linuxgurugamer Posted February 20, 2019 Author Share Posted February 20, 2019 Ping me every week or so so it doesn't fall off my radar Quote Link to comment Share on other sites More sharing options...
Errol Posted March 1, 2019 Share Posted March 1, 2019 (edited) On 2/20/2019 at 7:26 AM, linuxgurugamer said: Ping me every week or so so it doesn't fall off my radar *ping* Edited March 1, 2019 by Errol Quote Link to comment Share on other sites More sharing options...
FuriousSquirrel Posted March 10, 2019 Share Posted March 10, 2019 @linuxgurugamer do you take configs for Engine Ignitor to place in the Github? I created a set for Streamline Engines. I found it bothersome to not have ignitors on such beautifully crafted engines. heh Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 10, 2019 Author Share Posted March 10, 2019 5 hours ago, FuriousSquirrel said: @linuxgurugamer do you take configs for Engine Ignitor to place in the Github? I created a set for Streamline Engines. I found it bothersome to not have ignitors on such beautifully crafted engines. heh Yes Quote Link to comment Share on other sites More sharing options...
Nittany Tiger Posted April 5, 2019 Share Posted April 5, 2019 On 11/15/2018 at 8:58 AM, Battou said: Sad to hear that. Then there is no way to use this mod in early stages of the game I believe? ( You can! Try hot staging! You can just fire your next stage before the previous stage runs out so that your tanks are settled. Early rockets used hot staging or solid upper stages (I think the Russians really loved hot staging), so in a way, having to hot stage or forego liquid upper stages before you unlock RCS or separatrons are a bit of realism. Also, sorry for never getting those SXT modules created. Real life hit me like a tsunami. It's why own main project fell into neglect. @Errol Maybe I could help model the simplistic physics of fuel and ox in zero-g if you want to create a better ullage sim? I also don't know if any actual spacecraft spin their tanks to create ullage, but this is KSP, and spinning your craft is a very kerbal way of settling fuel. I would think ullage time should be related to the impulse required to settle fuel (and ox) in a tank. Impulse J = F * delta t = delta p, so a heavier mass of fuel would require either a stronger push or more time with a weaker push to properly settle the fuel for ignition. Quote Link to comment Share on other sites More sharing options...
Errol Posted April 6, 2019 Share Posted April 6, 2019 2 hours ago, Nittany Tiger said: You can! Try hot staging! You can just fire your next stage before the previous stage runs out so that your tanks are settled. Early rockets used hot staging or solid upper stages (I think the Russians really loved hot staging), so in a way, having to hot stage or forego liquid upper stages before you unlock RCS or separatrons are a bit of realism. Also, sorry for never getting those SXT modules created. Real life hit me like a tsunami. It's why own main project fell into neglect. @Errol Maybe I could help model the simplistic physics of fuel and ox in zero-g if you want to create a better ullage sim? I also don't know if any actual spacecraft spin their tanks to create ullage, but this is KSP, and spinning your craft is a very kerbal way of settling fuel. I would think ullage time should be related to the impulse required to settle fuel (and ox) in a tank. Impulse J = F * delta t = delta p, so a heavier mass of fuel would require either a stronger push or more time with a weaker push to properly settle the fuel for ignition. I think that @linuxgurugamer is a better person to ping for that. Quote Link to comment Share on other sites More sharing options...
Nittany Tiger Posted April 6, 2019 Share Posted April 6, 2019 Ahh. I'll leave that up to him. Quote Link to comment Share on other sites More sharing options...
tonimark Posted April 14, 2019 Share Posted April 14, 2019 (edited) my engineer can't carry any engine ignitors , anyone help ? Edited April 14, 2019 by tonimark Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 1, 2019 Author Share Posted July 1, 2019 New release, 1.3.5 Updated for 1.7.2 Deleted old code Updated AssemblyVersion.tt for location independent builds Deleted Observer.cs (not used) Updated some deprecated method calls Quote Link to comment Share on other sites More sharing options...
subyng Posted July 25, 2019 Share Posted July 25, 2019 (edited) Is there a tutorial on how to make a patch for unsupported engines? Aside from just copying existing configs Edited July 25, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
KerbalKore Posted July 26, 2019 Share Posted July 26, 2019 @linuxgurugamer Would it be possible to change the g-force for stability into a config editable by the end user instead of hard coded in? Quote Link to comment Share on other sites More sharing options...
LayoTheMayo Posted August 1, 2019 Share Posted August 1, 2019 (edited) Hi! I'm excited about this mod, and have installed the stock configs for real fuels. I'm confused about this- in the PAW menu and in this highlight text, it mentions that my internal ignitor has 4 ignitions. However, no matter what I do, there is only 1 ignition. I am using 1.6.1, and 1.3.4.1 version of the mod. This is an issue with nearly every engine. https://imgur.com/wF0Gq01 Edited August 1, 2019 by LayoTheMayo Quote Link to comment Share on other sites More sharing options...
