cami Posted March 23, 2017 Share Posted March 23, 2017 (edited) Im using both RealFuels and KerbalConstructionTime, and they dont integrate very well with respect to ignitions. Basically, after recovering your craft you have to rip off the engines and install completely new ones to refill ignitions. This has two drawbacks: KCT cannot tell the difference between the used and the new part, so it underestimates the cost and time for the replacement (currently zero). While kind of realistic, replacing engines one-by-one using the craft editor doesn't make a nice gameplay experience, especially when you also use TestFlight. I was wondering whether ignitions could be modeled as a resource (with crossfeed rule = no crossfeed ever) that comes with its own cost. This immediately fixes cost and build time estimation, and KCT's "refill tanks" button would schedule refurbishment for all the engines at once. The downside is that the resource amount would likely have to be some part-dependent multiple of the number of ignitions, to account for size and complexity of the engine. It might also help other mods handle ignitions. Edited March 23, 2017 by cami Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 23, 2017 Share Posted March 23, 2017 3 hours ago, cami said: Im using both RealFuels and KerbalConstructionTime, and they dont integrate very well with respect to ignitions. Basically, after recovering your craft you have to rip off the engines and install completely new ones to refill ignitions. This has two drawbacks: KCT cannot tell the difference between the used and the new part, so it underestimates the cost and time for the replacement (currently zero). While kind of realistic, replacing engines one-by-one using the craft editor doesn't make a nice gameplay experience, especially when you also use TestFlight. I was wondering whether ignitions could be modeled as a resource (with crossfeed rule = no crossfeed ever) that comes with its own cost. This immediately fixes cost and build time estimation, and KCT's "refill tanks" button would schedule refurbishment for all the engines at once. The downside is that the resource amount would likely have to be some part-dependent multiple of the number of ignitions, to account for size and complexity of the engine. It might also help other mods handle ignitions. Do you know if KCT defines any sort of game event for refurbishment / reconstruction? Quote Link to comment Share on other sites More sharing options...
mark7 Posted March 26, 2017 Share Posted March 26, 2017 (edited) I find that RealFuel are now not compatible with Tweakscale, every time I try to scale down a fuel tank, its mass become negative. Can anyone confirm that? Edited March 26, 2017 by mark7 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 26, 2017 Share Posted March 26, 2017 (edited) 3 hours ago, mark7 said: I find that RealFuel are now not compatible with Tweakscale, every time I try to scale down a fuel tank, its mass become negative. Can anyone confirm that? AFAIK the issue is fixed in the dev build but hasn't been released yet Edited March 26, 2017 by Starwaster Quote Link to comment Share on other sites More sharing options...
mark7 Posted March 26, 2017 Share Posted March 26, 2017 13 minutes ago, Starwaster said: Can't confirm that. Though I am aware of issues reported with Tweakscale and negative mass (and possibly cost?) I might have a development build of Tweakscale though (AFAIK the issue is fixed in the dev build but hasn't been released yet) Well,TS guys tell me this is a known issue fixed in the dev version,thanks anyway! Quote Link to comment Share on other sites More sharing options...
cami Posted March 27, 2017 Share Posted March 27, 2017 (edited) On 23.3.2017 at 8:54 PM, Starwaster said: Do you know if KCT defines any sort of game event for refurbishment / reconstruction? Refurbishment is basically an instance of the VAB, where the recovered vessel is loaded and clicking launch starts the "refurbishment process" which is basically a timer ticking down before you can actually launch the craft. The KCT dev told me they could also just reset the number of ignitions to whatever it is on a new, virgin instance of the part when the ship is refueled in this VAB instance. It's a bit hackish, but then it would not need to be handled by RF. The remaining problem is to estimate how long the timer should tick. Without RF, liquid engines are infinitely restartable so it makes sense you can reuse them instantly. Engines with limited ignitions could be designed anything ranging from basically controlled self-destructing to full reusability (swap/refuel the ignitors and done). Edit: I've just learned that KCT implemented some hook for RF integration. They are now firing an event before KCT calculates how long it takes to build something. It would allow RF to include the ignitions variable, so KCT would at least notice the difference of replacing a used engine by a pristine one. I guess that would work as intended for expendible engines (refurbishment = construct new) and restartable ones (refurbishment = do nothing). It probably wouldn't work out of the box for engines like the Merlin 1C, which ideally just needs a TEA/TEB refill to restore ignitions. Edited March 27, 2017 by cami Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 27, 2017 Share Posted March 27, 2017 55 minutes ago, cami said: The remaining problem is to estimate how long the timer should tick. Without RF, liquid engines are infinitely restartable so it makes sense you can reuse them instantly. Engines with limited ignitions could be designed anything ranging from basically controlled self-destructing to full reusability (swap/refuel the ignitors and done). There are several factors involved with ignition limits; (self destruction shouldn't be a factor here) Resource replenishment on the engine/motor. (this would be replacement of spark plugs or replenishment of hypergolic ignitors) Resource replenishment in the tanks. (pressurants such as gaseous helium used to re-pressurize the tank) Refurbishment of the rocket motor itself. The first two require as much time as it takes to supply any other part with resources. The last one (refurbishment) would probably be months but could also be whatever KCT devs arbitrarily decide that it is. It should be however long any other engine is that they don't have to reset ignitions on. Quote Link to comment Share on other sites More sharing options...
