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HX Evolution...? #81

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HX Evolution...? #81

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JadeOfMaar
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Changelog:

* Instancing of the HX HPD engine (there are now 3 of it) to meet advanced/various propulsion needs.
* Rebalanced original HPD engine to be more viable for use in very large HX ships or HX ships that simply want to go very, very far.
* Added B9 HX tank types for LiquidFuel and for new engine modes.
* Added/changed plumes for all engine modes.
* Instancing of RCS thrusters (LFO versions).
* Nerfed RTG in HX URC reactor.
* HX URC reactor becomes full-featured reactor compatible with Near Future Electrical and Wild Blue Industries (WBI) DSEV.
* Added support for WBI Play Mode to HX. Switch between Community Resource Pack requirements and B9 fuel options; and Classic Stock resource requirements and use Wild Blue OmniStorage.
* Moved most existing patch files in accordance with Play Mode.	
* Raised heat tolerances of HX parts from 2000K to 2700K.
* Adjusted CTT locations. Most parts will now appear in Orbital Megastructures. RCS and engines will appear in Very Heavy Rocketry and Gigantic Rocketry.

* Rebalanced HPD engine
* Instanced engine for other propellant needs
* WBI Play Mode support
* Moved patch files regading WBI support
* New plumes for engines
* Rebalanced URC reactor (nerfed RTG, made NF Electical compatible)
* Raised heat tolerances to 2700K
types for: karborundum and water; lqdhydrogen
* adjust tech nodes
* clone LFO version
* adjust tech nodes on all parts
* update OmniStorage and subtype deletion
* retune some engines' EC consumption
@@ -40,4 +52,35 @@ B9_TANK_TYPE
name = ElectricCharge
unitsPerVolume = 20
}
}

B9_TANK_TYPE
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Should have :NEEDS for when the resources don't exist

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I'll get on that.

}

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???

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fancy new engine mode names to distinguish them and their characteristics from the typical ClosedCycle and Nuclear.

  • SupraLox: Beyond LFO convention
  • SupraNuclear: Beyond NTR convention

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I was talking about the tab added to an empty line

useEngineResponseTime = True
engineAccelerationSpeed = 1.60
engineDecelerationSpeed = 2
exhaustDamageMultiplier = 2400
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There seem to be some inconsistency between tabs and spaces here...

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I wasn't aware of the indentations being loads of spaces. I'll fix all that as well.

}
}

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🤔

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What? D:

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SupraNuclear is an NTR/plasma/hybrid engine mode. afaik it tends to easily flameout in high atmosphere pressure. I didn't think to buff it with respect to this engine's size. Also, I wasn't aware the indentation here is a load of spaces.

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Tab added to empty line

@heatProduction = 500
@maxThrust = 24000
!PROPELLANT,* {}
PROPELLANT:NEEDS[CommunityResourcePack]
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Won't this end up with no propellants in CRP is not installed?

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I've had many issues where KSP hangs because an engine failed to compile because resource definitions for its propellants are missing. Here, KSP will not hang but the engine will be harmless to the startup process (although, by consequence, also useless, to reduce the incoming hard dependence on CRP. Perhaps I should make it hide from part selection in this case?)

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I think that would be a better option. Could even be a :NEEDS

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Having the engine's even loading in depend on NEEDS, I decided against that as it could break ships in-flight if for whatever reason someone uninstalls CRP. The likelihood of this is actually quite low I think but it seemed a very odd choice.

speed = 1.0 1.0
}
}
// running_torch
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Any reason this is all commented out?

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It's a nice config, for one of the sets of plumes that I decided afterward that I wouldn't use. In case I have to add another propellant combo and another engine clone I can de-comment and move this.

@heatProduction = 200
@maxThrust = 4000
!PROPELLANT,* {}
PROPELLANT:NEEDS[CommunityResourcePack]
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Same as above, won't this end up with no propellants?

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To reduce the incoming hard dependency on CRP I've opted to make the engine useless if CRP is not installed. This is opposed to possibly seeing KSP hang when propellant resource definitions are missing.

@@ -0,0 +1,153 @@
@PART[B9_Structure_HX1_G]:NEEDS[!DSEV]
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I think this needs some more needs

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Nah. It doesn't need more needs. When the WBI play mode is switched to Classic Stock and this becomes an active .cfg, this will be the default behavior of the reactor. Near Future Electrical, if present, should not interfere with it, and I can't see KSPI interfering with it (yet).

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Ah, that weird stuff with WBI renaming files?

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Yes, that. 😄

@@ -0,0 +1,499 @@
# Installation
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The readme and changelog are copied as part of the build so no need to add them here.

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ok? ...These files simply appeared as part of the fork and I simply edited the changelog. Should I PM you the changelog contents then?

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I was maintaining a single changelog for the time being. It might eventually be better to split them out, but I don't think just copying the files is sufficient

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