NathanKell Posted April 18, 2014 Author Share Posted April 18, 2014 ialdabaoth: Sounds neat! Yes, I'll absolutely merge it in.One concern though: are you adding any way of setting tank.amount by tweakable, or are you using stock tweakables? Because the stock system is *not* fine-grained enough; it seems to mostly work in 20% increments. Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 18, 2014 Share Posted April 18, 2014 ialdabaoth: Sounds neat! Yes, I'll absolutely merge it in.One concern though: are you adding any way of setting tank.amount by tweakable, or are you using stock tweakables? Because the stock system is *not* fine-grained enough; it seems to mostly work in 20% increments.Ugh... that's... ugh.I'd REALLY like to just use stock tweakable. In any case, how often do you need to fine-tune it? I'm always either launching 'full' or 'empty'. Quote Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 18, 2014 Share Posted April 18, 2014 I would be OK with the stock system, only time I even changed those was to add some RCS fuel to a bigger tank anyway. If making it default isn't ok then having the option to remove the GUI and use tweakables would be nice (in the cfg for example). Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 19, 2014 Share Posted April 19, 2014 Oh! Also: I've been doing a lot of config editing lately, in prep for my "Real Kerbol System" release. As I do so, I do some research.It occurs to me that my original changes for the nuclear engines were exactly wrong.A nuclear engine should have an "always on" ModuleGenerator that produces a prodigious amount of power - somewhere on the order of 1500 Watts for the Squad engine (yeah, that's ElectricCharge = 1500). The ModuleAlternator, on the other hand, should produce NEGATIVE Wattage, peaking at -1500 at full thrust. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 19, 2014 Share Posted April 19, 2014 Oh! Also: I've been doing a lot of config editing lately, in prep for my "Real Kerbol System" release. As I do so, I do some research.It occurs to me that my original changes for the nuclear engines were exactly wrong.A nuclear engine should have an "always on" ModuleGenerator that produces a prodigious amount of power - somewhere on the order of 1500 Watts for the Squad engine (yeah, that's ElectricCharge = 1500). The ModuleAlternator, on the other hand, should produce NEGATIVE Wattage, peaking at -1500 at full thrust.Why would it produce negative wattage? It neither consumes electricity nor would it stop producing it. Even at full thrust there's an awful lot of heat and it's got to go somewhere. The whole point of bimodals is to put that excess heat to use rather than just radiate it away.Edit: In fact, the only time it might not produce electricity is prior to its first firing. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 19, 2014 Author Share Posted April 19, 2014 Also, that'd be 1.5 ElectricCharge. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 19, 2014 Share Posted April 19, 2014 Also, that'd be 1.5 ElectricCharge. With RO you'd want 10-75 KWe Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 20, 2014 Share Posted April 20, 2014 Why would it produce negative wattage? It neither consumes electricity nor would it stop producing it. Even at full thrust there's an awful lot of heat and it's got to go somewhere. The whole point of bimodals is to put that excess heat to use rather than just radiate it away.Edit: In fact, the only time it might not produce electricity is prior to its first firing.Well, a lot of that heat is going into the fuel, instead of into the power generator. But yeah, there still should be a lot of usable heat remaining.- - - Updated - - -Also, that'd be 1.5 ElectricCharge. Really? ElectricCharge is kiloJoules? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 20, 2014 Author Share Posted April 20, 2014 It is in RF/RO/etc. You can make it whatever you want for RealKerbin, but battery sizes get a bit unwieldy if you use something smaller than a kJ (on the other hand, draw rates get hard if you use anything larger--and indeed 10mW becomes the least you can draw, IIRC, with 1EC = 1kJ). Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 20, 2014 Share Posted April 20, 2014 hmm, looking at the math, I think kJ is the correct value. And yeah, 10 - 75 EC seems right for the engines (10 for the Squad engine and 75 for the KSPX one) Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 20, 2014 Share Posted April 20, 2014 Crap! It looks like I only fixed the generator issue on one of the engines in Squad_NTR_modularEngines.cfgNobody said anything about it still being broken Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 21, 2014 Share Posted April 21, 2014 If anyone wants this, I have created some Real Fuels configs for the new parts in .23.5. The engines are made with the help of Chestburster's .xls file found here.Engine Config here.This is a stock-alike config, masses are adjusted to fit the stock thrusts. In addition to the mods from the original .xls, I've added FTmN engines, the SXT pack, and of course the ARM parts. Each mod uses slightly different fuel ratios and some use different types, just to change things up a bit. Also, all engines are fully throttle-able. I use this with useRealisticMass = false and it works well with stock Kerbin and FAR. Can't say about using them with RO though, so YMMV. There's also a Fuel Tank config for the new fuel tanks in the .zip file for good measure.If anyone wants the .xls I have, let me know and I'll put it up somewhere.Raptor831: I went ahead and just used your config (with credit). Hope that's ok. (I forgot about this).Regarding RftS: I hope to have it done reasonably soon, apologies for the delay.The engines in the ARM pack use ModuleEnginesFX, but Raptor's configs use ModuleEngines for those parts Quote Link to comment Share on other sites More sharing options...