cami Posted March 28, 2017 Share Posted March 28, 2017 (edited) 16 hours ago, Starwaster said: The first two require as much time as it takes to supply any other part with resources. The last one (refurbishment) would probably be months but could also be whatever KCT devs arbitrarily decide that it is. It should be however long any other engine is that they don't have to reset ignitions on. @Starwaster that's exactly what I had in mind. On the gameplay side, I'd really like to compare refurbishment to just throwing the thing away and building a new one. I know that it can sometimes take even longer to refurbish than to rebuild, especially if the engine was not designed for reuse. But I don't have enough background in rocketry to decide for individual engines, especially those that never were refurbished in reality. I think I could try to categorize between expendible and reusible, and assume that expendible ones are really just thrown away and rebuilt from scratch, while reusable ones are just replenished with ignitors (I won't deal with tanks as that math has already been done by KCT). It would be very helpful if reusability would be a property declared within the ModuleEnginesRF module, and defined by each part definition (mostly because the ignitions property works that way), even if by default, it is always just 100% for infinitely restartable engines and 0% otherwise. That could be worked up from. Edited March 28, 2017 by cami Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 2, 2017 Share Posted April 2, 2017 (edited) Here's a new PhysicsGlobals patch to try: https://www.dropbox.com/s/pglbjmm5a0lchj0/PhysicsGlobalsTweaks.cfg?dl=1 The goal of it is to make skin-internal the dominant source of heat transfer instead of part-part. so you don't get megawatts worth of heat pouring into your poor little hydrogen tanks This is a fairly major overhaul of the thermodynamics system from a conduction standpoint that ultimately I intend to submit to Realism Overhaul. It's still early stages and may need some tweaking calibrating (contents of the file:) @PHYSICSGLOBALS:FINAL { @conductionFactor = 0.0250 @skinSkinConductionFactor = 0.12 // Skin-internal should dominate, not part-part @skinInternalConductionFactor = 8.3333333333333333333333333333333 @shieldedConductionFactor = 0.01 } So, you can see conduction factor has taken a major cut, 0.0250 down from 120 in stock or 5 in RO. The net result after all internal KSP calculations is that parts will have a conductivity of 250 W per m/2. Assuming aluminum as the major construction material though obviously, IRL steel would also be a major structural material. (and later, synthetics) Edited April 2, 2017 by Starwaster Quote Link to comment Share on other sites More sharing options...
Meltdown Posted April 4, 2017 Share Posted April 4, 2017 I'm currently investigating how RF is getting the densities for the fuels/oxidizers for a dVscript in kOS. Unfortunately, I wasn't able to find the densities noted somewhere in cleartext so I came to you, my fellow rocket nerds in the hope of getting an answer for my question. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 4, 2017 Share Posted April 4, 2017 3 hours ago, Meltdown said: I'm currently investigating how RF is getting the densities for the fuels/oxidizers for a dVscript in kOS. Unfortunately, I wasn't able to find the densities noted somewhere in cleartext so I came to you, my fellow rocket nerds in the hope of getting an answer for my question. What, you mean programmatically? You want the density of a resource? https://github.com/NathanKell/ModularFuelSystem/blob/d5dea57ef17b9653e409e9145e81d58c4b1c9c11/Source/Tanks/FuelTank.cs#L461-L468 Quote Link to comment Share on other sites More sharing options...
