NathanKell Posted November 22, 2014 Author Share Posted November 22, 2014 You yourself can delete posts. Click edit, then click delete, then add a message and click delete. As for throttling, as the FAQ in the Realism Overhaul OP says, that's entirely proper. Real rocket engines (with *very* few exceptions) don't throttle. Quote Link to comment Share on other sites More sharing options...
Northstar1989 Posted November 23, 2014 Share Posted November 23, 2014 (edited) Is anyone else having problems with the rescaled SRBs (FOWDS & RT-5) or launch clamps? For me, both of the SRBs still look like the full scale 1.25m Squad parts, but with the attach nodes moved to the correct locations. Maybe this is due to the scaling changes (bug fix?) in 0.25?Even if I turn the launch clamp pumps on in the VAB, when I launch the rocket, they are always set to "Pump Enabled: False" without a toggle to turn them on. I've even tried a fresh copy of KSP with just Real Fuels v8.1 and the latest Stockalike RF engine configs (KSP 0.25 32-Bit on Win 7 64bit), but both problems persisted. I have the same problem. I was meaning to mention this to you NathanKell, but I got a little caught-up trying to get a more aerodynamic/larger Thermal Fin into the mod.Speaking of which, KSP-Interstellar already has a rather visually-appealing triangular radiator fin; the model for which would make s superior (and better-looking) replacement for the current Thermal Fin. Among other improvements, the radiator is not only triangular (and thus more aerodynamic) it is also black. REAL radiators are black in color, because that maximizes their Blackbody Radiation (color affects their emissivity under the Stefan-Boltzmann Law)- which is the *only* way to cool anything in space. There was a *reason* all the concept art for JIMO showed black radiators...Maybe I could convince Fractal_UK (the creator of KSP-Interstellar) to allow a fork of the radiator model I was talking about (the large, triangular, black one), with a re-scale to bring the model down to a smaller (more reasonable) size? If so, maybe I could post a revised version of the Thermal Fin part using the new model (but same balance), and you could use it in the next release NathanKell?Regards,Northstar Edited November 23, 2014 by Northstar1989 Quote Link to comment Share on other sites More sharing options...
ghost4dog Posted November 28, 2014 Share Posted November 28, 2014 When i've installed real fules mod, all parts (besides aviation lights) had failed to load:/ I'm using KSP 0.25, 32-bit, with mods: Real solar system, KW rocketry, soviet engines, near future solar, mechjeb, aviation lights. After uninstalling real fuels mod and re-launching the game everything's get back to normal, all parts are in VAB:/ So what am I doing wrong? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 28, 2014 Author Share Posted November 28, 2014 Please post your log. See here for how. Quote Link to comment Share on other sites More sharing options...
Tyrador Posted November 28, 2014 Share Posted November 28, 2014 It seems that since installing realfuels I cannot rescale engines using tweak scale. Does anyone has the same issue? Thank you. Quote Link to comment Share on other sites More sharing options...
ghost4dog Posted November 28, 2014 Share Posted November 28, 2014 OK I know what was the cause of the problem with missing parts - it was soviet engines mod. I've reinstalled everything from the begining, and without soviet engines pack - parts are back. Now I'm struggling with engines config, first I've installed "reaching for the stars" config and it had messed up sizes and attachment nodes for most engines:/ I'll try this "stockalike" config. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 28, 2014 Share Posted November 28, 2014 (edited) It seems that since installing realfuels I cannot rescale engines using tweak scale. Does anyone has the same issue? Thank you.Everyone does. Engine tweaks scaling is disabled. (Edit: when using real fuels) Edited November 29, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
Guest Posted November 29, 2014 Share Posted November 29, 2014 I just had an idea. How about adding a KAS container as a type of "fuel" for SM-type (or a new type altogether) tanks? It could be useful in that it would essentially result in a procedural KAS container, with an added ability to convert a part of it into, say, a water or food container. It'd be great for resupply vehicles like Cygnus and ATV. Quote Link to comment Share on other sites More sharing options...
