SuicidalInsanity

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

866 posts in this topic

Bug: nosecap doesn't appear in career mode.

Fix: you've made a typo in cfg - it should be supersonicFlight, not SupersonicFlight

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Nice! Do you mind if I include this with the next update?

Thanks! Mostly just some copy-pasta. No, I don't mind at all. Please go ahead and include it :)

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Engine (under)performance.

Engine rebalancing is in the works, then. Will be included next update.

nosecone in career.

Not the first time caps-sensitive code has been a source of problems for me, will likely not be the last; fixed.

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@SuicidalInsanity

I've added the vtol engines and the PLUTO engine below; i didn't think about them before. I didn't add any configuration for the ESTOC engine, because I couldn't find an example of the RAPIER.


// Andon's HotRockets! ModuleManager File modified by Vaelkyrie for Mk2 Expansion Jet Engines
// HotRockets for Mk2Expansion engines
// 05/21/2015

@PART[Mk2Turbojet]:FOR[HotRockets] //Turbojet
{
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_jet_low
!sound_jet_deep
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet3
modelName = MP_Nazari/FX/flamejet3
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.42 0.0
emission = 0.54 1.55
emission = 1.0 1.78
speed = 0.0 1.45
speed = 1.0 0.55
energy = 0.0 0.05 // Same for energy
energy = 0.5 0.77 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
}
powersmoke
{
AUDIO
{
name = sndjet1
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.0001 1.12
volume = 1.0 1.32
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
AUDIO
{
name = sndjet2
channel = Ship
clip = sound_jet_deep
volume = 0.1 0.0
volume = 0.3 1.12
volume = 1.0 1.25
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEnginesFX]
{
//@name = ModuleEnginesFX
//engineID = rocketengine
//flameoutEffectName = flameout
%powerEffectName = powerflame
//engageEffectName = engage
//disengageEffectName = disengage
%spoolEffectName = powersmoke
// old effect names
//runningEffectName = powersmoke
//directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}
@PART[Mk2Ramjet]:FOR[HotRockets] //RamJet
{
!fx_exhaustLight_yellow
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_jet_low
!sound_jet_deep
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet1
modelName = MP_Nazari/FX/flamejet
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.67 0.0
emission = 0.71 1.4
emission = 1.0 1.5
speed = 0.0 1.5
speed = 1.0 1.2
energy = 0.0 0.05 // Same for energy
energy = 0.7 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
name = sndjet2
channel = Ship
clip = sound_jet_deep
volume = 0.1 0.0
volume = 0.3 1.12
volume = 1.0 1.25
pitch = 0.0 0.4
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
AUDIO
{
name = sndjet1
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.0001 1.12
volume = 1.0 1.25
pitch = 0.0 0.4
pitch = 1.0 1.05
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEnginesFX]
{
//@name = ModuleEnginesFX
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}
@PART[Mk2VTOLFuselage]:FOR[HotRockets] //Mk2VTOLFuselage
{
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_jet_low
!sound_jet_deep
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet3
modelName = MP_Nazari/FX/flamejet3
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.42 0.0
emission = 0.54 1.55
emission = 1.0 1.78
speed = 0.0 1.45
speed = 1.0 0.55
energy = 0.0 0.05 // Same for energy
energy = 0.5 0.77 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
}
powersmoke
{
AUDIO
{
name = sndjet1
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.0001 1.12
volume = 1.0 1.32
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
AUDIO
{
name = sndjet2
channel = Ship
clip = sound_jet_deep
volume = 0.1 0.0
volume = 0.3 1.12
volume = 1.0 1.25
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEnginesFX]
{
//@name = ModuleEnginesFX
//engineID = rocketengine
//flameoutEffectName = flameout
%powerEffectName = powerflame
//engageEffectName = engage
//disengageEffectName = disengage
%spoolEffectName = powersmoke
// old effect names
//runningEffectName = powersmoke
//directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}
@PART[Mk2VTOLJET]:FOR[HotRockets] //Mk2VTOLJET
{
!fx_exhaustLight_blue
!fx_smokeTrail_light
!fx_exhaustSparks_flameout
!sound_vent_medium
!sound_jet_low
!sound_jet_deep
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamejet3
modelName = MP_Nazari/FX/flamejet3
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.42 0.0
emission = 0.54 1.55
emission = 1.0 1.78
speed = 0.0 1.45
speed = 1.0 0.55
energy = 0.0 0.05 // Same for energy
energy = 0.5 0.77 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
}
powersmoke
{
AUDIO
{
name = sndjet1
channel = Ship
clip = sound_jet_low
volume = 0.0 0.0
volume = 0.0001 1.12
volume = 1.0 1.32
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
AUDIO
{
name = sndjet2
channel = Ship
clip = sound_jet_deep
volume = 0.1 0.0
volume = 0.3 1.12
volume = 1.0 1.25
pitch = 0.0 0.3
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE_PERSIST
{
name = smokethrust
modelName = MP_Nazari/FX/smokejet
transformName = thrustTransform
emission = 0.0 0.0 // Curve for emission like stock
emission = 0.07 0.0 // Curve for emission like stock
emission = 0.2 0.4 // Curve for emission like stock
emission = 1.0 1.1 // Curve for emission like stock
energy = 0.0 0.2 // Same for energy
energy = 1.0 3.2 // Same for energy
speed = 0.0 1.0 // And speed
speed = 1.0 0.8 // And speed
grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% )
scale = 0.0 1.0 // Rescale the emitters to +0%
scale = 1.0 1.0 // Rescale the emitters to +0%
offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters
offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters
size = 0.0 1.0 // Rescale the particles to +0%
size = 1.0 1.1 // Rescale the particles to +0%

renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch
collide = false // Collision active or not
collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface
fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model)

sizeClamp = 50 // Limits particle size. Default to 50
// ***************
// From here the value are not the default anymore.
// ***************
angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45°
angle = 45.0 1.0
angle = 50.0 1.0
distance = 0.0 1.0 // Display if the distance to camera is higher than 110
distance = 100.0 1.0
distance = 110.0 1.0

emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale
{
mach = 0.0 1.0
mach = 0.8 1.0 // don't display until mach .8
mach = 1.0 1.0
density = 1.0 1.0
density = 0.4 1.0 // don't display over .4 atmo
density = 0.3 1.0
density = 0.002 1.0
density = 0.001 0.0 // and stop under .001
}
}
}
}
@MODULE[ModuleEnginesFX]
{
//@name = ModuleEnginesFX
//engineID = rocketengine
//flameoutEffectName = flameout
%powerEffectName = powerflame
//engageEffectName = engage
//disengageEffectName = disengage
%spoolEffectName = powersmoke
// old effect names
//runningEffectName = powersmoke
//directThrottleEffectName = powerflame
!fxOffset

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}
@PART[Mk2PLUTO]:FOR[HotRockets] //Mk 2 PLUTO
{
!fx_exhaustFlame_blue
!fx_exhaustLight_blue
!fx_smokeTrail_light
!sound_vent_medium
!sound_rocket_hard
!sound_vent_soft
!sound_explosion_low
EFFECTS
{
powerflame
{
MODEL_MULTI_PARTICLE_PERSIST
{
name = flamethrust
modelName = MP_Nazari/FX/flamenuke
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.99
emission = 0.75 1.21
emission = 1.0 1.25
speed = 0.0 1.98
speed = 1.0 1.22
energy = 0.0 0.33 // Same for energy
energy = 1.0 0.99 // Same for energy
fixedEmissions = false
}
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
}
powersmoke
{
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}
@MODULE[ModuleEngines*]
{
@name = ModuleEnginesFX
//engineID = rocketengine
%spoolEffectName = powersmoke
%powerEffectName = powerflame
!fxOffset = del

}
@MODULE[ModuleEngineConfigs]
{
%type = ModuleEnginesFX
}
}

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@ekliptical: Thanks, added.

As a teaser for the next update, who likes RCS?

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@ekliptical: Thanks, added.

As a teaser for the next update, who likes RCS?

I love RCS! I'm excited now :D

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The ESTOC recieved a 25% thrust nerf following V1.0.

Where are you getting that? ESTOC weights 3 tons, RAPIER weights 2 tons. ESTOC, at present, is 150% more powerful than the RAPIER at 150% the mass cost. Before the nerf, ESTOC was 200% thrust for 150% mass.

Edit: Tex_NL, I just tested a replica of the plane you posted, using ver1.1.2, and I'm not seeing any of the behaviors you are describing - replica plane hit orbit 150x150km, ~900 dV left, mach 1 soon after launch. So a few questions: Mod version# you are using? Stock or nuFAR atmo model? Any mods that might affect engines?

Stock atmosphere, Mk2 Expansion v1.1.2. No weird part clipping or other mods that could interfere. So that's not it.

I rebuild my plane from the ground up and adjusted my flight profile. With a lot of difficulties it now does manage to limp into an 80x80km orbit with only 200 to 300m/s dV left. Either you have some uber-efficient flight profile or you did not rebuild my plane correctly. But never mind that, I've already switched back to regular RAPIERs.

Something completely different:

I like the look of your new nuke engine but it does lack one vital element. A bottom connection node to mount a decoupler.

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@Tex_NL Huh. Odd. Engines are being rebalanced for better performance overall, so the nerf to the ESTOC will at least be partially undone next update. As for the nuke engine, yeah, all right. I'll even throw in a mk2 decoupler.

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ckan need update for it is at ininkaptibel zone

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Seconded on this mod not showing up on CKAN.

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Something seems a bit silly about the Nuke gaining a whole half ton, with not much new other than some radiators. I would reccomend:

Lighting the increased weight to 0.25 tons and Giving it a lower profile

OR

Keeping the current wieght, and adding increased vacuum functionality (Higher thrust to support the larger Mk2 system, or soemthing like that)

OR

Keeping the current weight, and increasing its atmospheric functionality (i.e. Adding a mode where it uses 60% IntakeAtm and 40% Liquid fuel) at the cost up lowered vaccuum perfomance (ISP down to 500, or Weight increased to 3.75)

Or something else. I just don't like it being called the "LV-N2" when its really just an N1 taped to a Mk2 cap.