Meltdown Posted April 4, 2017 Share Posted April 4, 2017 54 minutes ago, Starwaster said: What, you mean programmatically? You want the density of a resource? https://github.com/NathanKell/ModularFuelSystem/blob/d5dea57ef17b9653e409e9145e81d58c4b1c9c11/Source/Tanks/FuelTank.cs#L461-L468 kOS can't get the density out of RF directly as the "getDensity"-method is internal; Its not possible to call the method like stage:resources:"Kerosene":getDensity() so I have to either put them in by hand or write my own extension for kOS so I can query the method with the kOS language itself but this is far over my capabilities as I can barely walk straight and chew bubblegum at the same time. The data I can get is mostly from the modules*RF which is visible in the right-click menu. Its even harder to interact with Testflight but thats another story.... Currently I'm using this but the densities are from wiki and somewhat different from those in RF : function deltavstage { local fuelslex is lex( "Lqdoxygen", 1.141e-3, "Kerosene", 8.1715e-4, "solidfuel", 1.78e-3, "Lqdhydrogen", 7.085e-5, "nto", 1.44246e-3, "udmh", 7.93e-4, "aerozine50", 9.03e-4, "mmh", 8.75e-4, "htp",1.484e-3, "Hydrazine", 7.9452e-4 ). local fuelmass is 0. local Lfuels is fuelslex:keys. local m is 0. for x in fuelslex:keys { set fuelmass to fuelmass + fuelslex[x] * stage:resourcesLex[Lfuels[m]]:Amount. set m to m + 1. } [...] As you can see I'm querrying the values from a lexicon called fuelslex and I wasn't able to find the densities somewhere. I know that it isn't good style to put those values in by hand because of the intercompatibility but I have no other choice. Quote Link to comment Share on other sites More sharing options...
Jso Posted April 4, 2017 Share Posted April 4, 2017 2 hours ago, Meltdown said: As you can see I'm querrying the values from a lexicon called fuelslex and I wasn't able to find the densities somewhere. I know that it isn't good style to put those values in by hand because of the intercompatibility but I have no other choice. The resource definitions are in GameData\CommunityResourcePack\CommonResources.cfg. You'll find all the values KSP is using there. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 4, 2017 Share Posted April 4, 2017 5 hours ago, Meltdown said: kOS can't get the density out of RF directly as the "getDensity"-method is internal; Its not possible to call the method like stage:resources:"Kerosene":getDensity() so I have to either put them in by hand or write my own extension for kOS so I can query the method with the kOS language itself but this is far over my capabilities as I can barely walk straight and chew bubblegum at the same time. The data I can get is mostly from the modules*RF which is visible in the right-click menu. Its even harder to interact with Testflight but thats another story.... Currently I'm using this but the densities are from wiki and somewhat different from those in RF : As you can see I'm querrying the values from a lexicon called fuelslex and I wasn't able to find the densities somewhere. I know that it isn't good style to put those values in by hand because of the intercompatibility but I have no other choice. I'm not saying to call any of RF's methods. Look at what that code does. That's how you read a resource's density. (or any other field it has). Those are stock classes and methods being referenced in GetDensity() Quote Link to comment Share on other sites More sharing options...
Meltdown Posted April 5, 2017 Share Posted April 5, 2017 (edited) 17 hours ago, Starwaster said: I'm not saying to call any of RF's methods. Look at what that code does. That's how you read a resource's density. (or any other field it has). Those are stock classes and methods being referenced in GetDensity() I can't pull any part of Unity's code either with kOS. kOS is a pseudo-OS which is restricted to the tools the devs are offering. Its not possible to request a resources definition because the OS isn't offering any interface for unity itself. 19 hours ago, Jso said: The resource definitions are in GameData\CommunityResourcePack\CommonResources.cfg. You'll find all the values KSP is using there. Thanks. I wasn't expecting them in another folder than that of RF itself. edit : Nevermind, I found out that one can pull the density from within kOS. Thanks for your help, keep your great mod running, it'S so much fun playing with it! Edited April 5, 2017 by Meltdown Quote Link to comment Share on other sites More sharing options...
PickleBranston Posted April 14, 2017 Share Posted April 14, 2017 I apologise if this has been asked before, but searching failed me. Simply put engines are hitting max internal temp whenever I stage them; I've identified this as a real fuels issue now. Has anyone experienced this and/or know how to prevent it? I don't want to use the cheats as I still want to have heat damage otherwise. Cheers Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 14, 2017 Share Posted April 14, 2017 56 minutes ago, PickleBranston said: I apologise if this has been asked before, but searching failed me. Simply put engines are hitting max internal temp whenever I stage them; I've identified this as a real fuels issue now. Has anyone experienced this and/or know how to prevent it? I don't want to use the cheats as I still want to have heat damage otherwise. Cheers It's a known issue. Been fixed in the code, just waiting for a release. Quote Link to comment Share on other sites More sharing options...