Lexx Thai Posted November 30, 2014 Share Posted November 30, 2014 Nathan, we have problems with RF (and MFT too, I think). Currently, mod incorrectly calculates the mass of complex details, consisting of several partmodules (Engines and Tank).For example:@PART[Kosmos_VA_RRV_Propulsion_Unit]:NEEDS[RealFuels]:AFTER[RealFuels_StockEngines]:FINAL // VA Propulsion Block{ @mass = 0.112 @MODULE[ModuleFuelTanks] { @type = ServiceModule @volume = 75 @basemass = -1 } @MODULE[ModuleRCS*] { @name = ModuleRCSFX @thrusterPower = 0.3293 !resourceName = DELETE @atmosphereCurve { @key,0 = 0 250 @key,1 = 1 150 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = UDMH ratio = 47.823219 } PROPELLANT { name = NTO ratio = 52.176781 } } MODULE { name = ModuleEngineConfigs type = ModuleRCSFX techLevel = 1 origTechLevel = 1 engineType = L origMass = 0.054 configuration = UDMH+NTO modded = false CONFIG { name = Hydrazine thrusterPower = 0.3293 PROPELLANT { name = Hydrazine ratio = 1 } IspSL = 0.23 IspV = 0.72 } CONFIG { name = HTP thrusterPower = 0.3293 PROPELLANT { name = HTP ratio = 1 } IspSL = 0.2 IspV = 0.465 } CONFIG { name = Nitrogen thrusterPower = 0.3293 PROPELLANT { name = Nitrogen ratio = 1 } IspSL = 0.1 IspV = 0.195 } CONFIG { name = UDMH+NTO thrusterPower = 0.3293 PROPELLANT { name = UDMH ratio = 0.47823219 } PROPELLANT { name = NTO ratio = 0.52176781 } IspSL = 0.396 IspV = 0.943 } CONFIG { name = MonoPropellant thrusterPower = 0.3293 PROPELLANT { name = MonoPropellant ratio = 1 } IspSL = 0.243 IspV = 0.64 } }}This code should (in theory) give us the part with dry mass not less 0.166 t (without multipliers in MFTSettings.cfg), but in-game we can see two pictures below:[table=width: 500][tr][td]Part just after selection, tank is empty[/td][td]Same part, tank filled[/td][/tr][tr][td][/td][td][/td][/tr][/table] Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 30, 2014 Author Share Posted November 30, 2014 In ModuleEngineConfigs, remove lineorigMass = 0.054Since that tells RF that the part's original mass is 0.054 tons, and to scale that mass based on tech level. Quote Link to comment Share on other sites More sharing options...
Lexx Thai Posted November 30, 2014 Share Posted November 30, 2014 In ModuleEngineConfigs, remove lineorigMass = 0.054Since that tells RF that the part's original mass is 0.054 tons, and to scale that mass based on tech level.Still no changes, except part info. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 30, 2014 Author Share Posted November 30, 2014 Ok. Please pastebin the original configs and your patches for both parts. Quote Link to comment Share on other sites More sharing options...
Lexx Thai Posted November 30, 2014 Share Posted November 30, 2014 Original KOSMOS part config: http://pastebin.com/rJA1DKq7I think, the KOSMOS tanks config file from RF don't needed for you. Except RealSettings.cfg: http://pastebin.com/PZbEqzdfAnd my patch for that part: http://pastebin.com/sr8Mf1TrIs it correct? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 30, 2014 Author Share Posted November 30, 2014 You can't have two pass settings in a MM patch, so either use AFTER[whatever] or FINAL, not both. I'm not sure, beyond that, what's going wrong, the cfg looks ok to me. I can't test it, however, I'm away right now.Ingame, can you hit Alt-F12, go to Database->Configs, scroll down to the part config for the part, and click Debug on the right? That will show the final config passed to the game. Make sure everything looks right... Quote Link to comment Share on other sites More sharing options...
