Jump to content

Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]


Raptor831

Recommended Posts

Sorry, I only meant using electricity for Balloon tanks. I was under the impression that they need to be repressurized to account for fuel usage, otherwise they collapse. But yeah, non surface attachable sounds like a good idea. How do I do that? Just remove the node_attach entry?

You're right about starting a new thread, I'll probably do it on sunday or monday, when I hope to finish this.

Link to comment
Share on other sites

Sorry, I only meant using electricity for Balloon tanks. I was under the impression that they need to be repressurized to account for fuel usage, otherwise they collapse. But yeah, non surface attachable sounds like a good idea. How do I do that? Just remove the node_attach entry?

You're right about starting a new thread, I'll probably do it on sunday or monday, when I hope to finish this.

I was only using the cryo tanks as an example. :) But yeah, tried to read up on balloon tanks, and I can safely say I have no idea. Other than the need to keep them pressurized, I don't know how that happens. But, to require some kind of electricity or something, you'd probably have to write a plugin.

Surface attachment is much easier. You are correct (mostly), you just need to switch the flag in the attach line of the config. Here's the line in the config:


// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

Change the 4th "1" to a "0" and you'll disallow surface attachment on the part. If you split the tanks into separate parts, this becomes pretty easy to do within MM, just


...
@attachRules = 1,1,1,0,0
...

This with cost differences and lower crash tolerance make the ballon tank something to make an actual decision about, which I believe is the point of this RF/Stockalike style of play. "I'm not a rocket scientist, but I did make the same engineering decisions they do playing KSP last evening."

But yes, if you make a new thread please link it here so we can all follow it! :)

Link to comment
Share on other sites

I'm actually not using KOSMOS at the moment either! But, I looked at the file and I can see a couple of things.

You have the :AFTER[RealFuels_StockEngines]:Final for the config. I don't think that'll break, but you should only be using one "pass" on your configs. You should either use :NEEDS[RealFuels_StockEngines]:Final or just :AFTER[RealFuels_StockEngines].

Second, the ModuleEngineConfigs node will break the way you have it written. You've changed the actual MODULE type and not the default configuration. Change the @name to @configuration and you should be fine, like this:


@MODULE[ModuleEngineConfigs]
{
@configuration=Kerosene+LqdOxygen
!CONFIG[Syntin*] {}

}

I'll have to check out the rest once I get to playing!

Link to comment
Share on other sites

Thanks, updated. Now, if only Kosmos were updated to KSP 0.90 I could actually check it :D

As far as I know, KOSMOS still works in 0.90, they're just parts. Unless they require a plugin that hasn't been updated that I don't recall. Either way, there's probably something about it in their thread. I just saw CBBP post some new parts they've been working on, so it's still active.

Link to comment
Share on other sites

karamazovnew: Love what you're doing!

Now, some notes:

Everything old is new again! Originally there were separate proc parts for each type, but then we went to "one part, one part only" because woo procedural. But as you found out, it's very hard to balance things that way unless you do more coding for RF (or proc parts) to change other part stats on type change.

Regarding baseCost: it works like basemass, so you can also do baseCost = 10 * volume to get a per-volume basecost in a tank definition.

Balloon tanks should be more expensive: there's less material, but it's machined to a much higher standard and it must be watched like a hawk; you can't just leave one lying around untended or it may spring a leak and collapse under its own weight. And yes, in real life balloon tanks are generally too weak to mount solid boosters on (Atlas IIAS is an exception) but in KSP that also prevents you from adding verniers, RCS, antennas, etc., which is probably a net minus to realism and to fun, so...alas. But if you think that's worth the trade, go with it!

Regarding pressurization: in flight all tanks, no matter what, are kept pressurized (yes, even 'Default' and 'Cryo'--though those only to about 2atm of pressure, compared to up to a hundred for a ServiceModule tank, say). But when tanks are just sittin' in a shed, minding their own business, only balloon tanks need to be kept pressurized even then; the reason other tanks are kept pressurized is to make feeding the engine easier, not because they'll collapse without it!

