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A patch that runs after the support patches and renames stockish and CTTish tech tree node IDs inside those parts to SkyhawkScienceSystem node IDs to have a basic compatibility.
To achieve that, all parts that are patched by the support patches should get a temporary variable, so the generic patch that comes afterwards only patches those parts without that variable.
Then it checks for all stock / CTT nodes and renames them to the according SkyhawkScienceSystem node IDs.
Finally it deletes all those temporary variables - or not, to avoid wasting MM patching time.
v1.0.1 - "Whoops..." - Post-Release bug fixes and support patches for the really obvious mod I'm inevitably gonna forget exists. - will release 12/28/21
v1.1.0 - "Kerbalism" - Kerbalism support.
The Titan III transtage doesn't work. It has the correct fuel mixture, but the engine does not operate at all. I know it works in BDB normally, and as far as I can tell the only thing which is modifying it is Skyhawk Science System. The transtage is important for several major rockets, including the launch vehicle for DynaSoar, and it is not reasonably practical to simply substitute other parts for it.
The Poodle should be Hydrolox, as it is the RL-10 equivalent in KSP.
... then on many parts the ModuleB9PartSwitch is replaced by InterstellarFuelSwitch and the tank switcher contains the old entries LFO, LH2O etc. plus the new KeroLox, HydrolOx etc. entries.
The default setting in VAB is okay, but switching through the tanks is slightly wonky.
InterstellarFuelSwitch itself does not do it, as it checks for !ModuleB9PartSwitch on each attempt.
I try to find out which mod does that.
The unmanned target vessel, Kerbolar study, weather study, and one giant leap contracts from BDB seem to still require stock techs and thus won't be able to be proposed unless you're keeping some stock techs around with different names.
Edit: seems like I forgot there were 2 recon contracts in BDB
Tanks containing ammonia or having the option of containing ammonia (such as life support tanks) have the ammonia replaced with oxygen in the B9 resource switcher. This appears to be the culprit:
B9_TANK_TYPE
{
name = SSS_Ammonia
tankMass = 0.0000
tankCost = 0.0
RESOURCE
{
name = Oxygen
unitsPerVolume = 35
}
}
bluedog_Saturn_S1_Tanks has a duplicate entry in Tier 9 (which supersedes the entry in Tier 8. Furthermore, it would make sense for Saturn 1 first stage tankage to be in Tier 7 with the rest of Saturn 1
Definitely want to take a look at the following - they might have been placed inaccurately
Bluedog_DB
tried to use the ET from redirect, could not lift off the pad with any SSME (RME, redirect). Is the density of the Skyhawk LH2 more than the CRP LH2?
[LOG 14:43:02.627] Applying update SkyhawkScienceSystem/Patches/Hypergolics/Hypergolics/@PART[*]:HAS[#SSS_HypergolicTank[True]]:AFTER[zzzSkyhawkScienceSystem] to ReStockPlus/Parts/Engine/125/restock-engine-pug.cfg/PART[restock-engine-125-pug]
[ERR 14:43:02.628] Error - Cannot parse variable search when replacing (%) key lfo_volume = #$RESOURCE[LiquidFuel]/maxAmount$
[ERR 14:43:02.628] Error - Cannot parse variable search when replacing (%) key ox_volume = #$RESOURCE[Oxidizer]/maxAmount$
[WRN 14:43:02.629] Cannot find key lfo_volume in PART
[ERR 14:43:02.629] Error - Cannot parse variable search when inserting new key amount = #$/lfo_volume$
[WRN 14:43:02.629] Cannot find key lfo_volume in PART
[ERR 14:43:02.629] Error - Cannot parse variable search when inserting new key maxAmount = #$/lfo_volume$
[WRN 14:43:02.629] Cannot find key ox_volume in PART
[ERR 14:43:02.629] Error - Cannot parse variable search when inserting new key amount = #$/ox_volume$
[WRN 14:43:02.629] Cannot find key ox_volume in PART
[ERR 14:43:02.629] Error - Cannot parse variable search when inserting new key maxAmount = #$/ox_volume$
The fuels are inside
name = ModuleB9PartSwitch
moduleID = RRLFBSwitch
switcherDescription = RR Fuel
switcherDescriptionPlural = RR Fuel Options
The original intent was to upgrade the ModuleSAS even if there was no module command, but the HAS is missing the "has ModuleSAS" so it gets applied to anything without a ModuleCommand.
The line should read:
@PART[*]:HAS[@MODULE[ModuleSAS],!MODULE[ModuleCommand]]:FOR[zzzSkyhawkScienceSystem]
Introduced by:
Balance Issues I currently am aware of
Basic idea is inspired by Mars Horizon's Contractor System - you can choose to align your company with various "contractors" who give you different benefits. In simplest form, it would just mean that parts from that "contractor" are cheaper than others, but in more complex forms, it might end up with you getting other perks as well.
