DucharmeHD Posted July 9, 2014 Share Posted July 9, 2014 (edited) In career mode, procedural parts only has tanks that can be sized to a certain amount. I think you have to unlock the tech tree to be able to have tanks that can be sized to any size, but I don't want to do that, so how do I adjust the .cfg file to make it available right now? Edited July 9, 2014 by DucharmeHD Quote Link to comment Share on other sites More sharing options...
Oafman Posted July 9, 2014 Share Posted July 9, 2014 There's nothing in the tech tree that enables you to adjust the size of parts. Try a mod like KW Rocketry, which has a range of different sized tanks Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 There's nothing in the tech tree that enables you to adjust the size of parts. Try a mod like KW Rocketry, which has a range of different sized tanksI'm talking about the procedural parts mod.... not squad parts Quote Link to comment Share on other sites More sharing options...
Oafman Posted July 9, 2014 Share Posted July 9, 2014 Oh sorry. I don't have it so can't comment, but it sounds like I should consider getting it... Quote Link to comment Share on other sites More sharing options...
Taki117 Posted July 9, 2014 Share Posted July 9, 2014 In career mode, procedural parts only has tanks that can be sized to a certain amount. I think you have to unlock the tech tree to be able to have tanks that can be sized to any size, but I don't want to do that, so how do I adjust the .cfg file to make it available right now?I'm mildly curious as to why you need them to be bigger? (And how big are we talking) You can stack them just like any other tank, so if you don't have the length you want with one tank, copy it and stack them. Also, there isn't really a reason you should be going larger than 5m in diameter anyway (Since Engines aren't that big) Quote Link to comment Share on other sites More sharing options...
Navy2k Posted July 9, 2014 Share Posted July 9, 2014 (Since Engines aren't that big)Thats not true, there are bigger and think about clustering. I think in the readme or the forum post is a manual to unlock all sizes in careermode.found it:If you'd like to be able to use all the shapes from the early game then use the following MM patch:Code:@PART[*] { @MODULE[ProceduralShape*] { -techRequired = dummy }}This will affect all parts.GreetingsBen Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 Thats not true, there are bigger and think about clustering. I think in the readme or the forum post is a manual to unlock all sizes in careermode.found it:If you'd like to be able to use all the shapes from the early game then use the following MM patch:Code:@PART[*] { @MODULE[ProceduralShape*] { -techRequired = dummy }}This will affect all parts.GreetingsBenThis is for the newest version? Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 Also, where do I copy & paste this into? Here is the current code: PART{ // --- general parameters --- name = proceduralTankLiquid module = Part author = AncientGammoner, NathanKell, Swamp Ig // --- asset parameters --- MODEL { model = ProceduralParts/Parts/cylinderTank scale = 1,1,1 } scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top=0,0.5,0,0,1,0,1 node_stack_bottom=0,-0.5,0,0,-1,0,1 node_attach=0,0,0.5,0,0,-1,1 // --- editor parameters --- cost = 4000 TechRequired = basicRocketry entryCost = 4000 category = Propulsion subcategory = 0 title = Procedural Liquid Tank manufacturer = Kerbchem Industries description = Made from viscoelastic nanopolymers (which were discovered by accident... growing in the back of the office mini-fridge) this fuel tank can be stretched to accommodate fuel loads of a range of sizes and shapes. Hardens to a rigid structure before launch! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 1.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 MODULE { name = ProceduralPart TECHLIMIT { // FL-200 - 1.25 x 1.1105 m = 1.363 kL name = start diameterMin = 1.0 diameterMax = 1.5 lengthMin = 1.0 lengthMax = 1.5 volumeMin = 1.0 volumeMax = 1.5 } 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 lengthMin = 0.5 lengthMax = 2.0 volumeMin = 0.7 volumeMax = 2.5 } TECHLIMIT { // FL-T800 - 1.25 x 3.75 m = 4.602 kL name = advRocketry lengthMax = 4.0 volumeMax = 5.0 } TECHLIMIT { // X200-32 - 2.5 x 3.75 m = 18.408 kL name = heavyRocketry diameterMax = 3.0 volumeMax = 20.0 } TECHLIMIT { // Jumbo-64 - 2.5 x 7.5 m = 36.816 kL name = heavierRocketry lengthMax = 8 volumeMax = 40.0 } TECHLIMIT { // Kerbodyne S3-14400 - 3.75 x 7.5 = 82.614kl