Link to comment
Share on other sites

snip

I've been playing with the actual finished mod (give it a shot here), and I kind-of like it how it is now. I'm playing Hard Career with Kerbal Construction Time and KIDS set at 0.81 isp multipliers (and 100 other mods, as I play IVA only). So far I'm making money, but just. But it did teach me to take full advantage of every tank type and fuels (my 4500dV (that's 5500 stock) 18 ton 30 part craft uses 3 types of fuel so... talk about choice).

- Balloon: used almost everywhere where I can fit them. The reduced weight makes all the difference. In the first stage I use them if I can afford the cost. Maybe I should make them a tad more expensive.

- Default: used everywhere where I need to attach something on the first stage (fins, clamps, boosters). I've never used it in payload (so far).

- Cryo: not so far, I think Hydrolox in orbit is not worth it on 1.25 diam tanks. The rockets get ridiculously long. Should be ok once I unlock the larger sizes.

- Service: the ace in the sleeve. Used on every stage to cheat Engine Igniter (because it cheats me first). Just short (very short) tanks used for ignite. Worth it. Now I don't need to spam the button and I can let the Interstage Fairings (I never use engine shrouds) detach nicely. On payloads, the Service tank usually ends up in the middle of the craft, just after the science bits. It's indented to allow fitting of panels and antennas, RCS and whatever, so that the entire shabang can fit in an interstage Fairing (Orion style). Has all the battery and life support I need, plus just about all the fuel I can still fit in it. Next to the orbital Engine usually sits a much bigger balloon tank. Love it. Now my craft look absolutely fantastic. Struts can still be attached to Balloon tanks by the way.

Only thing pissing me off right now is the limited number of parts I can use. It pains me even more now that I get so many ideas.

Link to comment
Share on other sites

@karamazovnew I kind of feel using multiple tanks per stage it a bit of an exploit. Or at least under my house rules! :wink: I guess if you're willing to deal with the complexity and/or costs involved, that's all part of the game. I'm on the fence again about balloon tanks not having surface attach. I mean, not being able to mount RCS, solar parts, etc just seems excessively restrictive. Maybe bump the cost a bit and remove that restriction. Your call though.

@NathanKell I never really liked the "One Tank To Rule Them All" idea of Proc Parts. I kind of like the "organization" of having a few different parts, each for their own purpose. But, I'm probably not the average KSP player. :)

Link to comment
Share on other sites

  • 4 weeks later...

Ahoy there!

My bug crunching saga has lead me here... With a rather icky bug to report. Real Fuels 9.0 + Stockalike Engine Configs + ModuleManager >2.5.9 leads to KSP not loading. Full logs are found here, which hopefully may be of some use.

Real Fuels 8.4 + Stockalike + ModuleManager 2.5.13 also leads to a stoppage of the loading process. 8.4 + SaL + 2.5.9 leads to success however.

If you need, there were some variants on the errors generated depending on the combination of versions in place. I can generate logs for each, if it would help. Thanks much, for any ideas you might have, and for the configs; they make working in 6.4x a sane enterprise :)

Link to comment
Share on other sites

The latest stuff on GitHub should take care of the MM issues. Download the source files (not the release). SpaceHungryMan was on top of that, and I've accepted his pull request. I'll make a proper release soon. Sorry I've been a bit incognito lately, RL is a bit busy lately. I haven't left, though. :)

Edited by Raptor831
Clarity
Link to comment
Share on other sites

The latest stuff on GitHub should take care of the MM issues. Download the source files (not the release). SpaceHungryMan was on top of that, and I've accepted his pull request. I'll make a proper release soon. Sorry I've been a bit incognito lately, RL is a bit busy lately. I haven't left, though. :)

Not to worry! Looked at the github changes, they look fun! And I understand; RL is a zoo here as well, don't know why I was debugging ksp in the first place :P

Link to comment
Share on other sites

For some reason I am having issues with MM getting stuck after running :final. It gets stuck on the trimodal NTR. I will post all relevant logs after I upload them. I am running linux x64 with everything updated. Just wanted to post to see if anyone else has had an issue.

