ThorBeorn Posted June 9, 2014 Share Posted June 9, 2014 I want to make a request. Seeing how B9 is about to be updated and the D12 Aerotech expansion is in dev it would be cool with a PP/Stretchy B9 texture. Just something that is black or black with tiles at the bottem and grey at the top with a white stripe in the middle. Link to comment Share on other sites More sharing options...
Master Tao Posted June 9, 2014 Share Posted June 9, 2014 suggestion: procedural adapters, reaction wheel... i was going to ask for batteries but you already did that Have you tried tweaking the shape to cone? That should make adapters for any circular stack components. Link to comment Share on other sites More sharing options...
MKSheppard Posted June 9, 2014 Share Posted June 9, 2014 NathanKell suggested I post a link to my released engine calculator here.http://forum.kerbalspaceprogram.com/threads/81999-Enhanced-Interactive-Rocket-Thrust-Program-%28EIRTP%29Source code is included in C++; so this could be used as a first step for a code base to make procedural liquid rocket engines (PLREs).This was the result of a run to calculate KSP Mainsail parameters:55" Nozzle Inside Exit Diameter:16:1 Expansion RatioRegenerative cooled Metallic Nozzle700 psi chamber pressureSingle Thrust ChamberFuel: LOX/Methane O/F Ratio:3.5 (RD-192)Standard Tech Levels for MachineryOverall Efficiency: Slightly worse than H-1/J-2/RL-10I had some crude engine costing code, but I'm not sure how exactly to define KSP engine costs so far.Suggestions?*************************************************************************** BELL (PARABOLIC) NOZZLE PERFORMANCE DATA (KSP Ready) ***************************************************************************Propellant Data:**************************************************** Oxidizer to Fuel Ratio : 3.50 Oxidizer Density : 0.0011400 (KSP cfg Units) Fuel Density : 0.0004220 (KSP cfg Units)Overall Propellant Density : 0.0008272 (KSP cfg Units)****************************************************PART.CFG information below:// --- editor parameters ---cost = 341.15// --- standard part parameters ---mass = 1.07 // tonnes.// maxTemp = 1,381 // Roughly Equilibrium Temperature// maxTemp = 2,071 // 75% Overheat BarmaxTemp = 1,864 // 95% Overheat BarMODULE{ name = ModuleEngines thrustVectorTransformName = NozzleTransform exhaustDamage = true ignitionThreshold = 0.1 minThrust = 0 maxThrust = 636.55 // kN - sea level // maxThrust = 791.86 // kN - vacuum heatProduction = 291.21 PROPELLANT { name = LqdMethane ratio = 0.44 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.56 }atmosphereCurve { key = 1 252.19 key = 0.9 258.27 key = 0.8 264.41 key = 0.7 270.57 key = 0.6 276.77 key = 0.5 282.93 key = 0.4 289.09 key = 0.3 295.24 key = 0.2 301.39 key = 0.1 307.56 key = 0.05 310.64 key = 0.025 312.18 key = 0.0125 312.95 key = 0.00625 313.33 key = 0 313.72 }} Link to comment Share on other sites More sharing options...
