Rioliki Posted May 2, 2014 Share Posted May 2, 2014 I don`t really think that procedural docking ports is good idea. Easy from the viewpoint of standardization: all docking ports have discrete value nodeType = sizeX. Even if there is a realization of fractional values, everyone still would use a limited number of sizes just because docks should fit each other. If so, why not standard? There are too few situations, where non-standard docks are needed.If you do get around to this, please make sure that the procedural docking port can be used as the first part in a craft (needed for subassembly). Right now the big port can't be used as the first part of a craft, but the smaller ones can...I don't really understand that.1 Use any other part as first.2 Attach large dock to it.3 Make your subassembly over dock.4 Save all of subassembly, first part too.5 When need to use this assembly, put it somewhere on craft, detach dock with everything else, delete first part, attach dock with everything else where needed.6 …7 Profit.Also, you could try to save only detached part where dock will be root part. Or just use mods to change root part. Or modify stock large dock so it can be the first part… Link to comment Share on other sites More sharing options...
swamp_ig Posted May 3, 2014 Author Share Posted May 3, 2014 (edited) Another day another release!This version adds: Procedural heat-shields for Deadly Reentry (Thanks to OtherBarry ) Updating the drag model of parts for Ferram Aerospace ResearchNo more features will be added at this stage, Will be going for a 1.0 release at the end of the weekend if noone finds any more major bugs.Please note: If you find things getting a little laggy when using FAR, I can tweak it a bit so it doesn't update the drag model super frequently. Edited May 3, 2014 by swamp_ig Link to comment Share on other sites More sharing options...
Azimech Posted May 3, 2014 Share Posted May 3, 2014 (edited) Great, thanks for the update! Is it possible to have the drag model update as a variable in a config file? My pc can handle it, my laptop struggles with everything (haven't tested yet).I don`t really think that procedural docking ports is good idea. Easy from the viewpoint of standardization: all docking ports have discrete value nodeType = sizeX. Even if there is a realization of fractional values, everyone still would use a limited number of sizes just because docks should fit each other. If so, why not standard? There are too few situations, where non-standard docks are needed.Indeed. Maybe just scale the sr. docking port to a 3.75 & 5m variant in the part.cfg. Edited May 3, 2014 by Azimech Link to comment Share on other sites More sharing options...
swamp_ig Posted May 3, 2014 Author Share Posted May 3, 2014 Is it possible to have the drag model update as a variable in a config file? My pc can handle it, my laptop struggles with everything (haven't tested yet).Test it and see if it's an issue. If it is I'll fix it. It's Certified as Works For Me Link to comment Share on other sites More sharing options...
John FX Posted May 3, 2014 Share Posted May 3, 2014 Been lurking for a while waiting for the number of bug reports to reduce to an amount that will encourage me to upgrade from stretchy tanks.Considered stretchy SRB as it has now got to a final version so no more changes but with 0.24 looming no more changes might not be a good thing so i reconsidered...If you are getting near 1.0 I`ll try this again. Link to comment Share on other sites More sharing options...
Julexus Quandem Posted May 3, 2014 Share Posted May 3, 2014 I'm having an issue which appears to be related to "utilization". When I first attach a tank it has a utilization of 1%. I increase this to 100% and nothing happens, however if I then change the shape of the tank from and then back to cylinder, the tank will then hold what I assume is a correct amount for a utilization of 100%. However, on re-loading the craft the utilization is 100% still, but the tank is only holding 1% of the fuel and I have to reshape the tank again for it to be correct. I've tried this as well with a very minimal RO/RSS install to check it wasn't another mod causing this. Link to comment Share on other sites More sharing options...
power5000 Posted May 3, 2014 Share Posted May 3, 2014 Hello I'm having issues with the SRB over heating it seems that is generates far more heat than it diffuses.... any answers? Link to comment Share on other sites More sharing options...
