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How can i make RO configs for Tundra exploration


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Hi everyone 

i and wondereing if i could have some pointers for making some RO cofigs for Tundra exploration?

i have never made configs before so i will need a lot of helpful tips 

this is what i have so far

// Stage 1 tank 
@PART[TE_19_F9_S1_Tank]:FOR[RealismOverhaul]
{
    %RSSROConfig = True
    @rescaleFactor = 1.645
    @mass = 60.275
    @title = Falcon 9 First stage tank.
    @description = A Large tank suitable for launching largeish payloads on it and being reused, warning warrenty void after 30 flights
    @manufacturer = SpaceX
    !RESOURCE[LiquidFuel]
    {
    }
    MODULE
    {
        name = ModuleFuelTanks
        volume = 2715931
        basemass = -1
        type = 
        TANK
        {
            name = RP-1
            amount = 
            maxAmount = 
        }
        TANK
        {
            name = LqdOxygen
            amount = 
            maxAmount = 
        }
    }
    !RESOURCE[ElectricCharge]
    RESOURCE
    {
        name = ElectricCharge
        amount = 5000
        maxAmount = 5000
    }
}
 

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  • 2 weeks later...

@kspbutitscursed Howdy.  I don't think you need those TANK{} nodes inside ModuleFuelTanks{}. It does need a value for type, I think, so at least do type = Fuselage. The volume has been given and the fuel loadout is automatically set when an engine is attached. You're also forgetting the {} for !RESOURCE[ElectricCharge]{}. And if you intend to change the amount then instead of delete and re-add do:

@RESOURCE[ElectricCharge]
{
	@amount = 5000
	@maxAmount = 5000
}

 

It will be helpful (to whatever extent) to watch these videos. They were helpful to me.

 

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  • 3 weeks later...

Thank you @JadeOfMaar 

i have little experience making Configuration files so that is why i needed some help.

The propellent mass of the first stage is 395,700kg so how many units would that be and for the second stage its 92,700?

Also i was woondereing how to do the nitrogen cold gas thrusters?

working on the second stage tanks and what else could i do to make it better

}
// Second stage tank.
@PART[TE_19_F9_S2_Tank]:FOR[RealismOverhaul]
{
    %RSSROConfig = True
    @rescaleFactor = 1.645
    @mass = 13.595
    @title = Falcon 9 second stage 
    @description = This second stage tank can be used for Falcon 9. warning warranty void after 1 launch.
    @manufacturer = SpaceX
    !RESOURCE[ElectricCharge],*{}
    !MODULE[ModuleReactionWheel],*{}
    {
    }
    MODULE
    {
        name = ModuleFuelTanks
        volume = 
        basemass = -1
        type = Fueselage
        TANK
        {
            name = RP-1
            amount = 
            maxAmount = 
        }
        TANK
        {
            name = LqdOxygen
            amount = 
            maxAmount = 
        }
    }
    RESOURCE
    {
        name = Nitrogen
        amount = 2000
        maxAmount = 2000
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 15000
        maxAmount = 15000
    }

    @MODULE[ModuleRCSFX]
    {
        @thrusterPower = 0.12
        !resourceName = DELETE
        @resourceFlowMode = STACK_PRIORITY_SEARCH
        PROPELLANT
        {
            name = Nitrogen
            ratio = 1.0
        }
        
        @atmosphereCurve
        {
            @key = 0 240
            @key = 1 100
            @key = 4 0.001
        }
    }
    
}
after this interstage and engines

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@kspbutitscursed Hi there. Like I said before, don't bother putting TANK{} nodes inside of the ModuleFuelTanks node. The part will automatically choose the fuel mix once you attach the engine... Actually, the ModuleFuelTanks node is already supposed to be present in the part. Tundra Exploration will insert this for itself if you have Modular Fuel Tanks or RealFuels installed (and I'm sure these are required by RO). Maybe you only need to change the tank type for all parts to Fuselage, like so:

@PART:HAS[#manufacturer[Tundra?Exploration],@MODULE[ModuleFuelTanks]]:NEEDS[ModularFuelTanks|RealFuels]
{
	@MODULE[ModuleFuelTanks]
	{
		@type = Fuselage
		@volume *= 4.1 // This is your rescale factor, cubed: 1.6^3
	}
}

And if you're going to change the amount of ElectricCharge. Don't delete and re-add it. Change/Update it like so:

@RESOURCE[ElectricCharge]
{
	@amount = 15000
	@maxAmount = 15000
}

If the resource wasn't there to begin with, you don't need to write !RESOURCE[ElectricCharge],*{}

If the part didn't have a reaction wheel module to begin with (and it seems not to), you don't need to write !MODULE[ModuleReactionWheel],*{}

I think you may want to use LqdNitrogen resource for the RCS and assume there's proper builtin cryo-tankage for it, and increase the amount by a few times more. The gas version is super un-dense and will run out in an instant. 2000 Nitrogen is nothing for something as big and heavy as a real-scale Falcon booster.

Edited by JadeOfMaar
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