name = veryHeavyRocketry volumeMax = 85.0 diameterMax = 5.0 } 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 volumeMax = 5.0 } TECHLIMIT { // Not in main sequence. Depends indirectly off basicRocketry // Oscar-B - 0.625 x 0.3485474 m = 0.107 kL name = precisionEngineering diameterMin = 0.125 lengthMin = 0.125 volumeMin = 0.0625 } TECHLIMIT { // Make everything unlimited for metaMaterials name = metaMaterials diameterMin = 0.01 diameterMax = Infinity lengthMin = 0.01 lengthMax = Infinity volumeMin = 0.01 volumeMax = Infinity } } MODULE { name = ProceduralShapeCylinder displayName = Cylinder techRequired = start length = 1.0 diameter = 1.25 } MODULE { name = ProceduralShapeCone displayName = Cone techRequired = generalConstruction length = 1.0 topDiameter = 0.625 bottomDiameter = 1.25 } MODULE { name = ProceduralShapePill displayName = Fillet Cylinder techRequired = advConstruction length = 1.0 diameter = 1.25 fillet = 0.25 } MODULE { name = ProceduralShapeBezierCone displayName = Smooth Cone techRequired = advConstruction selectedShape = Round #1 length = 1.0 topDiameter = 0.625 bottomDiameter = 1.25 } MODULE { name = TankContentSwitcher useVolume = true // All mixed fuel tanks with the exception of the micro ones have the same resource per ton // All the X200 series, plus the FL-T800 have the same dry density and resource units per kL volume TANK_TYPE_OPTION { name = Mixed // This is the dry mass of the tank per kL of volume. dryDensity = 0.1089 RESOURCE { name = LiquidFuel //unitsPerKL = 78.22784 unitsPerT = 720 } RESOURCE { name = Oxidizer //unitsPerKL = 95.6118 unitsPerT = 880 } } // Stock tanks for liquid fuels are pretty un-physical in terms of their mass ratios // The only one where it is relatively easy to calculate the volume for is Mk1 fuselage // which gives a higher dry density than the mixed tanks. I have used a different dry // density (lower than the stock, but higher than stretchy SRB was using) // The other tanks with the exception of the Mk1 have 800 units per T dry mass of fuel // This gives you a slight advantage to using the liquid fuel tanks ahead of the mixed tank TANK_TYPE_OPTION { name = LiquidFuel dryDensity = 0.1 // As per StretchySRB // dryDensity = 0.0450 // As per Mk1 // dryDensity = 0.15211 RESOURCE { name = LiquidFuel unitsPerT = 800 // As per StretchySRB // unitsPerKL = 49.9789 // As per Mk1 // unitsPerKL = 65.19 } } // Nothing much to go on for oxidizer tanks, will keep the same dry density and ratio. TANK_TYPE_OPTION { name = Oxidizer dryDensity = 0.1 // As per StretchySRB // dryDensity = 0.0815 RESOURCE { name = Oxidizer unitsPerT = 977.7778 // As per StretchySRB // unitsPerKL = 81.4873 } } }} Quote Link to comment Share on other sites More sharing options...
Hodo Posted July 9, 2014 Share Posted July 9, 2014 One thing your actual size of the tanks will increase as you advance through the tech tree. This is part of the challenge of Career mode. The other option and simpler, is to just go into your persistent save file and give yourself about 50k science points to unlock every node in the tech tree. Which will solve your problem. Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 One thing your actual size of the tanks will increase as you advance through the tech tree. This is part of the challenge of Career mode. The other option and simpler, is to just go into your persistent save file and give yourself about 50k science points to unlock every node in the tech tree. Which will solve your problem.It's not just me trying to cheat out of a challenge, considering the fact that i'm using realism overhaul, and it makes no sense to try and scramble through fuel tanks to see which ones fit. It's actually more realistic to just be able to make the tank meet my requirements, because that's exactly how it is done in the real world. Engines evolved, not tanks. And also, in order to get 15k delta V to go to the mun with a lander, it basically requires me to have a HUGE amount of tanks that I have to just keep stacking on each other which gives an extreme unnecessary amount of parts (and extreme lag/bad stability on the rocket). It as well restricts me to certain diameters, and I need to be able to use any different size I can get, because that will allow me to create a more realistic rocket. I have no intention of just cheating my way through the tech tree, that is part of the fun. All I need is just a way to make procedural parts' fuel tanks do what ever I need them to do. Quote Link to comment Share on other sites More sharing options...
