dave1904 Posted January 4, 2022 Share Posted January 4, 2022 Good think this was thread of the month because I actually was looking for a mod like this and couldn't find anything. Now I just need to figure out how to get it working with an existing savegame with 150 craft flying around. I need to get it working somehow. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 5, 2022 Share Posted January 5, 2022 Made a pull request on the repo (https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/pull/37) for Ae50/NTO tanks for Procedural Parts. Here's the patch: @PART[procedural*Liquid]:FINAL { @MODULE[TankContentSwitcher] { %TANK_TYPE_OPTION[Hypergolic] { %dryDensity = 0.1089 %RESOURCE[Aerozine50] { %unitsPerKL = 391.139189 } %RESOURCE[NitrogenTetroxide] { %unitsPerKL = 478.059 } } } } In my (admittedly small) knowledge of MM patching, and based on how the Procedural Parts defines tank configs, there's both "unitsPerKL" and "unitsPerT" for defining tank configs. It seems all the configs I've seen that add unitsPerKL calculate out their amounts as about 173.xxx * amount. I based the config off of Kerolox since the hypergolics patches use the same dryDensity as kerolox. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 6, 2022 Share Posted January 6, 2022 The ISRU patch for hypergolics is incompatible with system heat converters. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 6, 2022 Share Posted January 6, 2022 Been testing out the tree in a career save with 2.5x-scaled Galileo's Planet Pack, with Kerbal Construction Time and a whole slew of other mods. I'm currently about 100-ish days in and having great fun. However, the fact that many of the parts for rocket families, such as the parts for the Agena GATV, are spread across many nodes on the same level makes it a little more tedious to do stuff with. Thankfully, Kerbal Construction Time has a semi-passive way of generating science, as well as Kerbal Environmental Institute for grabbing the KSC science, but it is interesting when I need to kitbash a bunch of part families together to get a rocket up. Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 7, 2022 Author Share Posted January 7, 2022 Hi everyone. I’ve seen that there’s a few comments with some balance or patching issues. Ideally I’ll be able to investigate them all Sunday or Monday, and get a patch out soon after that. Sorry for the lack of response as of late. Have some stuff going on irl. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 7, 2022 Share Posted January 7, 2022 Is it intentional that the BDB LH2 rockets have so much more fuel? Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted January 7, 2022 Share Posted January 7, 2022 Yes, because Hydrogen isn't very dense. I needs a lot of volume to produce sufficient energy. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 7, 2022 Share Posted January 7, 2022 Where are the Mechjeb upgrades on the tree? Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted January 7, 2022 Author Share Posted January 7, 2022 17 minutes ago, TaintedLion said: Where are the Mechjeb upgrades on the tree? There’s some issues with them currently - I believe someone has opened an issue up on GitHub with the fix. I don’t have access to my modding pc rn but am hoping to put out a release with the fix, among others, later this weekend or early next week Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 7, 2022 Share Posted January 7, 2022 (edited) 3 hours ago, CAPFlyer said: Yes, because Hydrogen isn't very dense. I needs a lot of volume to produce sufficient energy. I get that. The problem is that when this mod is installed bluedogs LH2 stages have about 25% more fuel. Delta-IV does not even have enough trust to take off. Its around 1.1. Bluedogs Delta IV tank has 75k LH2. With this mod its 100k Same goes for the DCSS and centaur. All LH2 stages are totally op and I play on 3.5 rescale. BDB is balanced around 2.5 Its actually more than 25% its almost 40% i believe. Edited January 7, 2022 by dave1904 Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 7, 2022 Share Posted January 7, 2022 On 1/3/2022 at 8:56 PM, bigyihsuan said: A quick MM config to move all the techs to the starting node, for now, based on a config in MechJeb2/Parts/MechJebNoCommandPod.cfg: I tried using this, it still isn't working. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 7, 2022 Share Posted January 7, 2022 loving the looks of this, been thinking about playing a new game and this might just be the ticket. Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 8, 2022 Share Posted January 8, 2022 8 hours ago, TaintedLion said: I tried using this, it still isn't working. You'll still need to unlock the MechJeb part itself (which I have), or use a patch that gives MechJeb to all pods/probes (which I'm using). Once you unlock the MechJeb part itself you should have the features. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 8, 2022 Share Posted January 8, 2022 3 minutes ago, bigyihsuan said: or use a patch that gives MechJeb to all pods/probes (which I'm using) Is that in that MM patch you posted? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 8, 2022 Share Posted January 8, 2022 Just now, TaintedLion said: Is that in that MM patch you posted? Should be, the patch is based off of the patch in the "MechJeb and Engineer for All!" mod, which does something similar. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 8, 2022 Share Posted January 8, 2022 Just now, bigyihsuan said: Should be, the patch is based off of the patch in the "MechJeb and Engineer for All!" mod, which does something similar. I have that installed, should I remove it before I put your patch in? Quote Link to comment Share on other sites More sharing options...