Contractor Idea List
I've done the easy bit simply bunging all DMOS parts into science6 for now. I've not gone through and worked out the best tier for each part but it might save you some time when you get to it.
@PART[dmImagingPlatform]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmmagBoom]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmReconLarge]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmReconSmall]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmRoverGoo]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmRoverMat]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmscope]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSeismicHammer]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSeismicPod]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSIGINT]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSIGINT.End]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSIGINT.Small]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSoilMoisture]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmSolarCollector]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmsurfacelaser]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2Asert]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2GoreSat]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2ImagingPlatform]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2MagBoom]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2RPWS]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2Scope]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2SoilMoisture]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUS2SolarParticles]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSAccGrav]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSAsert]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSAtmosSense]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSGoo]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSGoreSat]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSImagingPlatform]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSMagBoom]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSMat]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSPresTemp]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSScope]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSSoilMoisture]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmUSSolarParticles]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[dmXRay]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[rpwsAnt]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
@PART[USRPWS]:AFTER[DMagicOrbitalScience]
{
@TechRequired = science6
}
As an upper/orbital-stage engine meant for vacuum, the Poodle engine should be considered as a hyperbolic engine rather than as a kerolox engine as it is currently. This would then put it in line with the other stock/Restock vacuum upper/orbital stages, such as the Restock Pug, stock Terrier, and Making History Cheetah.
Checklist of all resources the mod works w/ to make sure that they are all supported (both by stock ISRU and Kerbalism)
Resource | Origin Mod | Stock ISRU | Kerbalism ISRU |
---|---|---|---|
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
------------- | ------------- | ------------- | ------------- |
Content Cell | Content Cell | Content Cell | Content Cell |
the 'osiris' recovery chute does not slow the craft down enough (only eaglet core) even at max alt and minimum pressure. i remember this working previously at some point. i tested with limited mods to make sure it wasnt something else. i had:
-BDB + requirements
-skyhawk science system + kerbalism
-JNSQ + requirements
i also couldnt find any config files at all for the parachute, was informed it was probably a rescaled part from BDB but i still cannot find anything about it. logs attached just incase
KSP.log.zip
This one will be a real puzzle - Universal Storage appears to use a completely different switcher system then any other mod. My two best guesses for now are either making custom parts for each of the major fuel types, and then just ignoring less important ones, or trying to completely override the stock fuelswitch w/ B9. There may be a way to allow for switching fuels as well, but it seemed like it would require a lot of arrays to do so.
MechJeb features (e.g. SmartASS, ascent guidance, etc) have their techs set in the module MechJebCore
under MechJebLocalSettings
. This is what actually defines their unlock techs; the parts e.g. mumech_MJ2_AR202_features1
are what show these unlocks in the tree itself.
/ModSupport/MechJeb2/MechJeb2.cfg
will need to have these unlock techs changed as well, like:
MechJebModuleCustomWindowEditor { unlockTechs = control7 }
MechJebModuleSmartASS { unlockTechs = control7 }
// ... //
MechJebModuleAscentGuidance { unlockTechs = control5 }
MechJebModuleLandingGuidance { unlockTechs = control5 }
// etc //
the Saturn 1 tankage is not in the super heavy lift tankage section where the other saturn 1 parts fall and is instead in the modern tankage section
It should have Tantares support
Please note that Issue 11 (MM error with Hypergolics.cfg on restock-engine-125-pug) may still be unrectified. I have received the same error in the MM logs when trying to apply the patches to this engine.
As a temporary fix I have commented out the line %SSS_HypergolicTank = True for PART:restock-engine-125-pug in the SSS/Patches/Hypergolics/Hypergolics.cfg file and this has alleviated the problem. Not sure whether this addresses the issue - was it the intent for the Pug to be a combined tank/engine with it's own supply of hypergolic fuel?
Self-explanatory issue...
v0.1.0 - "You've Got to Start Somewhere"
v0.2.0 - "Back to the Basics" - Getting stock and stock-related parts locked down so stuff isn't glitching out
v0.3.0 - "Moar Boosters! - Filling out the tech tree, with a focus on engine balance
v0.4.0 - "Rounding out the Edges -
v0.5.0 - "Taking Flight" - Rebalancing the aviation section of the tree
v0.6.0 - "Balancing Act" - Doing a preliminary balance pass to ensure my general plan is working before I add in all the additional WT mods.
v0.7.0 - "World Tour" - Considering adding in the other big part packs for to represent other space programs
v0.8 - "Last, but not Least..."- Adding in the last few part mods needed to make things work and working on my major compat patches for More Fuels, RR, Engine Ignitor, etc
"v0.9.0 - "Wrapping Things Up" - Getting science and tech values straight, rebalancing some parts of the tree, particularly engines, probes, construction parts, and tankage, along with final prep for the big release
Pre-v1.0.0 - "Final Touches" -
For 1.0
Post 1.0
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