Dutchbook Posted August 1, 2019 Share Posted August 1, 2019 I don't get those problems in the stock version of Engine Ignitor (except for the T-30 "Reliant" having 0 ignitions). You could always try starting a sandbox profile without Real Fuels and see if that solved the problem. Quote Link to comment Share on other sites More sharing options...
subyng Posted August 14, 2019 Share Posted August 14, 2019 (edited) @linuxgurugamer I think I found the culprit for why the fuel stability is acting a bit janky. On line 311 in EngineIgnitor.cs, you're doing Math.Cos(a) but Math.Cos() takes in an angle as radians, and the variable a is in degrees. The other thing is that, this angle works great when in atmosphere (it's 0 when your rocket is pointed straight up, 90 when pointed at the horizon), but when you're in orbit it doesn't really make sense. If you're in free fall, the direction in which you would feel a g-force would be along the direction of thrust, your orientation with respect to the planet shouldn't matter. The geeForceVector that you're calculating isn't actually in the direction of gees, it always points down because you're doing Vector3d geeForceVector = vessel.obt_velocity - vessel.lastVel - vessel.graviticAcceleration / TimeWarp.fixedDeltaTime; Dividing graviticAcceleration (about 9.8m/s) by fixedDeltaTime (0.02s) gives you a huge value of ~490, and that vector is always pointing in the direction of gravity, i.e., toward the centre of the planet. I can make a pull request on this if you'd like. Edited August 14, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 14, 2019 Author Share Posted August 14, 2019 Sure, go ahead. Lookin* at thesecond line, it probably should be multiplied rather than divided Quote Link to comment Share on other sites More sharing options...
subyng Posted August 14, 2019 Share Posted August 14, 2019 (edited) Great, I'll do it tomorrow! I just did some quick testing and it seems to work brilliantly! In addition to it taking into account the direction of your engine vs the direction of your acceleration, the following cases also seem to work correctly: If you are accelerating up then cut engines, once you beginning falling back down you will be experiencing negative G's, therefore your fuel will be unstable. However, if you are in an atmosphere, you will start feeling positive gees due to air resistance, and your fuel will be stable. If you have negative gees, but you point your engine point forward (i.e. you keep your ship facing prograde), your fuel will be stable. When you are in freefall, as long as you thrust in any direction, your fuel will be stable. While I'm at it I might try to see if I can look at determining centrifugal acceleration so you can spin stabilize your fuel. Edited August 14, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 19, 2019 Author Share Posted August 19, 2019 On 8/13/2019 at 11:52 PM, subyng said: Great, I'll do it tomorrow! I just did some quick testing and it seems to work brilliantly! In addition to it taking into account the direction of your engine vs the direction of your acceleration, the following cases also seem to work correctly: If you are accelerating up then cut engines, once you beginning falling back down you will be experiencing negative G's, therefore your fuel will be unstable. However, if you are in an atmosphere, you will start feeling positive gees due to air resistance, and your fuel will be stable. If you have negative gees, but you point your engine point forward (i.e. you keep your ship facing prograde), your fuel will be stable. When you are in freefall, as long as you thrust in any direction, your fuel will be stable. While I'm at it I might try to see if I can look at determining centrifugal acceleration so you can spin stabilize your fuel. Since you haven't yet made a PR, I've made the following changes based on the discussion above: Vector3d geeForceVector = vessel.obt_velocity - vessel.lastVel - vessel.graviticAcceleration * TimeWarp.fixedDeltaTime; and if (a < 90 && Math.Cos(Mathf.Deg2Rad * a) * vessel.geeForce_immediate >= 0.01 || vessel.Landed) If you get a PR in, I'll use it, but I will be releasing the above changes tomorrow night. Spin stabilization would be interesting, if possible to determine Quote Link to comment Share on other sites More sharing options...
subyng Posted August 19, 2019 Share Posted August 19, 2019 (edited) @linuxgurugamer Sorry, I kept forgetting about it. I've made the PR. I have also added some lines for spin stabilization but have left it commented out for now. The basic logic is that it calculates the instantaneous centrifugal force based on the engine position between two frame updates. I also started to add a *very* simplified model where I assume all the fuel is located in the CoM of the vessel, then calculate the time it would take for the "point" of fuel to reach the engine, given it's velocity due to centrifugal acceleration, such that it would take more time than a single physics tick to spin stabilize your fuel. I'll try to get that part working sometime this week. Edited August 19, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 19, 2019 Share Posted August 19, 2019 I'm so glad that issue got sorted, we were looking forward to having proper / detailed EI configs for the next Bluedog release Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 19, 2019 Author Share Posted August 19, 2019 5 minutes ago, CobaltWolf said: I'm so glad that issue got sorted, we were looking forward to having proper / detailed EI configs for the next Bluedog release I've also merged the PR which removes the BDB config from EI, according to it you will be including them in the BDB release. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 19, 2019 Share Posted August 19, 2019 15 minutes ago, linuxgurugamer said: I've also merged the PR which removes the BDB config from EI, according to it you will be including them in the BDB release. Correct, there are some users who have an interest in maintaining them on our end which usually helps avoid the configs getting too "stale" what with the pace of BDB and all the revamps. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 19, 2019 Author Share Posted August 19, 2019 Just now, CobaltWolf said: Correct, there are some users who have an interest in maintaining them on our end which usually helps avoid the configs getting too "stale" what with the pace of BDB and all the revamps. I'm perfectly happy with that. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 20, 2019 Author Share Posted August 20, 2019 New release, 1.3.5.1 Thanks to github user @Rockttman for this: Bluedog Design Bureau configs for the mod are old, out of date, and inaccurate to real world ignition data. Configs are being revised and will be bundled with Bluedog compatibility patches from now on. Added InstallChecker Thanks to forum user @subyng for the following: Fixed errors in Ululage calculations Quote Link to comment Share on other sites More sharing options...
subyng Posted August 20, 2019 Share Posted August 20, 2019 (edited) Woohoo my first ever KSP modding contribution Edited August 20, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
svcino Posted August 20, 2019 Share Posted August 20, 2019 Continuation of laztek was impossible only choice instead Continuation mod they went to remake mod laztek to lazresurrected launch pack Quote Link to comment Share on other sites More sharing options...
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