Pecan Posted July 9, 2014 Share Posted July 9, 2014 ...It's actually more realistic to just be able to make the tank meet my requirements...Yes, I agree that; within physical structural limits tanks can and should be any shape and size you like. Why do you need 15km/s deltaV to get to Mun though? Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 Can anybody answer where exactly do I place the new patch? Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 9,400 to get into LEO, 3127 to get an encounter, i think (roughly) 400 to circularize, and another 1700 (i believe) to bring orbit down to around 100km Quote Link to comment Share on other sites More sharing options...
Pecan Posted July 9, 2014 Share Posted July 9, 2014 9,400 to get into LEO, 3127 to get an encounter, i think (roughly) 400 to circularize, and another 1700 (i believe) to bring orbit down to around 100kmOops, seems I didn't read the thread properly, sorry. I didn't realise you were using a universe-replacer mod. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted July 9, 2014 Share Posted July 9, 2014 Can anybody answer where exactly do I place the new patch?Make a new .cfg (By using your favorite text editor) and then just drop it in GameData Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 Make a new .cfg (By using your favorite text editor) and then just drop it in GameDataI did just that, and it didn't work? Quote Link to comment Share on other sites More sharing options...
Taki117 Posted July 9, 2014 Share Posted July 9, 2014 I did just that, and it didn't work?Probably because the config was wrong. instead of deleting techrequired why not just change them all to Start? Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 Probably because the config was wrong. instead of deleting techrequired why not just change them all to Start?Tried that as well, and no go.... Quote Link to comment Share on other sites More sharing options...
DucharmeHD Posted July 9, 2014 Author Share Posted July 9, 2014 Nvm, found the problem Quote Link to comment Share on other sites More sharing options...
Navy2k Posted July 10, 2014 Share Posted July 10, 2014 Thanks for sharing the solution to all others who come by this thread.... Quote Link to comment Share on other sites More sharing options...
astropapi1 Posted July 10, 2014 Share Posted July 10, 2014 Thanks for sharing the solution to all others who come by this thread....I can almost taste the sarcasm in this comment. Quote Link to comment Share on other sites More sharing options...
G'th Posted July 10, 2014 Share Posted July 10, 2014 Thats the challenge of career mode. You have to make due with less. Quote Link to comment Share on other sites More sharing options...
Chris Bolland Posted December 28, 2021 Share Posted December 28, 2021 Reading this tread now is so frustrating, I have the same issue, but he just fixes it but doesn't help me. OMGGGG Quote Link to comment Share on other sites More sharing options...
Chris Bolland Posted July 23, 2022 Share Posted July 23, 2022 I FOUND THE ANSWER. You have to go into the config in the mod files, under the folder "upgrades" and then change the configs 'techrequired level' for the unlimited size upgrade to, say engineering 101 or something low level. You can delete all the other upgrade levels, since unlimited is what you want. Quote Link to comment Share on other sites More sharing options...
Krydax Posted August 21 Share Posted August 21 On 7/22/2022 at 8:14 PM, Chris Bolland said: I FOUND THE ANSWER. You have to go into the config in the mod files, under the folder "upgrades" and then change the configs 'techrequired level' for the unlimited size upgrade to, say engineering 101 or something low level. You can delete all the other upgrade levels, since unlimited is what you want. This works! A bit more detail for those wondering: go to procedural parts/parts/TechTree/upgrades.cfg and edit it I just set every single "techrequired = ___" line to "techRequired = start". You probably can just do the unlimited ones but I went overboard and it worked like a charm! Quote Link to comment Share on other sites More sharing options...
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