Configs for Roverdudes Sounding Rockets

@PART[SR_Rocket03]:FOR[RealFuels_StockEngines] //{

@mass = 0.25
@cost = 107
%entryCost = 535
@maxTemp = 1800


@MODULE[ModuleEngine*]
{
@maxThrust = 125
@heatProduction = 321
@atmosphereCurve
{
@key,0 = 0 220
@key,1 = 1 200
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
PROPELLANT
{
name = SolidFuel
ratio = 100.000000
DrawGauge = True

}

}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 1
origTechLevel = 1
engineType = S
origMass = 0.25
configuration = SolidFuel
modded = false

CONFIG
{
name = SolidFuel
maxThrust = 125
heatProduction = 321
PROPELLANT
{
name = SolidFuel
ratio = 100
DrawGauge = True

}
IspSL = 1.0000
IspV = 1.0000
throttle = 0



}
}


!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
!RESOURCE[MonoPropellant] {}
!RESOURCE[SolidFuel] {}
!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
basemass = -1
volume = 150
type = Solid
// dedicated = false
TANK
{
name = SolidFuel
amount = full
maxAmount = 100.000000%
}

}


}


@PART[SR_Rocket02]:FOR[RealFuels_StockEngines] //
{

@mass = 0.063
@cost = 83
%entryCost = 415
@maxTemp = 1800


@MODULE[ModuleEngine*]
{
@maxThrust = 35
@heatProduction = 334
@atmosphereCurve
{
@key,0 = 0 220
@key,1 = 1 200
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
%PROPELLANT
{
%name = SolidFuel
%ratio = 100.000000
%DrawGauge = True

}

}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 1
origTechLevel = 1
engineType = S
origMass = 0.063
configuration = SolidFuel
modded = false

CONFIG
{
name = SolidFuel
maxThrust = 35
heatProduction = 334
PROPELLANT
{
name = SolidFuel
ratio = 100.000000
DrawGauge = True

}
IspSL = 1.0000
IspV = 1.0000
throttle = 0



}
}


!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
!RESOURCE[MonoPropellant] {}
!RESOURCE[SolidFuel] {}
!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
basemass = -1
volume = 30
type = Solid
// dedicated = false
TANK
{
name = SolidFuel
amount = full
maxAmount = 100.000000%
}

}


}

@PART[SR_Rocket01]:FOR[RealFuels_StockEngines] //
{

@mass = 0.033
@cost = 79
%entryCost = 395
@maxTemp = 1800


@MODULE[ModuleEngine*]
{
@maxThrust = 20
@heatProduction = 336
@atmosphereCurve
{
@key,0 = 0 220
@key,1 = 1 200
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
%PROPELLANT
{
%name = SolidFuel
%ratio = 100.000000
%DrawGauge = True

}

}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 1
origTechLevel = 1
engineType = S
origMass = 0.033
configuration = SolidFuel
modded = false

CONFIG
{
name = SolidFuel
maxThrust = 20
heatProduction = 336
%PROPELLANT
{
%name = SolidFuel
%ratio = 100.000000
%DrawGauge = True

}
IspSL = 1.0000
IspV = 1.0000
throttle = 0



}
}


!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
!RESOURCE[MonoPropellant] {}
!RESOURCE[SolidFuel] {}
!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
basemass = -1
volume = 16
type = Solid
// dedicated = false
TANK
{
name = SolidFuel
amount = full
maxAmount = 100.000000%
}

}


}


@PART[SR_Adapter]:FOR[RealFuels_StockEngines] //
{

@mass = 0.001
@cost = 81
%entryCost = 405
@maxTemp = 1800


@MODULE[ModuleEngine*]
{
@maxThrust = 125
@heatProduction = 374
@atmosphereCurve
{
@key,0 = 0 220
@key,1 = 1 200
}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
!PROPELLANT[MonoPropellant] {}
%PROPELLANT
{
%name = SolidFuel
%ratio = 100.000000
%DrawGauge = True

}

}

MODULE
{
name = ModuleEngineConfigs
type = ModuleEngines
techLevel = 0
origTechLevel = 0
engineType = S
origMass = 0.001
configuration = SolidFuel
modded = false

