SuicidalInsanity

[1.3] Mk2 Expansion v1.7.5 [update 5/30/2017]

866 posts in this topic

@SuicidalInsanity Thanks for the reply, Tonight I tried to battle the issue again, and found exactly what you were saying, Tweakscale (when resizing the OPT wings to 50% to fit the MK 2 size), gives the wings a negative mass. I was going to edit my post tonight, to clear this mod of the problem... who knew (still quite new to the game really).  If I return the wings to 100% size, the aircraft flies normally (if not goofy as hell looking).  I went into the config files for the wings, and added scale to the model (0.5,0.5.0.5) and the wings worked with no issue, It must be the math that Tweakscale uses to get into the negitives (not sure how the code works in KSP, but some kind of "If (M => 1) M = M - (M/2)" in there to prevent negative numbers.

As for the part, had no idea of the 'unfunness' of legs.  I haven't dabbled in it yet, but i do 3d modeling (using 3ds max) but I'm kinda stuck at the conversion from a 3ds format to the KSP 3d format conversion.  Would love to have some reference models as i do have some ideas for parts not yet in the MK2 Catalog.  I've dabbled with code for years, and the config files are pretty straight forward, and it seems the modeling is as well (along with the texturing).

Anyway, thanks again for the advice on this error I'm having, even if I blamed the wrong mod.

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Just downloaded, excited to see what it has to offer, especially the nuclear engines :D

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@SuicidalInsanity I just wanted to say THANK YOU for this mod, with your mod, I actually landed my 1st plane without the engines exploding or plane coming apart! :D

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Update 1.7.5 for KSP 1.3 is now up, grab it from SpaceDock or GitHub
ChangeLog:

Spoiler

-Update for KSP 1.3
-Model Rework: Mk2 Science Lab
-Model Rework: SC-TD Multipurpose Cockpit
-Model Rework: HSNC now has spatular variant
-Model Rework: Nosecap
-Model Rework: Rontgen nuclear jet
-Model Rework: Linear Aerospike
-Banshee Lift Fan SFX volume reduced
-HSNC and SSNC now use updated RSCFX
-Fixes Omni RCS parts clipping into surfaces
-Adds optional MM patch to add reactor heat/decay mechanics to Rontgen
-Removes Scramjet thrust Offset
-Added Engine Lights
-R-71 cockpit now has ASET IVA
-Tweakscale Patch has been updated courtesy of eberkain

 

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5 hours ago, SuicidalInsanity said:

Update 1.7.5 for KSP 1.3 is now up

Thank you

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Awesome! Some of the mods I'm using have been updated now :D

Also, the Pluto engine seems almost impossible to use, it's heavy, has weak thrust, it sucks down fuel, and takes forever to get up to speed. Do you have any example crafts that use Pluto and fly well? Thanks in advance :)

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Hey all I dont have any RPM on inline Mk2 or HV MK2 are they supposed to?

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@Spaceception: The Pluto is a vacuum-optimized engine, basically an upscaled LV-N Nerv, so high mass/low thrust is to be expected; it occupies the same usage niche the Nerv does. It shouldn't be sucking down fuel, unless you're comparing consumption rate to those of jets - it has the same 185-800 atmo/vac ISP of the Nerv, which means it's going to have terrible performance in low atmo.

@HaydenTheKing: Correct, the HV Mk2-1 cockpit doesn't at this time have a RPM IVA. The Mk2 Inline cockpit wouldn't have one either because it's a stock cockpit.

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Alrighty, thanks :)

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Still not getting any thrust on the Pluto engine in space...  did I do something wrong?

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4 minutes ago, Fr8monkey said:

Still not getting any thrust on the Pluto engine in space...  did I do something wrong?

For me, (At least in atmo) the Pluto engine only worked after it was throttled up for a little bit, after that, turn on the reactor added into the engine, and it should work.

I'm on my phone right now, so I can't check myself :P

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Thanks.  I'll fudge with it...

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6 minutes ago, Fr8monkey said:

Still not getting any thrust on the Pluto engine in space...  did I do something wrong?

If you have Near Future Electric installed, the atomic engines only work if their reactor is turned on and fully primed. They receive a reactor module from NF Electric. And each engine needs a little over 1 MegaWatt of cooling so you have to get creative with radiators too.

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@Spaceception, Didn't mention the reactor the first time around, that explains things - from the way you worded your initial post, it sounded like you were trying to use the Pluto as a low atmo aircraft engine. With NFE, engine thrust is tied to the reactor's core heat, so the reactor has to warm up to optimum temperature before it'll produce its full thrust. I think ISP is also tied to core temperature as well, which would explain it sucking down fuel.

@Fr8monkey: As mentioned above, almost certainly a NFE interaction. As JadeofMaar said, NFE adds NFE reactor mechanics to the Mk2 Nuclear engines which affects how they function, however you should be able to run them without radiators as the engines feature exhaust cooling, but radiators will be needed if the reactor cores are left running when the engines aren't being used. If you want to revert the engine to default stock engine behavior, remove the Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg MM patch

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Posted (edited)

Yeah, i messed with it for a bit and it works.  Just didn't remember the extra step.  Awesome job you and all the other modders do...:cool:

Edited by Fr8monkey

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First off, I simply love this mod. It makes the mk2-formfactor really something worthwhile to play with. It has a fixed place in my mod-list.

There's something, though, I'd like to play more with, and that's the inverted fishhead-cockpit. It is just such an intrigueing oddball. I have wondered how I could put a 1.25m docking-port at the nose. Since I play with CLS, I frequently run into problems with this cockpit concerning structural parts. A short, passable, structural inverter might come in handy, or a mk2-1.25m-adapter in the same vein.

Just my design-problems, though - maybe I'm just using it wrong.

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