ANWRocketMan Posted December 1, 2014 Share Posted December 1, 2014 You can't have two pass settings in a MM patch, so either use AFTER[whatever] or FINAL, not both. I'm not sure, beyond that, what's going wrong, the cfg looks ok to me. I can't test it, however, I'm away right now.Ingame, can you hit Alt-F12, go to Database->Configs, scroll down to the part config for the part, and click Debug on the right? That will show the final config passed to the game. Make sure everything looks right...Sorry to interrupt here and slightly off-topic, but if you reload the database from in-game will MM patches and RSS etc still be applied afterwards? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2014 Author Share Posted December 1, 2014 Hit Alt-F11 (or modifier-F11 if not on Windows) in Space Center to bring up MM's menu, and reload from there. Quote Link to comment Share on other sites More sharing options...
Felbourn Posted December 2, 2014 Share Posted December 2, 2014 Isn't RF supposed to override the mass of the tank (unless basemass=-1) and use its own basemass? (for example basemass = 0.000016 * volume etc does an override)I'm seeing that this test below is still including the base mass of the tank AND the extra mass as tank volume is increased or filled. For example, a PART with mass=10 and MODULE ModuleFuelTanks as shown below has a total mass of 10+13000*0.000016+13000*X where X is the additional tank type definition mass per volume.In my part file: MODULE { name = ModuleFuelTanks type = MyTest volume = 13000 }In a tank config file:@TANK_DEFINITION[Default]{ @name = MyTest !TANK[Aerozine50] {} !TANK[MMH] {}// various other lines like these !TANK[MON3] {} !TANK[MON10] {}// all the same} Quote Link to comment Share on other sites More sharing options...
MrHatty Posted December 3, 2014 Share Posted December 3, 2014 (edited) Has anyone by chance started work on compatibility with the Mark IV Space Plane System from Nertea?http://forum.kerbalspaceprogram.com/threads/101699-0-25-Mark-IV-Spaceplane-System-%282-5m-aircraft-fuselage%29 Edited December 3, 2014 by MrHatty Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 3, 2014 Share Posted December 3, 2014 Has anyone by chance started work on compatibility with the Mark IV Space Plane System from Nertea?http://forum.kerbalspaceprogram.com/threads/101699-0-25-Mark-IV-Spaceplane-System-%282-5m-aircraft-fuselage%29Interesting, so it's ready for prime time then is it?I might write up something for it... Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 3, 2014 Author Share Posted December 3, 2014 Felbourn, that confuses me greatly; I've not seen that ever occur before. What part are you adding the module to, and what is the entire (patched) config of the part? Quote Link to comment Share on other sites More sharing options...
Felbourn Posted December 3, 2014 Share Posted December 3, 2014 (edited) Felbourn, that confuses me greatly; I've not seen that ever occur before. What part are you adding the module to, and what is the entire (patched) config of the part?I hope it's not going to be a stupid thing staring me in the face... this is the output of a MM database debug dump, plus some comments I just added.{ name = KW3mtankL4A module = Part author = KW Rocketry rescaleFactor = 1.0 scale = 1.25 node_stack_top = 0.0, 6.