Semmel Posted June 9, 2014 Share Posted June 9, 2014 (edited) Is it just me or does the volume of the procedural tanks doesnt update when I change the size? I deleted the old version of procedural parts and installed the new. When I put a tank under my probe core, I can change the size of the tank according to the tech limitations, but it always stays at 1060 L, no matter how large I make the tank. I use custom tech limits though to make it better fit with RSS, shown below: MODULE { name = ProceduralPart TECHLIMIT { name = start diameterMin = 1.0 diameterMax = 1.5 lengthMin = 1.0 lengthMax = 1.5// Remove dependency on the volume, only limit by shape. volumeMin = 0.001 volumeMax = Infinity } TECHLIMIT { // FL-T400 - 1.25 x 1.87819 m = 2.305 kL // FL-T100 - 1.25 x 0.78125 m = 0.959 kL name = basicRocketry diameterMin = 0.5 diameterMax = 2.0 lengthMin = 0.5 lengthMax = 2.0 } TECHLIMIT { // FL-T800 - 1.25 x 3.75 m = 4.602 kL name = advRocketry diameterMin = 0.2 diameterMax = 3.0 lengthMin = 0.2 lengthMax = 4.0 } TECHLIMIT { // X200-32 - 2.5 x 3.75 m = 18.408 kL name = heavyRocketry diameterMin = 0.1 diameterMax = 5.0 lengthMin = 0.1 lengthMax = 8.0 } TECHLIMIT { // Jumbo-64 - 2.5 x 7.5 m = 36.816 kL name = heavierRocketry diameterMax = 7.0 lengthMax = 16.0 } TECHLIMIT { // Kerbodyne S3-14400 - 3.75 x 7.5 = 82.614kl name = veryHeavyRocketry diameterMax = 10.0 lengthMax = 32.0 } TECHLIMIT { // Not in main sequence. Depends indirectly off basicRocketry only // X200-8 - 2.5 x 0.9375 m = 4.602 kL name = advConstruction diameterMax = 3.0 } TECHLIMIT { // Not in main sequence. Depends indirectly off basicRocketry // Oscar-B - 0.625 x 0.3485474 m = 0.107 kL name = precisionEngineering diameterMin = 0.1 lengthMin = 0.1 } TECHLIMIT { // Make everything unlimited for metaMaterials name = metaMaterials diameterMin = 0.001 diameterMax = Infinity lengthMin = 0.001 lengthMax = Infinity } }Any idea?Edit: Ohh and I tried using the MM script to adjust the sizes by placing the above shown code into the frame posted on the first page for "mycheat.cfg". It had no effect, I was probably doing it wrong but I dont know the proper syntax :/ Edited June 9, 2014 by Semmel Link to comment Share on other sites More sharing options...
Ophiuchus Posted June 9, 2014 Share Posted June 9, 2014 Still getting SRM burn time issues with the updated PP and RF. Problem seems to be that both SRMs want to produce the same thrust eg SRM1 burns for 1 min producing 1 MN, SRM2 will burn for whatever time period is required to produce the same 1MN as the first SRM, rather than the time period specified in VAB for SRM2 Link to comment Share on other sites More sharing options...
Gristle Posted June 10, 2014 Share Posted June 10, 2014 Does the heat shield part REQUIRE DRE? If so can this dependency be disabled? I like equipping my re-entry capsules with heat shields but don't use DRE. Link to comment Share on other sites More sharing options...
OtherBarry Posted June 10, 2014 Share Posted June 10, 2014 Does the heat shield part REQUIRE DRE? If so can this dependency be disabled? I like equipping my re-entry capsules with heat shields but don't use DRE.Currently, yup. It's set to only be visible if you have DRE installed. However, you can change this by removing ':NEEDS[DeadlyReentry]' from the very first line of the heat shield cfg file. Link to comment Share on other sites More sharing options...
swamp_ig Posted June 10, 2014 Author Share Posted June 10, 2014 (edited) Still getting SRM burn time issues with the updated PP and RF. Problem seems to be that both SRMs want to produce the same thrust eg SRM1 burns for 1 min producing 1 MN, SRM2 will burn for whatever time period is required to produce the same 1MN as the first SRM, rather than the time period specified in VAB for SRM2Ahh... have managed to replicate this now. Didn't realize you had RF + PP.Should be fixable...Edit: yep fixed, it was a RF issue. I'm not sure why or how this was working with the old version of RF, because the same bug was present. Looks to me like even StretchySRBs would have had the same issue. Maybe it just wasn't found?NK will no doubt release a bugfix RF version in due course. Edited June 11, 2014 by swamp_ig Link to comment Share on other sites More sharing options...
swamp_ig Posted June 11, 2014 Author Share Posted June 11, 2014 Currently, yup. It's set to only be visible if you have DRE installed. However, you can change this by removing ':NEEDS[DeadlyReentry]' from the very first line of the heat shield cfg file.There's not a lot of point having a heatshield without DRE. If you want a similar shape you can use a structural part. Link to comment Share on other sites More sharing options...