plausse Posted April 21, 2014 Share Posted April 21, 2014 (edited) I notitced that the SXT by Lack is included in the "Stock" engines pack. But the fueltanks don't have any configs.. So I rolled some in a MM file. Should be alright, if someone is keen..@PART[SXTSaturnV1]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 307200 type = Default }}@PART[SXTSaturnV2]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 164345 type = Default }}@PART[SXTSaturnV3]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 48980 type = Cryogenic }}@PART[SXTKDBTsar1]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 76679 type = Default }}@PART[SXTKDBTsar2]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 112690 type = Default }}@PART[SXTKDBTsar3]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 147510 type = Default }}@PART[SXT16FuelTank]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 8000 type = Cryogenic }}@PART[SXT32FuelTank]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 16000 type = Cryogenic }}@PART[SXT64FuelTank]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 32000 type = Cryogenic }}@PART[SXTBalloon]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 15200 type = CryogenicBalloon }}@PART[SXTBalloonGold]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 15200 type = CryogenicBalloon }}@PART[SXTBalloonGoldB]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 12310 type = CryogenicBalloon }}@PART[SXT375mCAdaptor]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 500 type = ServiceModule }}@PART[SXT375mA]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 108000 type = Default }}@PART[SXT375mB]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 54000 type = Default }}@PART[SXT375mC]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 27000 type = Default }}Also did one for the Kommit tanks; did one small tank as SM, one small tank as default, the others as balloon...@PART[oct_2p5m_halffuel]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 3500 type = Default }}@PART[oct_2p5m_halfmonoprop]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 4000 type = ServiceModule }}@PART[oct_2p5m_1fuel]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 10000 type = Balloon }}@PART[oct_2p5m_3fuel]{ //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 30000 type = Balloon }}Hope it make sense at all.. Edited April 21, 2014 by plausse Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 21, 2014 Author Share Posted April 21, 2014 Starwaster: Doesn't actually matter, since the engineconfig will always be applied OnStart anyway. It just has the wrong stats in the editor partslist.Plausse: looks good to me! Will add. Also, you don't need the commented out lines; that's a holdover from when they needed to be uncommented, but I never got around to deleting them after I commented them.Ooh, except Saturn V stage 2 should also be Cryo (unless it had a noticeably higher dry mass fraction than S-IVB, which I don't recall). Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 21, 2014 Share Posted April 21, 2014 hrm. So I've been thinking really hard about how to do a Hall Effect RCS system, or really any generic bipropellant RCS. Is there a way to tell if an RCS thruster is currently firing? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 21, 2014 Author Share Posted April 21, 2014 Protip: rewrite ModuleRCS. Quote Link to comment Share on other sites More sharing options...
plausse Posted April 21, 2014 Share Posted April 21, 2014 Plausse: looks good to me! Will add. Also, you don't need the commented out lines; that's a holdover from when they needed to be uncommented, but I never got around to deleting them after I commented them.Ooh, except Saturn V stage 2 should also be Cryo (unless it had a noticeably higher dry mass fraction than S-IVB, which I don't recall).My bad! Totally missed that.. Makes sense when you give it a shadow of a thought... Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 21, 2014 Share Posted April 21, 2014 Protip: rewrite ModuleRCS.Yup. Gonna do it. I'll send you a copy of ModuleRCSFX: ModuleRCS {...} when I'm done. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 21, 2014 Author Share Posted April 21, 2014 Excellent news! Been trying to either (a) motivate myself or ( convince someone else to do that for *months*. :]Here's ZRM's rewritten ModuleRCS for reference. https://bitbucket.org/dylanede/kerbcom-avionics/src/d4f0f57a8ef50337a2f60e05392634a8ce38916a/CRCS/MyRCSModule.cs?at=masterNOTE IT IS NON-DERIVATIVES ETC.Got your RF code; will test. Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 21, 2014 Share Posted April 21, 2014 when you say it's non-derivatives, do you mean that ZRM won't allow others to modify and redistribute his? I.e., I have to rewrite it myself for a third time, because neither Squad nor ZRM will open their code? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 21, 2014 Author Share Posted April 21, 2014 Correct. And you can't write a derivative of his code either; it's open to the extent you can see how stuff's done, not so you can copy or base off of it.That said his code neither supports the new EFFECTS standard (predates it), nor does it support multiple propellants. I would suggest, for the latter, copying how ModuleEngines[FX] supports PROPELLANT nodes. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 21, 2014 Share Posted April 21, 2014 (edited) when you say it's non-derivatives, do you mean that ZRM won't allow others to modify and redistribute his? I.e., I have to rewrite it myself for a third time, because neither Squad nor ZRM will open their code?Looks like Edited April 22, 2014 by Starwaster omg, why did I multiquote three people??? Quote Link to comment Share on other sites More sharing options...
ialdabaoth Posted April 21, 2014 Share Posted April 21, 2014 Correct. And you can't write a derivative of his code either; it's open to the extent you can see how stuff's done, not so you can copy or base off of it.That said his code neither supports the new EFFECTS standard (predates it), nor does it support multiple propellants. I would suggest, for the latter, copying how ModuleEngines[FX] supports PROPELLANT nodes.That's actually precisely what I was intending to do, hence ModuleRCSFX.- propellant will be replaced with PROPELLANT {} nodes- EFFECTS system will be used Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 21, 2014 Author Share Posted April 21, 2014 That's what I thought you meant, just wanted to be clear that ZRM's does neither. Quote Link to comment Share on other sites More sharing options...
HoneyFox Posted April 22, 2014 Share Posted April 22, 2014 (edited) Hmm... I sense the need to add support to MRFX in EI soon. Anyway, is that really needed? it seems too hard-core if even RCS thrusters need ullage before ignitions...EDIT: No. Please ignore this post completely. That's too insane. Edited April 22, 2014 by HoneyFox Quote Link to comment Share on other sites More sharing options...
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