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -6.0, 0.0, 0.0, 1.0, 0.0, 3 node_attach = 0.0, 0.0, -1.515, 0.0, 0.0, 0.0, 3 TechRequired = veryHeavyRocketry entryCost = 25920 cost = 51840 category = 0 subcategory = 0 title = Odyssey Short Core Fuel Tank manufacturer = KW Rocketry description = an unpainted 3.75m liquid fuel tank.. attachRules = 1,1,1,1,0 mass = 146.7 // I set this so it would sort properly with my part organizer when sorting by wet mass dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 maxTemp = 1550 crashTolerance = 10 breakingForce = 1500 breakingTorque = 1500 MODEL { model = KWRocketry/Parts/Fuel/KW_Universal_Tanks/KW_Fuel_3mL4A scale = 1.25, 1.25, 1.25 } MODULE { name = ExtendedPartInfo // a module I programmed myself; just adds extra UI to the in-flight part popup } MODULE { name = ModuleFuelTanks type = Odyssey_Core volume = 140000 } MODULE { name = TweakScale type = Scale_Stack defaultScale = 3.75 }}TANK_DEFINITION{ name = Odyssey_Core basemass = 0.000016 * volume TANK { name = LqdOxygen mass = 0.000014 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = -183 loss_rate = 0.00000001 note = (lacks insulation) } TANK { name = Kerosene mass = 0.000012 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 } TANK { name = LqdHydrogen mass = 0.000002 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = -253 loss_rate = 0.00000004 note = (lacks insulation) } TANK { name = NTO mass = 0.000016 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 } TANK { name = UDMH mass = 0.000016 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 }}PARTThe tank shows a mass in the VAB that is correct, but once taken to the launch pad it jumps up by 146.7 tons. Edited December 3, 2014 by Felbourn Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted December 3, 2014 Share Posted December 3, 2014 ...snip...The tank shows a mass in the VAB that is correct, but once taken to the launch pad it jumps up by 146.7 tons.Not that I claim to know much (configs looks ok to me), but if it were me I'd dump TweakScale and see what happens. Betting you've tried that, though.@NathanKell: Just saw on your comment on Felbourn's latest Alexandria vid (awesome vid, BTW!) that RF had solid rocket motor thrust curves. How'd I miss that?!? Checked out RO for some examples, but is there any nice (read: easy) way of creating those key => value pairs? Quote Link to comment Share on other sites More sharing options...
Felbourn Posted December 3, 2014 Share Posted December 3, 2014 (edited) Not that I claim to know much (configs looks ok to me), but if it were me I'd dump TweakScale and see what happens. Betting you've tried that, though.@NathanKell: Just saw on your comment on Felbourn's latest Alexandria vid (awesome vid, BTW!) that RF had solid rocket motor thrust curves. How'd I miss that?!? Checked out RO for some examples, but is there any nice (read: easy) way of creating those key => value pairs?Oh that reminds me.... @NathanKell: I just looked over https://github.com/NathanKell/ModularFuelSystem/blob/master/Source/ModularEngines.cs and it seems like this uses the same code or at least same module as EngineControllerV2? So basically I can just remove that DLL, then.*EDIT* LOL I just looked at the thrust curve for RealismOverhaul\REWORK\RO_FASA_BigG.cfg and I guess I'd have to call that a "flipping the bird" curve. Edited December 3, 2014 by Felbourn Quote Link to comment Share on other sites More sharing options...
Felbourn Posted December 3, 2014 Share Posted December 3, 2014 is there any nice (read: easy) way of creating those key => value pairs?I use Unity to create them for me, and it's easy. If you want, draw a line with any paint program, imgur it for me, and I'll make a curve that matches your desire. Quote Link to comment Share on other sites More sharing options...