Alfondoo Posted June 13, 2014 Share Posted June 13, 2014 Is it just me or does the volume of the procedural tanks doesnt update when I change the size? I deleted the old version of procedural parts and installed the new. When I put a tank under my probe core, I can change the size of the tank according to the tech limitations, but it always stays at 1060 L, no matter how large I make the tank.I too am having this issue, although with Real Fuels installed...Tried a few different combinations of fixes and no cigar yet. Link to comment Share on other sites More sharing options...
Kitspace Posted June 13, 2014 Share Posted June 13, 2014 HelloI am using the real fuel mod.Why are there no texture options for all the tanks that have something to do with that mod?What can I do with that?Thank you! Link to comment Share on other sites More sharing options...
Subcidal Posted June 14, 2014 Share Posted June 14, 2014 Anybody care to give a quick explanation as to how the techrequired thing works? Trying to customize it for my RSS campaign but i'm not grasping it apparently. Does the RSS modulemanager configuration multiply the values in the part.cfgs by .08? Is there anything else altering it?I want to be able to make size 0.5 from the start technode, right now I can only scale down to 1.128. If I update to heavyRocketry technode I can size it down to 0.944, but there's nothing in the config saying it can go smaller between these nodes. Confused a bit? yes I am. Is there an easier way to do this, or atleast a formula so i can tell how large the sizes will be without winging it?Better yet, Somebody who's already done this with a MM config that i can alter to my needs. Link to comment Share on other sites More sharing options...
swamp_ig Posted June 14, 2014 Author Share Posted June 14, 2014 Anybody care to give a quick explanation as to how the techrequired thing works? Trying to customize it for my RSS campaign but i'm not grasping it apparently. Does the RSS modulemanager configuration multiply the values in the part.cfgs by .08? Is there anything else altering it?The limits on the tanks are there so you can't go too far from what would be available from stock. There's a MM patch in the OP that will alter the size limits with tech levels. The easy way to see where the limits are is just to scale your part down or up to that size. Note that volume is limited as well, so you might find you can make a bigger diameter tank if you make it shorter. RSS scales everything down by 0.8 (including the stock parts), so all the limits are similarly scaled. Given that you might end up with some odd numbers, but it is what it is.If you want to see what the limits are in-game, probably the easiest way is to hit Alt-F12, and go through the part catalog for the part you're interested in. Link to comment Share on other sites More sharing options...
swamp_ig Posted June 14, 2014 Author Share Posted June 14, 2014 I too am having this issue, although with Real Fuels installed...Tried a few different combinations of fixes and no cigar yet.If you're having a problem with not doing anything this is usually because an old version of tweakscale everything is installed. Update it and you'll find it works.Second step is to look at the KSP logs for exceptions. This is called KSP.log in your KSP install dir. If you're still having trouble, upload your KSP log to dropbox or something similar and post a link here and someone will help you. Link to comment Share on other sites More sharing options...
Subcidal Posted June 14, 2014 Share Posted June 14, 2014 Is there a way to simply disable the tech tree resizing? It's a bit of a hassle to mess with, and to be honest i don't really need it. My engine sizes will regulate my tank sizes, which is what i wanted to change it for anyway. Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 14, 2014 Share Posted June 14, 2014 Is there a way to simply disable the tech tree resizing? It's a bit of a hassle to mess with, and to be honest i don't really need it. My engine sizes will regulate my tank sizes, which is what i wanted to change it for anyway.You can start by reading the OP, it's explained there. Link to comment Share on other sites More sharing options...
Subcidal Posted June 14, 2014 Share Posted June 14, 2014 All I want is for the tanks to act like they do in sandbox. The OP only gives a config for making the tech unlocks more generous, not what i said I was looking for. Unless I'm blind I see nothing at all about disabling this feature. Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 14, 2014 Share Posted June 14, 2014 All I want is for the tanks to act like they do in sandbox. The OP only gives a config for making the tech unlocks more generous, not what i said I was looking for. Unless I'm blind I see nothing at all about disabling this feature.That's simple, just look at the last node it unlocks, change the name to "start" and delete every other techlimit entry. Link to comment Share on other sites More sharing options...