Galileo chiu Posted January 8, 2022 Share Posted January 8, 2022 will it ever have Tantares support? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 8, 2022 Share Posted January 8, 2022 2 hours ago, Galileo chiu said: will it ever have Tantares support? The tree was built around BDB; however @CessnaSkyhawk is open to pull requests, so if you want to contribute Tantares support you can make a pull request on the github repo Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 8, 2022 Share Posted January 8, 2022 (edited) Exploration Upper Stage from Kertemis programs monopropellant is missing. Edited January 8, 2022 by dave1904 Quote Link to comment Share on other sites More sharing options...
Galileo chiu Posted January 8, 2022 Share Posted January 8, 2022 will it conflict with Cyrotanks's stock/restock patches? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 8, 2022 Share Posted January 8, 2022 (edited) 8 hours ago, Galileo chiu said: will it conflict with Cyrotanks's stock/restock patches? cryotanks and restock are both on the supported mods list, so i would assume they have been checked out. I do get these caused by the hypergolics patch. [ERR 18:46:04.515] Error - Cannot parse variable search when replacing (%) key lfo_volume = #$RESOURCE[LiquidFuel]/maxAmount$ [ERR 18:46:04.516] Error - Cannot parse variable search when replacing (%) key ox_volume = #$RESOURCE[Oxidizer]/maxAmount$ [WRN 18:46:04.516] Cannot find key lfo_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key amount = #$/lfo_volume$ [WRN 18:46:04.516] Cannot find key lfo_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key maxAmount = #$/lfo_volume$ [WRN 18:46:04.516] Cannot find key ox_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key amount = #$/ox_volume$ [WRN 18:46:04.516] Cannot find key ox_volume in PART [ERR 18:46:04.516] Error - Cannot parse variable search when inserting new key maxAmount = #$/ox_volume$ not sure if anyone else is seeing the same, may be one of the part mods I'm using causing the issue. . EDIT: This is caused by something in Rational Resources Squad option on CKAN. Edited January 8, 2022 by eberkain Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 8, 2022 Share Posted January 8, 2022 @bigyihsuan Yeah I can't get your Mechjeb patch to work. Does it only work on a new save? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 8, 2022 Share Posted January 8, 2022 2 hours ago, TaintedLion said: @bigyihsuan Yeah I can't get your Mechjeb patch to work. Does it only work on a new save? May be because I applied it in an existing save where I unlocked MechJeb first Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted January 8, 2022 Share Posted January 8, 2022 25 minutes ago, bigyihsuan said: May be because I applied it in an existing save where I unlocked MechJeb first So does your patch actually work then? Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 9, 2022 Share Posted January 9, 2022 2 hours ago, TaintedLion said: So does your patch actually work then? it does, but my info windows were erased for some reason so i had to remake them as custom windows from the presets Quote Link to comment Share on other sites More sharing options...
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