CONFIG
{
name = SolidFuel
maxThrust = 125
heatProduction = 374
PROPELLANT
{
name = SolidFuel
ratio = 100
DrawGauge = True

}
IspSL = 1.0000
IspV = 1.0000
throttle =



}
}


!RESOURCE[LiquidFuel] {}
!RESOURCE[Oxidizer] {}
!RESOURCE[MonoPropellant] {}
!RESOURCE[SolidFuel] {}
!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
basemass = -1
volume = 1
type = Solid
// dedicated = false
TANK
{
name = SolidFuel
amount = full
maxAmount = 100.000000%
}

}


}

Edited by Svm420
Link to comment
Share on other sites

I'm bombing at the same point on the trimodal NTR, but without Ven's revamp. debugging now, but this is with the latest source download off github. Will report back with any results. It blows up in the part loader stage of the operation. Last error snippet is

Cannot find a PartModule of typename 'ModuleEngineIgnitor'

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[SmokeScreen ModelMultiParticlePersistFX] OnDestroy

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[SmokeScreen ModelMultiParticlePersistFX] OnDestroy

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

PartLoader: Compiling Part 'Squad/Parts/Engine/liquidEngineLV-N/liquidEngineLV-N/nuclearEngine-trimodal'

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Added sound_rocket_hard to FXGroup running

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Cannot find module 'ModuleEngines' (1856740933)

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
at RealFuels.ModuleEngineConfigs.TLTInfo () [0x00000] in <filename unknown>:0
at RealFuels.ModuleEngineConfigs.GetInfo () [0x00000] in <filename unknown>:0
at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0
at PartLoader.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at ModuleJettison.OnStart (StartState state) [0x00000] in <filename unknown>:0
at Part.ModulesOnStart () [0x00000] in <filename unknown>:0
at Part+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Snacks - FixedUpdate: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0
at Snacks.SnackController.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
at RealFuels.ModuleEngineConfigs.SetThrust () [0x00000] in <filename unknown>:0
at RealFuels.ModuleHybridEngine.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Snacks - FixedUpdate: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0
at Snacks.SnackController.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: /Applications/buildAgent/work/d63dfc6385190b60/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
at RealFuels.ModuleEngineConfigs.SetThrust () [0x00000] in <filename unknown>:0
at RealFuels.ModuleHybridEngine.FixedUpdate () [0x00000] in <filename unknown>:0

From then, it just repeats until killed. I'll try different combinations of addon versions, but i'm scratching my head at this point.

EDIT: Found the culprit , but i'm not sure what to do with him. Commenting out (renaming extension) Squad_NTR_modularengines.cfg solves the problem. Any ideas?

EDIT EDIT: Fixed the culprit. Renaming the front of that file so it makes a 'different' part, (i.e., +PART[nuclearEngineT] vs +PART[nuclearEngine]) fixes the problem. I think it must be a change in modulemanager and its loading order. Best guess is its trying to apply both patches at once and freaks out? *shrug* I bet its as simple as that, but i'm not sure what condition to apply to the NTR file so it goes in the right order.

Edited by komodo
Link to comment
Share on other sites

Here took me till 5am last night loads perfectly and I ahve it set up like the lanrt engine from AA so I hope everything will work. I play career so I wont be testing the engine for sometime so try it and let me know.

+PART[nuclearEngine]:FOR[RealFuels_StockEngines]{
@name = nuclearEngine-trimodal
@author = NovaSilisko, Starwaster
@title = LV-N Atomic Rocket Motor, trimodal


@description = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly. This one can inject LOX into the nozzle stream to increase thrust at the expense of fuel efficiency.