Subcidal Posted June 14, 2014 Share Posted June 14, 2014 You would think but it just ends up crashing my game when i click on the part. Touchiest .cfg file i've ever seen. I've tried it a few ways but it just ends up in crashing when loading the part in Career mode, not in sandbox though. Link to comment Share on other sites More sharing options...
Spider0804 Posted June 14, 2014 Share Posted June 14, 2014 I have a problem with the srbs, you can not make them akin to life.Specifically the space shuttle srb, if I make one of real sizeHeight 149.16 feet (45.46 m)Diameter 12.17 feet (3.71 m)The thrust is nowhere near: Thrust 2,800,000 pounds-force (12,000 kN)Infact the max is 8KN which is barely enough to lift it off the pad, it should be able to have much more thrust than that.I am not complaining about burn time to thrust either, I just want more allowable thrust on bigger srbs. Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 14, 2014 Share Posted June 14, 2014 You would think but it just ends up crashing my game when i click on the part. Touchiest .cfg file i've ever seen. I've tried it a few ways but it just ends up in crashing when loading the part in Career mode, not in sandbox though.You need to look in the log to see why, I'd try it myself but I'm on vacation for a while. Link to comment Share on other sites More sharing options...
pellinor Posted June 14, 2014 Share Posted June 14, 2014 When balancing things I often come to a point where I'd like to change the type of a procedural part. In this case make the battery structural and turn one of the structural parts into a battery. To do this I need to tweak two new parts to look like the ones I already have and rebuild pretty much the whole craft. So I thought, wouldn't it make sense to merge all the procedural containers and the structural part into one Part? The nosecone could become another part like this, with all the options in one catalog entry. After all, the different tanks have much more commonalities (the shaping abilities) than differences (the type of resource). What do you think? Link to comment Share on other sites More sharing options...
OtherBarry Posted June 15, 2014 Share Posted June 15, 2014 I have a problem with the srbs, you can not make them akin to life.Specifically the space shuttle srb, if I make one of real sizeDamn, I thought I'd fixed this. Are you using Real Fuels and the Procedural Parts RSS patch? Link to comment Share on other sites More sharing options...
swamp_ig Posted June 15, 2014 Author Share Posted June 15, 2014 When balancing things I often come to a point where I'd like to change the type of a procedural part. In this case make the battery structural and turn one of the structural parts into a battery. To do this I need to tweak two new parts to look like the ones I already have and rebuild pretty much the whole craft. So I thought, wouldn't it make sense to merge all the procedural containers and the structural part into one Part? The nosecone could become another part like this, with all the options in one catalog entry. After all, the different tanks have much more commonalities (the shaping abilities) than differences (the type of resource). What do you think? Would be nice yes, but due to technical reasons this wouldn't work too well. I could go into details but maybe just take it on faith If you really want to find out why, read the last 70 pages of thread Link to comment Share on other sites More sharing options...
Spider0804 Posted June 15, 2014 Share Posted June 15, 2014 (edited) I am not using realistic fuel.SRB 1Height: 45.5 metersWidth: 3.75 metersHeight / Width: 12.13Thrust: 7031 knBurn Time: 168 secondsWeight: 612000 kgTWR: 1.17SRB 2Height: 15.13 metersWidth: 1.25 metersHeight / Width: 12.096Thrust: 781 knBurn Time: 56 secondsWeight: 22657 kgTWR: 3.52Both solid rocker boosters have the same height to width ratio and thrust maxed out but the bigger SRB has much less thrust to weight, barely enough to lift itself.I am just requesting that whatever equation you use be tweaked a bit on the high end to allow a TWR at take off of around 2.On another note the exact copy of the shuttle srb spawns with the nozzle at the top offset to one side, perhaps you could make the exact same dimensions with a max nozzle and surface style srb and see if this happens to you.Edit: It fixed itself after a restart.Reedit: Problem seems to happen after alt tabbing with a procedural srb on the pad then going back to build and launching again, need to restart again to fix it. Edited June 15, 2014 by Spider0804 Link to comment Share on other sites More sharing options...
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