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Sunday Punch

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  1. That\'s the reason I gave the RCS modules massive crash resistance. They can survive falling from orbital speed into the ground, I think you\'d pretty much have to be deliberately auguring your rocket into the ground to destroy it (even that may not do the trick). You can blow them up with rocket exhaust though, stage carefully! It certainly shouldn\'t be damaged by touching the ground under parachute descent. Sorry I haven\'t updated in a while guys, I\'ve been in the field getting sunburned and trying not to get bitten by snakes. I still have many plans for more KSP parts! And I\'ll fix all these bugs too at some point, I promise. Keep the reports coming, it\'s very helpful! Also feel free to post pics of your wobbly rockets in here, it would be cool to have some example rockets in here. I like looking at pictures.
  2. Yeah I completely remodeled the solids because I was unhappy with the way they looked, same with those old nosecones. I could make some different solid motors though, you guys have any ideas for what would be useful? I haven't had time to work KSP stuff for a while, but I want to make some 2 metre engines and some more 3 metre parts soon. Maybe some 1m-2m and 2m-3m frustum fuel tanks too.
  3. Yes part making is an iterative process, with every release I hope to get closer to perfection. I'm pretty busy with coursework at the moment so the next update might be next week or something. Who knows! And you're welcome
  4. Yeah those couplers are set to 2X symmetry, because anything greater doesn't work. It just resets to no symmetry when you try and attach a part if the stackSymmetry variable is anything other than 1 (2X symmetry). You can still attach any arrangements of parts you like by turning off symmetry, turning it on just cuts the time it takes to attach the parts. The increased fuel tank masses are part of an effort to make all of the tanks more balanced, there's now a direct correlation between fuel tank mass and fuel content. The 3 metre tanks were too light for the amount of fuel they carried before. And the wiggliness is almost certainly caused by the mass of that part being too low, I'll try and fix that for the next release.
  5. What do you mean by unbalanced? Do you mean in the game design sense or the 'makes rocket tumble out of control' sense? I plan to make more 2 and 3 metre parts, including engines, but like I said before I just wanted to get this update out with the parts I had completed since it was way overdue already.
  6. In regards to the vibration on the 5X and 7X adapters, someone mentioned to me that increasing the mass of the part helps keep it under control. I don't have time to test this myself at the moment, but you could try messing with that and see what happens.
  7. Fuel does indeed flow through them, if you wanted to you could stick engines directly on the decouplers so long as they're connected to a fuel tank. And that's a pretty righteous Proton!
  8. Yeah it looks like setting the ejection force to a negative value works. I didn't notice this problem before release because I was using the decouplers exclusively with fuel tanks and liquid engines, which didn't seem to have an issue with inward ejection for whatever reason. So just stick a negative sign in front of the parameter 'ejectionForce' in the aero decoupler's part.cfg file and you should be good to go. I'll update all the download links with a fixed version, but there's no need to redownload for such a simple fix.
  9. Well since the cost has no effect on anything I haven't been bothering with it. I mean how do you even decide what price to set for a certain part? When it's actually implemented in the game I certainly will be giving some thought to prices.
  10. The 2 metre decoupler shrouds have top attach nodes that let you use them as normal decouplers if you want. Just use the topmost node. Although this does make for a pretty long decoupler! I do plan to make a small, dedicated 2 metre decoupler, it's just that this update was way overdue so I decided to release it with what I have at the moment.
  11. I wondered if anyone would notice that Tirak you may be giving it too much throttle, which snaps the connections between modules. I boosted the breaking strength of all the particularly fragile modules to absurdly high values (I think I set it to 160 000) but this still happens. It's quite annoying.
  12. Well you could always go with 175cm instead of 1.75 metres. The wonders of the metric system!
  13. Mine are exactly 2 metres in diameter, it seemed simpler to work in whole numbers. Of course 2 parts of the same nominal diameter may not line up exactly if one cylinder has 18 sides and the other 12 or 24, for example.
  14. Nah it's more like a symbiotic relationship. You have a proper 2 metre engine for example. Although I do plan to make some of those and other new 2 and 3 metre parts at some point... edit: Yeah what Feanor said. Here's the fixed pack (fuel flowing couplers, fairing panels): http://www.multiupload.com/MZ96BWC5ZX
  15. You attach them to the stack node on the fairing panel. But you can't because I disabled that node while testing something, then forgot to reenable it! I'm uploading a version with that fixed and fuel flowing properly through the adapters right now, so just hang tight for a few minutes. I'm pretty bad at this whole 'not totally screwing up new releases' business huh?
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