PickleBranston Posted April 14, 2017 Share Posted April 14, 2017 1 minute ago, blowfish said: It's a known issue. Been fixed in the code, just waiting for a release. Great, cheers Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 14, 2017 Share Posted April 14, 2017 @PickleBranston actually it was worse... they were hitting double.MaxValue Quote Link to comment Share on other sites More sharing options...
Relitto Posted April 16, 2017 Share Posted April 16, 2017 i like the idea of having multiple fuels in one tank, and different uses for each fuel, but is there a way to remove the fuel stability and ignition limits for all engines? i want different fuels, but just without the fuel stability and ignition limits. Quote Link to comment Share on other sites More sharing options...
MaxZhao Posted April 16, 2017 Share Posted April 16, 2017 (edited) 44 minutes ago, Relitto said: i like the idea of having multiple fuels in one tank, and different uses for each fuel, but is there a way to remove the fuel stability and ignition limits for all engines? i want different fuels, but just without the fuel stability and ignition limits. Yes. Go to your real fuel folder. Find Realsettings.cfg. Find the Ullage section(in the cfg file, open it with a text editor) and you can change all to false. Edited April 16, 2017 by MaxZhao Quote Link to comment Share on other sites More sharing options...
Relitto Posted April 16, 2017 Share Posted April 16, 2017 57 minutes ago, MaxZhao said: Yes. Go to your real fuel folder. Find Realsettings.cfg. Find the Ullage section(in the cfg file, open it with a text editor) and you can change all to false. i did that, but when i loaded up ksp, all the engines broke and when i open the ui for a fuel tank, the only fuels available are liquidfuel and oxidizer. https://gyazo.com/1d65338df69f196abb46aca76090f078 Quote Link to comment Share on other sites More sharing options...
MaxZhao Posted April 16, 2017 Share Posted April 16, 2017 1 minute ago, Relitto said: i did that, but when i loaded up ksp, all the engines broke and when i open the ui for a fuel tank, the only fuels available are liquidfuel and oxidizer. https://gyazo.com/1d65338df69f196abb46aca76090f078 Ummmm, can you upload your logs and your edited cfg file? Quote Link to comment Share on other sites More sharing options...
Relitto Posted April 16, 2017 Share Posted April 16, 2017 @MFSSETTINGS[MFSSettings] { %useRealisticMass = true %tankMassMultiplier = 4.807692308 %unitLabel = L } RFSETTINGS { engineMassMultiplier = 4.0 useRealisticMass = true heatMultiplier = 1.0 globalConductionCompensation = True instantThrottleProps { val = SolidFuel val = PSPC val = HTPB val = PBAN val = HNIW val = NGNC } RF_TECHLEVELS { ENGINETYPE { name = O TLISP0 { key = 0 286 key = 1 100 } TLTWR0 = 18.9 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 { key = 0 314 key = 1 110 } TLTWR1 = 25.8 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLISP2 { key = 0 332 key = 1 116 } TLTWR2 = 30.3 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 0.75 TLISP3 { key = 0 342 key = 1 120 } TLTWR3 = 32.8 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 0.4 TLISP4 { key = 0 347 key = 1 121 } TLTWR4 = 34 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 0.2 TLISP5 { key = 0 352 key = 1 123 } TLTWR5 = 35.3 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 0.15 TLISP6 { key = 0 357 key = 1 125 } TLTWR6 = 36.5 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 0.1 TLISP7 { key = 0 362 key = 1 127 } TLTWR7 = 37.8 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 0.1 } ENGINETYPE { name = U TLISP0 { key = 0 280 key = 1 168 } TLTWR0 = 35.2 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 { key = 0 308 key = 1 185 } TLTWR1 = 48.8 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLISP2 { key = 0 325 key = 1 195 } TLTWR2 = 56.8 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 1 