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Engine Parts Discussion #1971
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Does MM checks the existence of MODEL nodes in alphabetical or sequential order, i.e.:
Does the above mean that the part will use the RealEngines model if both mods are installed or the BDB one? And as you note, if both mods are installed how can we select via MM the model that best fits us/the user? |
Can we set a flag via a MM patch to exactly enable such a mode - if possible at all - so the user can decide? Would be the best option imho. |
I would love to have RO remove all engine parts and create its own. But instead of selecting the "best" model, which would be different depending on who you ask, I suggest using the variant feature KSP introduced in 1.4 and add the models from the install mods to the RO engine and allow the user to select the one they wish to use. I have a proof of concept to demo this using the LR-79 from RaiderNick and FASA at https://github.com/smartdummies/EnginePOC. |
Apologies in advance for the rambling nature of this. I have a branch on my fork that combines several engine (Aerobee, A4, AJ10 Early, AJ10 Mid, LR91, and LR105) into master parts and uses the models from the mods as variants. Please note that I do not have the plumes working on all models and this is something that will take code to correct as I have not yet been sucessful doing so through MM patches. I also have done the same for the quad block RCS thrusters (but the aforementioneed plume issue still applies) and I believe that I can do the same for antennas and science parts if need be. The parts I did were to test various scenarios - The LS91 is complex with the vernier engines and I have all supported mods working correctly. The AD10 Early and Mid were done as the SSTU engines used a different thrust transform and all models apply the thrust correct.y. The A4 shows the ability to adjust the mass (the shrouded version is now 150 kilos heavier as per the comments in the config files from Tareobee mod) and the LR105 (I only did a couple of mode for this one FASA and BlueDog) show having the Kerosene in the FASA model but not in the BlueDog. I did the RCS thrusters to verify that this can be extended beyond engines and as there are places in the definitions in the variants to disable events and animations I believe that this can be extended to the science and antenna parts as well. Command pods are also a possibility (I might have to live with the fact the for ones like RN Vostok and Voshkod he has extra nodes that would have to be defined on the base part and then just hidden in the center for models that don't use them). I feel that this has several advantages:
Unfortunately there are a few downsides
With all of that said I believe that this is worth pursuing. But before I continue sinking time in it I wanted some feedback as to whether or not this is a path that the RO team wanted to go down. @NathanKell @pap1723 @raidernick if you could take a look at the PartConsolidation branch I have in my GitHub fork (https://github.com/smartdummies/RealismOverhaul/tree/PartConsolidation) and provide feed backI would appriciate it. If this is something you would like me to pursue then I would feel a seperate brach would be benificial as this will take a bit of time to complete, but I would think that I can get it done for a 1.7.3 release. |
I believe I explained myself about my feeling on this on the discord well, but for anyone who didn't see it, I'll sum it up here. I don't feel that RO should do anything beyond configure parts to have realistic values. It shouldn't touch what parts show up as this can cause false bug reports about things not working and break the individual part packs that rely on using that specific model from that pack only to have it disabled by this and use a different model. I suggested this be put into ROengines instead as the premise is very similar and it should remain it's own mod not merged into the core of RO. |
Seeing as ROEngines has gained PatchManager as a dependency, and come to be a standardized engine pack for RO, I think this issue can be considered resolved? |
The VSR discussion here ( KSP-RO/RP-1#978 - also relevant to RO ) reminded me.
So...there are a lot of duplicate, same-stat parts. Now, there are mods to fix that, but here's another proposal that was made a while ago that I want to put forward again, especially given what's going on with RealEngines.
And that is, remove all existing engine PARTS. Instead, RO should only create one PART for each engine, and then select the best model for it.
Now, that's probably too extreme a version of what we should be doing (there are some times where you might want a couple different visual models of a thing hanging around, e.g. for specific LV partsets you might want a specific engine PART), but it's a thought. And in particular that neatly solves the VSR-engines problem, i.e. if you have a "real" engine mod (RealEngines, FASA, BDB, SSTU, whatever) then the stock engines would seamlessly not bother anybody.
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