MODULE
{
name = MultiModeEngine
primaryEngineID = Regular
secondaryEngineID = Afterburner
}


@MODULE[ModuleEngines*]
{
PROPELLANT
{
name = LqdHydrogen
ratio = 100.000000
flowMode = STACK_PRIORITY_SEARCH
DrawGauge = true
}
!PROPELLANT[Kerosene] {}
!PROPELLANT[LqdOxygen] {}
!PROPELLANT[LiquidFuel] {}
!PROPELLANT[Oxidizer] {}
%engineID = Regular
@minThrust = 0
@maxThrust = 111.2
!atmosphereCurve{}
atmosphereCurve
{
key,0 = 0 925
key,1 = 1 556
}
}

MODULE
{
name = ModuleEnginesFX
engineID = Afterburner
directThrottleEffectName = powerflame
runningEffectName = powersmoke
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 303.9466
heatProduction = 325
fxOffset = 0, 0, 1.0
PROPELLANT
{
name = LqdHydrogen
ratio = 16.10444601270289
DrawGauge = True
%flowMode = STACK_PRIORITY_SEARCH
}
PROPELLANT
{
name = LqdOxygen
ratio = 3.0
DrawGauge = True
%flowMode = STACK_PRIORITY_SEARCH
}
PROPELLANT
{
name = U235Rods
ratio = 0.00000000001
}
atmosphereCurve
{
key = 0 642
key = 1 386
}
}
!MODULE[ModuleEngineConfigs],*{}
MODULE
{
name = ModuleAlternator
OUTPUT_RESOURCE
{
name = U235Rods
rate = -0.0000000005
}
OUTPUT_RESOURCE
{
name = DepU235Rods
rate = 0.0000000005
}
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 3.0
}
}
MODULE
{
name = ModuleGenerator
//resourceThreshold = 0
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 1.5
}
OUTPUT_RESOURCE
{
name = DepU235Rods
rate = 0.0000000005
}
INPUT_RESOURCE
{
name = U235Rods
rate = 0.0000000005
}
}
RESOURCE
{
name = U235Rods
amount = 5
maxAmount = 5
}
RESOURCE
{
name = DepU235Rods
amount = 0
maxAmount = 5
}
MODULE
{
name = ModuleHybridEngine
type = ModuleEnginesFX
configuration = Hydrogen
techLevel = 5
origTechLevel = 5
maxTechLevel = 8
engineType = N
origMass = 6.8
CONFIG
{
name = Hydrogen
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 111.2
heatProduction = 300
fxOffset = 0, 0, 1.0
PROPELLANT
{
name = LqdHydrogen
ratio = 1.0
DrawGauge = True
%flowMode = STACK_PRIORITY_SEARCH
}
PROPELLANT
{
name = U235Rods
ratio = 0.00000000001
}
atmosphereCurve
{
key = 0 925
key = 1 556
}
IspSL = 1.016483516483516
IspV = 1.016483516483516
}
CONFIG
{
name = LqdHydrogen+LqdOxygen
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 303.9466
heatProduction = 325
fxOffset = 0, 0, 1.0
// Assuming LOX / H2 ratio of 3-1 (mass)
// 0.6941 Isp
// volume ratio conversion
// 1.141 kg LOX (1L) x3
//
// 1.141 kg LH2 (16.10444601270289L)
// mixture ratio by mass:
// = 0.003423 kg O2
// = 0.001141 H2
PROPELLANT
{
name = LqdHydrogen
ratio = 16.10444601270289
DrawGauge = True
%flowMode = STACK_PRIORITY_SEARCH
}
PROPELLANT
{
name = LqdOxygen
ratio = 3.0
DrawGauge = False
%flowMode = STACK_PRIORITY_SEARCH
}
PROPELLANT
{
name = U235Rods
ratio = 0.00000000001
}
atmosphereCurve
{
key = 0 642
key = 1 386
}
IspSL = 0.6941
IspV = 0.6941
}
}
}

Edited by Svm420
Link to comment
Share on other sites

That and

[COLOR=#333333]type = ModuleEnginesFX

otherwise I believe the .dll is looking for moduleengines not finding it and throwing all the errors. Please test the engine and let me know that it does run correctly. I didn't even make the dang thing, but at this point I want to know my efforts bear fruit.

Link to comment
Share on other sites

  • 2 weeks later...

I've updated the release on GitHub. The new changes should pretty much just be housecleaning for the last .90 versions of RF and such. Can't guarantee what will happen with KSP 1.0, so be warned.