TLISP3 { key = 0 335 key = 1 201 } TLTWR3 = 61.6 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 1 TLISP4 { key = 0 340 key = 1 204 } TLTWR4 = 64 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 0.8 TLISP5 { key = 0 345 key = 1 207 } TLTWR5 = 66.4 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 0.75 TLISP6 { key = 0 350 key = 1 210 } TLTWR6 = 68.8 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 0.7 TLISP7 { key = 0 355 key = 1 213 } TLTWR7 = 71.2 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 0.6 } ENGINETYPE { name = U+ TLISP0 { key = 0 291 key = 1 102 } TLTWR0 = 25.4 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 { key = 0 320 key = 1 112 } TLTWR1 = 38.5 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLISP2 { key = 0 338 key = 1 118 } TLTWR2 = 46.2 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 0.75 TLISP3 { key = 0 348 key = 1 122 } TLTWR3 = 50.9 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 0.4 TLISP4 { key = 0 354 key = 1 124 } TLTWR4 = 53.2 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 0.3 TLISP5 { key = 0 359 key = 1 126 } TLTWR5 = 55.5 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 0.2 TLISP6 { key = 0 364 key = 1 127 } TLTWR6 = 57.8 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 0.15 TLISP7 { key = 0 369 key = 1 129 } TLTWR7 = 60.1 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 0.1 } ENGINETYPE { name = L TLISP0 { key = 0 260 key = 1 234 } TLTWR0 = 44.7 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 { key = 0 275 key = 1 248 } TLTWR1 = 54.2 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLISP2 { key = 0 295 key = 1 266 } TLTWR2 = 66.8 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 1 TLISP3 { key = 0 310 key = 1 279 } TLTWR3 = 76.3 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 1 TLISP4 { key = 0 320 key = 1 288 } TLTWR4 = 82.7 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 0.8 TLISP5 { key = 0 327 key = 1 295 } TLTWR5 = 87.1 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 0.7 TLISP6 { key = 0 332 key = 1 299 } TLTWR6 = 90.3 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 0.6 TLISP7 { key = 0 337 key = 1 304 } TLTWR7 = 93.4 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 0.6 } ENGINETYPE { name = L+ TLISP0 { key = 0 268 key = 1 220 } TLTWR0 = 38.3 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 { key = 0 283 key = 1 233 } TLTWR1 = 46.4 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLISP2 { key = 0 304 key = 1 250 } TLTWR2 = 57.3 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 0.8 TLISP3 { key = 0 319 key = 1 262 } TLTWR3 = 65.4 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 0.75 TLISP4 { key = 0 330 key = 1 271 } TLTWR4 = 70.9 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 0.7 TLISP5 { key = 0 337 key = 1 277 } TLTWR5 = 74.6 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 0.65 TLISP6 { key = 0 342 key = 1 281 } TLTWR6 = 77.4 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 0.6 TLISP7 { key = 0 347 key = 1 285 } TLTWR7 = 80.1 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 0.5 } ENGINETYPE { name = A TLISP0 { key = 0 280 key = 1 252 } TLTWR0 = 20.7 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 { key = 0 308 key = 1 277 } TLTWR1 = 31.4 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLISP2 { key = 0 325 key = 1 293 } TLTWR2 = 37.6 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 0.8 TLISP3 { key = 0 335 key = 1 302 } TLTWR3 = 41.4 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 0.7 TLISP4 { key = 0 340 key = 1 306 } TLTWR4 = 43.3 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 0.6 TLISP5 { key = 0 345 key = 1 311 } TLTWR5 = 45.2 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 0.5 TLISP6 { key = 0 350 key = 1 315 } TLTWR6 = 47.1 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 0.4 TLISP7 { key = 0 355 key = 1 320 } TLTWR7 = 