Felbourn Posted December 3, 2014 Share Posted December 3, 2014 Not that I claim to know much (configs looks ok to me), but if it were me I'd dump TweakScale and see what happens. Betting you've tried that, though.1. I thought I tried it.2. I thought if I used the tank at its defaultScale then it would not matter anyway since I've only had issues in the past when scale was changed.It is a TweakScale interaction bug of some kind after all, so I must not have tested it enough. I removed the DLL and the tank was correct. I put the DLL back and the basemass was treated as -1 instead of the TANK definition. I was wrong... it appears to be basemass=-1 instead of basemass=old mass + default tank + added tank. At least... that's what it was doing now after several changes during testing.Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.1 v2.5.1.0 aaa_Toolbar v1.0.0.0 ActiveTextureManagement v1.0.0.0 BDAnimationModules v0.0.0.0 CameraTools v0.0.0.0 CITUtil v1.0.0.0 NodeHelper v1.1.0.0 FusTek_Sumghai v1.0.0.0 CrewManifest v0.5.9.0 CrossFeedEnabler v0.3.5393.40022 DeadlyReentry v6.1.5398.39637 DistantObject v0.0.0.0 DMagic v0.8.6.1 EngineThrustController v1.0.0.0 EnhancedNavBall v1.3.3.0 CityLights v1.0.0.0 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 FerramAerospaceResearch v0.14.3.0 ferramGraph v1.3.0.0 Firespitter v7.0.5398.27328 Fusebox v0.0.0.0 HullCamera v0.3.0.0 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5394.34415 ObjectTools v1.0.0.0 Wheels v1.0.0.0 KerbalIspDifficultyScaler v1.4.1.0 HyperEdit v1.2.4.1 KerbCam v0.13.5295.40781 GeodesicGrid v1.0.5363.29417 Kethane v1.0.5393.30221 km_Gimbal_2.0 v1.0.5347.43069 km_Lib v1.0.5350.41027 km_special v0.0.0.0 InfernalRobotics v0.19.0.0 KSPAPIExtensions v1.7.1.2 Scale_Redist v1.0.0.0 KerbalKonstructs v1.0.0.0 DockingPortAlignment v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 NearFutureSolar v1.0.0.0 ORSX v1.0.0.0 PartHighlighter v1.0.0.0 MiniAVC v1.0.2.4 PlanetShine v1.0.5406.35751 ProceduralFairings v0.0.0.0 RCSBuildAid v0.5.1.35131 RCSBuildAidToolbar v0.5.1.35132 RcsSounds v4.2.0.0 RealChute v1.2.5394.42483 RealFuels v0.8.1.33418 RealSolarSystem v0.8.0.0 RemoteTech v1.0.0.0 ResourceOverview v1.0.1.1 SCANsat v1.0.8.0 sceneJumper v0.0.0.0 SelectRoot v0.0.0.0 SimplePartOrganizer v3.0.0.0 SmokeScreen v2.5.0.0 TacFuelBalancer v2.4.1.0 TextureReplacer v1.7.3.22984 TacLifeSupport v0.10.1.0 ToadicusTools v0.0.0.0 Trajectories v0.4.1.0 KerbalAlarmClock v3.0.4.0 KSPAlternateResourcePanel v2.6.0.0 TweakableAnimateGeneric v1.5.5405.25485 TweakableDecouplers v1.5.5405.25482 TweakableDockingNode v1.5.5405.25482 TweakableEVA v1.4.5405.25486 TweakableGimbals v1.5.5405.25484 TweakableIntakes v1.5.5405.25487 TweakableRCS v1.5.5405.25484 TweakableSolarPanels v1.5.5405.25483 TweakableStaging v1.5.5405.25481 Scale v1.44.0.0 TweakScale_RealFuels v0.0.0.0 UbioWeldingLtd v1.0.1.4 Karbonite v1.0.0.0 USITools v1.0.0.0 USI_Converter v1.0.0.0 VesselView v1.0.0.0 VesselViewPlugin v1.0.0.0 VesselViewRPM v1.0.0.0 VVDiscoDisplay v1.0.0.0 VVPartSelector v1.0.0.0 WheelSounds v0.4.0.0Non-DLL mods added: MEPS HotRockets TweakableEverythingMods by directory (sub directories of GameData): 000_Toolbar AerojetKerbodyne AIES_Aerospace BahaSP BoulderCo BoxSat alpha CIT CMES CommunityResourcePack DDSLoader DMagic Orbital Science EnvironmentalVisualEnhancements FASA Habitat Pack HGR HullCameraVDS Interstellar JSI KerbalFoundries KerbalStockLauncherOverhaul Kerbaltek KerbinSide Klockheed_Martian Klockheed_Martian_Special KOSMOS KWRocketry LackMisc LifeSupport LLL MagicSmokeIndustries medsouz ModsByTal MP_Nazari NASAmission NAU NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSpacecraft NEBULA NovaPunch2 Odyssey ResourceOverview_1.0.1.1 SovietPack SPD Squad StationPartsExpansion SurfaceLights Tantares ThunderAerospace TriggerTech TweakScale UmbraSpaceIndustries ViewInternals Quote Link to comment Share on other sites More sharing options...
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