Also, this has been a stockalike conversion for KSP engines, but now with 1.0 all the engines got a rebalance to go with the new aero model (which looks good, btw). I'm not liking the prospect of rescaling the engines all over again, so at this point I'm planning on leaving the engines as they are to match with a 6.4x style play. Honestly, if you were playing on stock-sized Kerbin before it looks like the only thing missing from RF is just the fuel types. Thrust varies with Isp now, and you can do multimode stuff with stock KSP. If you get the Community Resource Project installed, you'll have RF fuels anyway. I'd like to hear any thoughts you all have.

Link to comment
Share on other sites

I think it is a bit mad to rerebalance the engines for 1.0. I would take a wait and see approach to see how 1.0 and 6.4x scale together, whenever 6.4/rss come up to speed. It's partly the new stats that enable the 6.4 goodness, but the altered masses as well. We'll have to see how squad has balanced things out, I think.

*resumes watching ksp tv for more tidbits :D )

Link to comment
Share on other sites

I've updated the release on GitHub. The new changes should pretty much just be housecleaning for the last .90 versions of RF and such. Can't guarantee what will happen with KSP 1.0, so be warned.

Also, this has been a stockalike conversion for KSP engines, but now with 1.0 all the engines got a rebalance to go with the new aero model (which looks good, btw). I'm not liking the prospect of rescaling the engines all over again, so at this point I'm planning on leaving the engines as they are to match with a 6.4x style play. Honestly, if you were playing on stock-sized Kerbin before it looks like the only thing missing from RF is just the fuel types. Thrust varies with Isp now, and you can do multimode stuff with stock KSP. If you get the Community Resource Project installed, you'll have RF fuels anyway. I'd like to hear any thoughts you all have.

This sounds good to me (disclaimer: I play with 6.4 scale). I haven't seen many of the new Isp ratings for the stock engines, but I would keep the ratings somewhat realistic. The new SRB (Flea?) could be based on the old RT10. 1.0 Isp multipliers (or maybe slightly less), but with a starting Tech Level of 0. If anyone wants them to more closely match stock, they can use the "useRealisticMass = false" Real Fules setting, and decrease the Isp for all engines using KIDS.

Link to comment
Share on other sites

  • 2 weeks later...

UPDATE: I haven't disappeared entirely, yet. :)

I've been kind of taking a break from KSP and playing WarThunder (which you should check out if you haven't). Kinda fun to blow stuff up on purpose for a change. And also, my computer started to choke on all the mods I had installed, since I only had 4GB of RAM. Couldn't even hit the KSP RAM limit!

But the computer has some shiny new RAM sticks, so I should be able to play more than 45 minutes without a crash/game restart now. Once RealFuels and RSS (or Kopernicus???) get updated for 1.0.x I'll start working this out for the new version. Assuming RF doesn't change much, it won't need "fixing" really. CRP may require a few resource name changes, but honestly even that is relatively easy/minor. For now, I'd stick with .90 if you need to have RF/Stockalike. Which most of you probably already knew...

In the meantime, I might actually play a stock KSP for once. :wink:

Link to comment
Share on other sites

  • 2 weeks later...

Wanted to post about this post by NK about RF 10.0.

TL;DR; There are major changes to RF coming, starting with 10.0.

What that means for Stockalike is that eventually the configs will be much different than they are now (read: lots of work!). Currently, the biggest change is a new engine module (ModuleEngineSolver), but it looks like the foundation is being laid for some more complex work down the road.

It does look really exciting for the future of RF. The post talks about ullage simulation, Isp calculated by the chamber pressure/nozzle/cycle/mixture (i.e. not defined in the .cfg file). The code also looks like it'll deal with some heating mechanics, potentially some atmospheric effects, and possibly add in ignition mechanics similar to Engine Ignitor. Do note this is conjecture on my part, so I could be wrong. :wink: And these are future things as well. But it looks coolTM. :cool:

Link to comment
Share on other sites

Ok, an RF v10 pre-release is up on its thread. I've pushed a hotfix that should make the resources compatible with CRP v4+ and RF v10+. If you find anything I missed, let me know. Do note, this makes the latest release of RFStockalike RF v10+ only.

I'm planning a proper update to a Stockalike v3, but that'll take some time as the resources changed a bit and I want to see what I can do to make the transition to the new RF better down the road.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...