48.9 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 0.3 } ENGINETYPE { name = S TLISP0 { key = 0 220 key = 1 200 } TLTWR0 = 4.34782608695652 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLGIMBAL0 = 0 TLISP1 { key = 0 235 key = 1 215 } TLTWR1 = 5.26315789473684 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLGIMBAL1 = 0 TLISP2 { key = 0 250 key = 1 230 } TLTWR2 = 6.25 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 1 TLGIMBAL2 = 3 TLISP3 { key = 0 260 key = 1 240 } TLTWR3 = 7.14285714285714 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 1 TLGIMBAL3 = 5 TLISP4 { key = 0 268 key = 1 245 } TLTWR4 = 8.33333333333333 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 1 TLGIMBAL4 = 5 TLISP5 { key = 0 276 key = 1 255 } TLTWR5 = 10 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 1 TLGIMBAL5 = 5 TLISP6 { key = 0 284 key = 1 260 } TLTWR6 = 11.1111111111111 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 1 TLGIMBAL6 = 5 TLISP7 { key = 0 290 key = 1 265 } TLTWR7 = 12.5 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 1 TLGIMBAL7 = 5 } ENGINETYPE { name = S+ TLISP0 { key = 0 231 key = 1 160 } TLTWR0 = 4.76190476190476 TLCOST0 = 1.0 TLTECH0 = start TLTHROTTLE0 = 1 TLGIMBAL0 = 0 TLISP1 { key = 0 247 key = 1 172 } TLTWR1 = 5.88235294117647 TLCOST1 = 1.2 TLTECH1 = basicRocketry TLTHROTTLE1 = 1 TLGIMBAL1 = 0 TLISP2 { key = 0 263 key = 1 184 } TLTWR2 = 7.14285714285714 TLCOST2 = 1.4 TLTECH2 = generalRocketry TLTHROTTLE2 = 1 TLGIMBAL2 = 0 TLISP3 { key = 0 273 key = 1 192 } TLTWR3 = 8.33333333333333 TLCOST3 = 1.6 TLTECH3 = advRocketry TLTHROTTLE3 = 1 TLGIMBAL3 = 2 TLISP4 { key = 0 281 key = 1 196 } TLTWR4 = 10 TLCOST4 = 1.75 TLTECH4 = heavyRocketry TLTHROTTLE4 = 1 TLGIMBAL4 = 3 TLISP5 { key = 0 290 key = 1 204 } TLTWR5 = 12.5 TLCOST5 = 1.85 TLTECH5 = heavierRocketry TLTHROTTLE5 = 1 TLGIMBAL5 = 4 TLISP6 { key = 0 298 key = 1 208 } TLTWR6 = 14.2857142857143 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 1 TLGIMBAL6 = 4 TLISP7 { key = 0 305 key = 1 212 } TLTWR7 = 16.6666666666667 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 1 TLGIMBAL7 = 4 } ENGINETYPE { name = N TLISP3 { key = 0 850 key = 1 380 } TLTWR3 = 1.46 TLCOST3 = 1.6 TLTECH3 = heavierRocketry TLTHROTTLE3 = 1 TLISP4 { key = 0 875 key = 1 391 } TLTWR4 = 2 TLCOST4 = 1.75 TLTECH4 = nuclearPropulsion TLTHROTTLE4 = 1 TLISP5 { key = 0 910 key = 1 407 } TLTWR5 = 2.4241 TLCOST5 = 1.85 TLTECH5 = nuclearPropulsion TLTHROTTLE5 = 1 TLISP6 { key = 0 930 key = 1 416 } TLTWR6 = 4 TLCOST6 = 1.95 TLTECH6 = veryHeavyRocketry TLTHROTTLE6 = 1 TLISP7 { key = 0 960 key = 1 429 } TLTWR7 = 6 TLCOST7 = 2.0 TLTECH7 = experimentalRocketry TLTHROTTLE7 = 1 TLISP8 { key = 0 1010 key = 1 452 } TLTWR8 = 8 TLCOST8 = 2.05 TLTECH8 = experimentalRocketry TLTHROTTLE8 = 1 } } Ullage { simulateUllage = false limitedIgnitions = false shutdownEngineWhenUnstable = true explodeEngineWhenTooUnstable = false stabilityPower = 0.5 naturalDiffusionRateX = 0.05 naturalDiffusionRateY = 0.06 naturalDiffusionAccThresh = 0.005 translateAxialCoefficientX = 0.30 translateAxialCoefficientY = 1.5 // 0.86 translateSidewayCoefficientX = 0.05 translateSidewayCoefficientY = 0.03 rotateYawPitchCoefficientX = 0.018 rotateYawPitchCoefficientY = 0.012 rotateRollCoefficientX = 0.018 rotateRollCoefficientY = 0.024 ventingVelocity = 100 ventingAccThreshold = 0.0000001 } } thats the cfg, and i dont know what logs you're looking for. 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Cratzz Posted April 16, 2017 Share Posted April 16, 2017 @Relitto I don't wanna act like a wannabe Moderator here, but please post a link to the file instead of a copy/paste. Makes for a tidier, more pleasant forum experience And the logs MaxZhao is talking about is propably the KSP.log and the ModuleManager.ConfigCache Quote Link to comment Share on other sites More sharing options...
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