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Dr. Acula

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  1. Hey there, i finally had a look at this mod version now and i have to say, great work. But i found a few minor "issues" which some of the fuel tanks. The 1.25m and 2.50m pancake tanks share their internal designation with some other tanks. "KW Rocketry SA-1 LFT" and "KW Rocketry SB-2 LFT" are both already in use in "KW1mtankL1.cfg" and "KW2mtankL2.cfg" files. I personally would rename the pancake tanks to " KW Rocketry SA-1P LFT", "KW Rocketry SB-1P LFT" and also rename the 3m pancake tank to "KW Rocketry SC-1P LFT" to achieve some consistency. There's a little typo in the "KW5mtankL3_5.cfg" file. The amount of oxidizer is set to 34114 instead of 35114. Also, i would like to talk about the 2.5 and 3 meter -4A fuel tanks, the unpainted ones. If i remember correctly, they were originally a little bit lighter than their painted -4 counterparts. Wouldn't it be intresting to introduce that again, but made the -4A versions significantly less heatresistant for instance? And one last point, although it's probably more a point of general discussion. Are the medium and heavy struts really still used by somebody? I mean at the time the first version of this mod appeared, they were useful, no question about it. But with KSP v1.3.1 i don't see why we still need them. It's not like in v0.22 anymore, when anything had the general tendency to fall apart by just looking at it.
  2. Well, it is odd that the SPS2B was available in the first place. Because as Linuxgurugamer already wrote, that's more or less a prototype part file and should not be active because it may be incomplete. That's also the reason why normally it has the file extension .new which KSP will not load. But i had a short look into both files and they are overall the same apart from the fact that the SPSB isn't a hypergolic engine, it uses LF/O and the SPSB hasn't any contract system implemented. Apart from that, it's has the same values and uses the same models. It works, i made a short test. You can activate it by change the file extension from .new to .cfg and you simply will end up with two parts in your list which looks the same, have the same values and only differ slightly by their name, description and the kind of fuel they burn. Maybe this helps to solve your problem.
  3. Yep, that's also what i did with the KWR fueltanks in my game. It's not especially complicated to balance the KWR parts to the stock ones, it's just tedious because you have to understand the balancing of the stock parts first.
  4. Many parts apart from the engines in the KW Rocketry pack have never been properly rebalanced. They have still the same stats as when they were introduced. So they were made to be balanced for an entirely different version of the vanilla game. The stock decouplers once had very similar stats compared to the decoupler KWR gives you. But that was a long long time ago. And it's not just the decouplers. Have you ever taken a closer look at the liquid fueltanks? Basically all KWR fueltanks have way to low entry costs, have a to low empty weight if compared with the stock fueltanks for their capacity but if you actually using them in carrer mode they cost slightly more than the stock tanks per unit fuel they hold. KW Rocketry was originally made for a very different game, in a time when reentry heating wasn't a thing in KSP and when Carrer mode didn't exist and many parts still show evidence of this time. That's the reason some parts seem to have strange stats compared with similar vanilla parts in KSP 1.2.
  5. At least one 2.5m LF Fueltank. In my opinion, such a thing should be in game since they changed the LV-N to use liquid fuel only.
  6. Nope, that's not possible. There's a value in the .cfg files of the srb's that determinds their minimal thrust. So the only way, to change that is to change it in the .cfg file. Once KSP loaded the parts when you start the game, these values are set and can't be changed as long as the game is running.
  7. You can open the cfg files simply with notepad. It's basically just a list with parameters. And the thing gets obvious if you compare the heatproduction values with some of the stock parts. The KW Griffon Century has a heatproduction value of 2200, the heatproduction value of the stock S3 KS-25x4 "Mammoth" is 192. Of course the Griffon is a huge and more powerfull 5m engine so i would expect it to have a higher value, but certainly not more than 10 times. I have to admit, i tested the Globe X-10L "Thor II" SRB in a kind of static firing test. On the launchpad with a set of launchclamps attached, that made the overheating issue maybe worse and it isn't a total realistic scenario. But than again if i compare some values in cfg file of directly comparable SRB's like the stock S1 SRB-KD25k "Kickback" with a heatproduction of 415 and the KW Globe X SRB with heatproduction of 1400, it really isn't much of a question for me where the problem lies. I also adjusted the values in my installation of KW to be comparable with the stock ones and the overheating problem disappeared. But for now a wait for the update and have a look at it before i come around with new complains.
  8. Yes, the heatproduction value in the cfg file is way to high for the 5m engines. The huge SRB's have the same problem. They explode before they are burnt out due to overheating. Actually the whole mod needs an overhaul in my opinion. The costs/entrycosts of most parts are way off compared with the stock parts, some parts need a new place in the techtree and the list goes on and on.
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