Spooks Posted May 3, 2014 Share Posted May 3, 2014 i use RCC mods and if i make a tank 1,250 meter bij 1,750 meter it only give me 8.550 tings of feul ( smal normal tank 1,250 meter bij 1,750 have 162 tings of feul )and 10 meter bij 10 meter only give me 3000 tings of feulany tips how i can fix it ? Link to comment Share on other sites More sharing options...
mikebell Posted May 4, 2014 Share Posted May 4, 2014 I'm having an issue which appears to be related to "utilization". When I first attach a tank it has a utilization of 1%. I increase this to 100% and nothing happens, however if I then change the shape of the tank from and then back to cylinder, the tank will then hold what I assume is a correct amount for a utilization of 100%. However, on re-loading the craft the utilization is 100% still, but the tank is only holding 1% of the fuel and I have to reshape the tank again for it to be correct. I've tried this as well with a very minimal RO/RSS install to check it wasn't another mod causing this.I'm also having this problem with the latest update. Also I'm having more issues than normal with my rocket falling apart, though that started before I upgraded from 0.9.5 to 0.9.7 - I thought I'd upgrade to see if that helped, but it didn't seem to.Finally, if you set an SRB to less than 100% fuel, it loses that setting on reload. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 4, 2014 Author Share Posted May 4, 2014 (edited) Hello I'm having issues with the SRB over heating it seems that is generates far more heat than it diffuses.... any answers?There is a trade-off with SRBs, the equation for heat is: heatProduction = heatPerThrust * Sqrt(thrust) / (1 + part.mass)If you have a very large amount of thrust, but your part mass is small, (short, wide rockets with big bells) then you'll get overheats. If the heat production in the VAB shows much over 650 then you'll be in troubleThere's a few options: Don't use so much thrust Make your part bigger so that it can absorb more heat for the same thrust You can cheat and attach some science parts to the side of the rocket. These will absorb heat due to KSPs daft heat model You can edit heatPerThrust to some lower value in the ProceduralSRB MODULE in the SRB PART config. This won't affect ships already launched You can specify useOldHeatEquation=true in the PART config, this is much more generous. Again this won't affect ships already launched.Finally, if you set an SRB to less than 100% fuel, it loses that setting on reload.Why would you do that? Seems daft to have a partially empty SRB to me!I'm having an issue which appears to be related to "utilization". Will fix shortly Edited May 4, 2014 by swamp_ig Link to comment Share on other sites More sharing options...
swamp_ig Posted May 4, 2014 Author Share Posted May 4, 2014 ...and done. New release 0.9.8 Here Link to comment Share on other sites More sharing options...
AlyxMS Posted May 4, 2014 Share Posted May 4, 2014 Woah that's quick.Just updated to 0.9.7 and found out that my saved ships are broken.Got back on forum, 0.9.8 is out! And the bug is gone!Good job.Any planning on procedural radial decouplers?I've got so many mods installed but I'm stuck with the stock radial decouplers. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 4, 2014 Author Share Posted May 4, 2014 Woah that's quick.Just updated to 0.9.7 and found out that my saved ships are broken.Got back on forum, 0.9.8 is out! And the bug is gone!Good job.That's probably more down to the updated module manager that I've also been working on.Any planning on procedural radial decouplers?I've got so many mods installed but I'm stuck with the stock radial decouplers.One day. This is essentially awaiting extrudes. Link to comment Share on other sites More sharing options...
mikebell Posted May 4, 2014 Share Posted May 4, 2014 Why would you do that? Seems daft to have a partially empty SRB to me! Sometimes the engineers at KSC have a few beers and come up with a crazy design for a rcoket stage. Jeb was going to fire them for being under the influence while on duty, but they ended up making a bet that their rocket could get him to the moon, and Jeb hasn't been seen since... What I was trying to do here was use an SRB core with liquid "booster" engines around it. Originally I had a liquid engine in the middle, but I got fuel crossfeed issues. To match the burn time I tried just reducing the amount of fuel in the SRB and hit this - I agree there are more sensible enginering solutions than that though Link to comment Share on other sites More sharing options...
mikebell Posted May 4, 2014 Share Posted May 4, 2014 Latest version looks good But ModuleManage 2.0.9 seems to have problems with Realism Overhaul - the parts weren't resized. On load the number of patches found was down by ~80, so presumably it just somehow failed to load the config files?Going back to Moduel Manager 2.0.7 seems to work OK. Link to comment Share on other sites More sharing options...
