 hours ago, hypervelocity said: In line with @Murican_Jeb's comment, I remember the Procedural Parts Extended mod, which introduced elliptical geometry to Procedural Parts - it was awesome! Any chance of bringing this old mod back to life? Looks like there are no plugins in that mod, just cfg files. Have you tried installing it with the latest versions of everything else? It might still work; I think Procedural Parts has been pretty conservative with its cfg formats. Link to comment Share on other sites More sharing options...
hypervelocity Posted August 31, 2017 Share Posted August 31, 2017 @HebaruSan thanks for your message! I haven't tried, I'm not as experienced in mod handling as I would like to be, but I can certainly try. From what I read in the mod's thread, there seems to be an issue in how the tanks' capacities are calculated. Link to comment Share on other sites More sharing options...
HebaruSan Posted August 31, 2017 Share Posted August 31, 2017 10 minutes ago, hypervelocity said: From what I read in the mod's thread, there seems to be an issue in how the tanks' capacities are calculated. The "issue" with tanks appears to be a bit broader than that: On 1/20/2015 at 4:23 AM, Azimech said: Also note: these are structural parts only, you'll find no tanks! So basically these are a re-skin of the Procedural Parts that don't contain fuel. Which makes sense, because supporting new shapes for fuel tanks would require a plugin to calculate the volume. Link to comment Share on other sites More sharing options...
hypervelocity Posted August 31, 2017 Share Posted August 31, 2017 lovely! I will try it out and report back to this group! Link to comment Share on other sites More sharing options...
Azimech Posted August 31, 2017 Share Posted August 31, 2017 3 hours ago, HebaruSan said: So basically these are a re-skin of the Procedural Parts that don't contain fuel. Which makes sense, because supporting new shapes for fuel tanks would require a plugin to calculate the volume. Wow ... that old mod. Maybe I'll give it some love in the future. If enough people want it, I might get motivated to do some work on it. Link to comment Share on other sites More sharing options...
HebaruSan Posted August 31, 2017 Share Posted August 31, 2017 1 minute ago, Azimech said: Wow ... that old mod. Maybe I'll give it some love in the future. If enough people want it, I might get motivated to do some work on it. I've seen several inquiries about more shapes; square and rectangular cross-sections come to mind. They (and ellipses) would be easier to implement as fuel tanks than the BezierCone that PP already has, since they have very simple volume formulas. Of course it goes without saying how cool it would be if someone created a system for arbitrary cross sections. Link to comment Share on other sites More sharing options...
phoneix_007 Posted September 3, 2017 Share Posted September 3, 2017 I really need your help! My Cyro/BallonCryo tanks explode when I switch to vessel throught Tracking Station or Kerbal Alarm Clock. It says it was destroyed because of over heating Any solutions? Link to comment Share on other sites More sharing options...
Starwaster Posted September 4, 2017 Author Share Posted September 4, 2017 6 hours ago, phoneix_007 said: I really need your help! My Cyro/BallonCryo tanks explode when I switch to vessel throught Tracking Station or Kerbal Alarm Clock. It says it was destroyed because of over heating Any solutions? It's a known Real Fuels issue which has been fixed - just make sure you're updated to the most recent version. Link to comment Share on other sites More sharing options...
Scorpiodude Posted September 14, 2017 Share Posted September 14, 2017 My fuel tanks do not contain any fuel can someone help me out? Link to comment Share on other sites More sharing options...
HebaruSan Posted September 14, 2017 Share Posted September 14, 2017 3 minutes ago, Scorpiodude said: My fuel tanks do not contain any fuel can someone help me out? Do you have Configurable Containers installed? Link to comment Share on other sites More sharing options...
Scorpiodude Posted September 14, 2017 Share Posted September 14, 2017 No, I do not have that installed. The mods I do have are mechjeb, opt, tweakscale, and endurance from Interstellar. Link to comment Share on other sites More sharing options...
Motokid600 Posted September 14, 2017 Share Posted September 14, 2017 (edited) Im not sure where to begin to diagnose this. I THINK the issue is PP on account when I avoid using the parts I dont get this problem. That being that saved craft will crash on loading in the VAB using PP's. It loads on the pad just fine if I bypass the VAB, but once saved no edits can be made because it'll crash. Any advice? Mod List Output_log KSP.log Looking at that last KSP.log I see a NullRef in relation with FAR/Procedural parts. Could that be a culprit? Edit: Tried removing FAR. No change. Edited September 14, 2017 by Motokid600 Link to comment Share on other sites More sharing options...
Starwaster Posted September 20, 2017 Author Share Posted September 20, 2017 On 9/14/2017 at 1:45 PM, Motokid600 said: Im not sure where to begin to diagnose this. I THINK the issue is PP on account when I avoid using the parts I dont get this problem. That being that saved craft will crash on loading in the VAB using PP's. It loads on the pad just fine if I bypass the VAB, but once saved no edits can be made because it'll crash. Any advice? Mod List Output_log KSP.log Looking at that last KSP.log I see a NullRef in relation with FAR/Procedural parts. Could that be a culprit? Edit: Tried removing FAR. No change. Error 404. There's no log files at those links Link to comment Share on other sites More sharing options...
Motokid600 Posted September 21, 2017 Share Posted September 21, 2017 (edited) Yeah its been too long. No worries ill post some new ones asap. Edited September 21, 2017 by Motokid600 Link to comment Share on other sites More sharing options...
KSPFanatic102 Posted October 8, 2017 Share Posted October 8, 2017 Please Update to 1.3.1 Link to comment Share on other sites More sharing options...
Rafael acevedo Posted October 8, 2017 Share Posted October 8, 2017 I have run the last ver for 1.3 and it works well with 1.3.1 you will still get the message mod is incompatible with verson of ksp at the start of the game, but it works. It just needs to be recompiled and versioning number fixed Link to comment Share on other sites More sharing options...
justspace103 Posted October 14, 2017 Share Posted October 14, 2017 On 10/8/2017 at 9:49 AM, Rafael acevedo said: I have run the last ver for 1.3 and it works well with 1.3.1 you will still get the message mod is incompatible with verson of ksp at the start of the game, but it works. It just needs to be recompiled and versioning number fixed i have gotten the game to start with procedural parts but when i go to load a craft with the parts it does not load. crafts without the procedural parts work fine. hopefully an update will come soon Link to comment Share on other sites More sharing options...
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