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Can I reload the cfg for a single part? (testing jet atmcurve tweaks)


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Is there any way to edit a cfg and reload just that part, so I don't have to wait for the entire game to restart? Or can I somehow edit a part's values in-game using alt-f12 commands or with a mod?

Searches here and elsewhere haven't revealed a solution. Reloading the entire database via alt-f12 is slow and sometimes triggers bugs. I suppose I could create multiple test parts with a range of values in their cfgs, then try each one during the same game session. What do you experienced modders do?

Context in case you're wondering: I want to tweak jet engines. My goal is to get something between the performance of stock engines and OPT's super-powerful engines, for use with rescaled systems. I want to fly high and fast, but not so fast that I go suborbital. I understand the basics of float curves but am going through a trial and error process, trying to get a higher flight ceiling without too much speed.

 

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34 minutes ago, DeadJohn said:

Is there any way to edit a cfg and reload just that part, so I don't have to wait for the entire game to restart? Or can I somehow edit a part's values in-game using alt-f12 commands or with a mod?

Searches here and elsewhere haven't revealed a solution. Reloading the entire database via alt-f12 is slow and sometimes triggers bugs. I suppose I could create multiple test parts with a range of values in their cfgs, then try each one during the same game session. What do you experienced modders do?

Context in case you're wondering: I want to tweak jet engines. My goal is to get something between the performance of stock engines and OPT's super-powerful engines, for use with rescaled systems. I want to fly high and fast, but not so fast that I go suborbital. I understand the basics of float curves but am going through a trial and error process, trying to get a higher flight ceiling without too much speed.

 

How much higher/faster are you looking to go?  The whiplash cruises in the 20-25km range at 900-1100m/s now?

As for loading individual cfg's…  I'd be interested as well.

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6 minutes ago, XLjedi said:

How much higher/faster are you looking to go?  The whiplash cruises in the 20-25km range at 900-1100m/s now?

As for loading individual cfg's…  I'd be interested as well.

I'm looking for around 33km supercruise altitude. My guess is speed there will be approx. 2500m/s; slower requires excessive wing area to maintain enough lift. This is for JNSQ's Kerbin where atmo tops out at 85km.

With OPT's engines I can cruise 3700m/s at 38km. Heat management and accidental atmo escape are issues. Some OPT engines are so powerful that it's possible to orbit the sun using only an airbreather to accelerate.

 

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1 hour ago, DeadJohn said:

Is there any way to edit a cfg and reload just that part, so I don't have to wait for the entire game to restart? Or can I somehow edit a part's values in-game using alt-f12 commands or with a mod?

Searches here and elsewhere haven't revealed a solution. Reloading the entire database via alt-f12 is slow and sometimes triggers bugs. I suppose I could create multiple test parts with a range of values in their cfgs, then try each one during the same game session. What do you experienced modders do?

Context in case you're wondering: I want to tweak jet engines. My goal is to get something between the performance of stock engines and OPT's super-powerful engines, for use with rescaled systems. I want to fly high and fast, but not so fast that I go suborbital. I understand the basics of float curves but am going through a trial and error process, trying to get a higher flight ceiling without too much speed.

 

The best bet for doing part tweak experiments is in as "clean" an environment as possible to cut down on load times and MM database reload times (via the alt-f12 menu). It's pretty much mandatory to avoid multi-minute reloads between each tweak for IVA positions, part values, etc. and it also avoids the weird crashes and bugs that crop up if too much stuff is getting reloaded while in-game.

I have separate KSP installs set aside for this kind of thing, and just install the bare-minimum mods I need to test the specific changes before migrating them back into the "main game". I can't guess how many literal hours or even days can be saved using this method. :)

Edited by Beetlecat
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2 hours ago, DeadJohn said:

Is there any way to edit a cfg and reload just that part, so I don't have to wait for the entire game to restart? Or can I somehow edit a part's values in-game using alt-f12 commands or with a mod?

Heh.. yup... Welcome to Mod Dev Heck... :P
This is one good reason why mods take sooo long to update. You wouldnt think so, but having to restart the game a dozen or moar times in one dev session... can actually add up to lost *hours*.. not just minutes.

And, yeah, this is why any mod dev worth their salt has what is referred to as a "Dev Install"... Just as Beetlecat describes above... usually just a stock install, with ONLY the mod they are working on, with any required dependencies, or mods they are adding support for...

My dev install (tho I am not a mod dev), literally changes moar often than I change my ... socks... :P I am constantly pulling mod folders in and out of it, so much, that I literally work with two Windows Explorer windows open at the same time... to facilitate dragging/dropping mod folders in and out of my install... saves me lots of timeinstead of having to click back and forth between my GameData and a folder outside my KSP install... 

I've found, for me, I can eliminate some of the restarting weirdness after changing/editing stuff, (especially with MM patches), by deleting all 4 MM cache files in /GameData, as well as the partdatabase and physics.cfgs in the main folder, *before* **EVERY** restart after changes. KSP will generate fresh new ones upon restart.

Edited by Stone Blue
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