OtherBarry Posted May 4, 2014 Share Posted May 4, 2014 Latest version looks good But ModuleManage 2.0.9 seems to have problems...Module Manager 2.0.10 just came out. Try that and see if it works. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 4, 2014 Author Share Posted May 4, 2014 Here's a link for module manager 2.1.0 Link to comment Share on other sites More sharing options...
lajoswinkler Posted May 4, 2014 Share Posted May 4, 2014 (edited) I'll stick with the older version for now. This one broke a lot of my orbiting stuff.edit - yeah, after restoring the older version, the broken stuff didn't come back. So I guess I'll install the new version. Edited May 4, 2014 by lajoswinkler Link to comment Share on other sites More sharing options...
power5000 Posted May 4, 2014 Share Posted May 4, 2014 (edited) Okay thank you very much I figured it was something like that after I made a new rocket with bigger srbs and it didn't over heat =) and thank you for the equation I'll add it to my worksheet of many equations to prevent further accidents xDEdit: So I was testing this and I can't figure the formula out for some reason... soheat production = heat per thrust * Sqrt(thrust) / (1 + Mass)heat per thrust = 40thrust = 250mass = 5.27HP=40*sqrt(250)/(1+5.27)HP=40*15.81/6.27HP=40*2.52HP=100.8so I'm missing something correct? Edited May 4, 2014 by power5000 Link to comment Share on other sites More sharing options...
White Owl Posted May 4, 2014 Share Posted May 4, 2014 I'll stick with the older version for now. This one broke a lot of my orbiting stuff.edit - yeah, after restoring the older version, the broken stuff didn't come back. So I guess I'll install the new version.Yeah. I had several engines on orbiting craft configured to run on LH and LOX. I updated, and now they're set to the default Kerosene and LOX. Don't panic, I tell myself. There's a reason I back up old previous versions of mods and savefiles.So I roll back this mod, roll back ModuleManager, restore my saved persistent file... and the engines are still broken. Help. How can I get my engines back? Link to comment Share on other sites More sharing options...
TomatoSoup Posted May 4, 2014 Share Posted May 4, 2014 (edited) Yeah. I had several engines on orbiting craft configured to run on LH and LOX. I updated, and now they're set to the default Kerosene and LOX. Don't panic, I tell myself. There's a reason I back up old previous versions of mods and savefiles.So I roll back this mod, roll back ModuleManager, restore my saved persistent file... and the engines are still broken. Help. How can I get my engines back?Likewise. I updated and RealFuels isn't working at all for me.I should note, however, that when it broke I had about a hundred less Module Manager patches. I updated to Module Manager 2.1.0 as suggested earlier in the thread and I'm back to my normal number of patches (773) and the engines seem to be back to normal. Edited May 4, 2014 by TomatoSoup Link to comment Share on other sites More sharing options...
swamp_ig Posted May 5, 2014 Author Share Posted May 5, 2014 Yeh you need the updated MM.2.0.9 which is included in the download will break things, you'll need to update to 2.1.0The PP code itself is good. Link to comment Share on other sites More sharing options...
power5000 Posted May 5, 2014 Share Posted May 5, 2014 So I was testing this and I can't figure the formula out for some reason... soheat production = heat per thrust * Sqrt(thrust) / (1 + Mass)heat per thrust = 40thrust = 250mass = 5.27HP=40*sqrt(250)/(1+5.27)HP=40*15.81/6.27HP=40*2.52HP=100.8so I'm missing something correct? Link to comment Share on other sites More sharing options...
White Owl Posted May 5, 2014 Share Posted May 5, 2014 Yeh you need the updated MM.2.0.9 which is included in the download will break things, you'll need to update to 2.1.0The PP code itself is good.Okay, maybe this is the wrong place to report it. But MM 2.1.0 broke my vessel in orbit, and it stays broken even after rolling back to versions that previously worked. Both the RF engine config and the custom textures on PP tanks reverted to default. It isn't a tragedy. This wasn't a multi-year exploratory ship or anything outrageous like that, so it can all be replaced easily enough. I thought you might need to know. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 5, 2014 Author Share Posted May 5, 2014 (edited) Okay, maybe this is the wrong place to report it. But MM 2.1.0 broke my vessel in orbit, and it stays broken even after rolling back to versions that previously worked. Both the RF engine config and the custom textures on PP tanks reverted to default. It isn't a tragedy. This wasn't a multi-year exploratory ship or anything outrageous like that, so it can all be replaced easily enough. I thought you might need to know.Have you got a .craft for the ship prior to the issue? Or a save game? If so, load it up and then post the log and I can have a look and see what needs to happen.Did you resave the ship once it had appeared? Once you've done that you're stuffed... KSP isn't very flexible with regards to adding modules to parts, which is what a lot of MM patches and other mods need to do to get the functionality you need. Edited May 5, 2014 by swamp_ig Link to comment Share on other sites More sharing options...
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