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Even if he puts it on CKAN it'll never show up since kinetech animation is a dependency, and that mod is effectively dead in 1.x as its creator has abandoned it.

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@Mariner: CKAN won't work for 1.0X at the moment, one of the plugins this mod uses - KineTech - works in 1.0x, but it hasn't been updated to it on CKAN. Given that it will probably only do so when B9 updates, I may depreciate it next update. Trading some functionality on one part geared towards FAR vs CKAN compatibility seems a fair trade

@temporalExile: In exchange for that extra half ton, you get slightly higher thrust, and a nuclear engine that doesn't explode if you run it too long. But yes, its designation is somewhat uninspired.

In other news,

UPDATE 1.2 is out

Changelog:

Version 1.2.0

=============

-Added new part: PG RCS Chine

-Added new part: RC RCS Chine

-added new part: SC-01 mk2 RCSAS segment

-added new part: Aerodynamic 5-way RCS Blister

-added new part: Heavy duty aerodynamic 5-way RCS Blister

-added new part: heavy duty form fitting 5-way RCS block

-added new part: mk2 OMS pod

-added new part; mk2 decoupler

-added new part: T-junction

-added new part: X junction

-added new part: Linear Aerospike

-tweaked Turbojet thrust curve - now more competitive with the J-X4

-tweaked Ramjet thrust curve - now superior to J-X4, still less powerful below .5 mach

-tweaked Vtol jet thrust curve - fixed underpoweredness

-tweaked ESTOC thrust curve - should perform a little better now

-tweaked PLUTo. now has bottom attach node, fairing

-tweaked Fishhead IVA - improved lighting and window transparency

-new example craft: (M2X) Stork

-new file structure; parts now organized by category

-Hotrockets config, courtesy of ekliptical

-parts now have specular shaders

Edited by SuicidalInsanity
typo culling
1 person likes this

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In other news,

UPDATE 1.2 is out

I just made my first (reliably) functioning SSTO spaceplane in 1.0x using some of your parts last night, and now you have a super awesome update with the exact RCS blocks I was wishing for.

Get out of my head, sir!

Very nice mod, thank you indeed.

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I just did a fresh KSP install and have to reinstall my mods list.

This was on my list but I forget...

Did this have the rounded tail section with a cargo bay door that opened?

like for a rover?

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@temporalExile: you get slightly higher thrust

You sure? I just checked in the most recent release, and it's identical to the LV-N in regards to thrust and efficiency. Actually, I have a cool alternative to even raising the thrust: Giving the engine an afterburner. Basically, giving it something like what the lantern from Atomic Age has, where the engine adds oxidizer into it's fuel, in exchange for greatly increased thrust and slightly lower efficiency.

Edited by temporalExile
fixing quote box

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It seems this newest version created a few parts in double if you just fuse the new into the old.

You changed folder structure, yet somehow parts with same internal name aren,t bugging out... Nothing too long to fix.

Warning: new version changed file structure, delete your Mk2Expansion before installing new

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Wow! You're popping them out faster than Jeb could ride them!! Great stuff!

(You know someone is doing a great job when it tells you that you have to spread some reputation before giving some to them again!)

P.S: Is the "Solaire" intentionally missing from the example crafts?

Edited by DavidBowman

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Liking the new RCS chines - very practical and good looking!

I noticed a couple of bugs, though:

- VTOL Standard is trying to call "Model.mu", but the actual file is "model.mu", so it fails to load

Edited by Selentic

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Speaking of RCS, how about an RCS nosecone, with some monopropellant inside?

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Liking the new RCS chines - very practical and good looking!

I noticed a couple of bugs, though:

- VTOL Standard is trying to call "Model.mu", but the actual file is "model.mu", so it fails to load

That's not the case - just tried to rename it, and VTOL engine is still missing.

Another idea here: Chine-wing adapter.

Three parts:

- long adapter

- short adapter

- standard chine - wing chine adapter (that may be tricky to make, though)

To illustrate: (using offset tool):

BOLXQrC.jpg

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Nice parts. How about a larger version of the chine which would be a specially-fitted mk1-mk2adapter? Basically you'd put one on either side of any size 1 tank to make a mk2 profile.

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I just did a fresh KSP install and have to reinstall my mods list.

This was on my list but I forget...

Did this have the rounded tail section with a cargo bay door that opened?

like for a rover?

I believe you're thinking of the MK IV expansion mod, not this one.

And good lord the new stuff in this expansion is amazing. one little quibble...

XPD5aJz.jpg

typo. :(

Edited by vardicd

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@temporalExile: huh, Test version was at 65 kN, fixed. As for an afterburner? Yeah, easy enough, would tie in nicely with the tank switch on the mod fuel tanks.

@DavidBowman: Thanks. Although as I get more out, the update rate is most likely to slow a bit. As for the Solaire, yes. I didn't include it with the example crafts because it ultimately wasn't a very good plane. But I can inculde a VTOL aircraft example craft with the next update.

@biohazard15: How did that caps-typo slip in there? For renaming, you have to rename the MODEL node reference, not the one at the top of the cfg.

RE: the chine ideas - you are asking for a partial chine that can serve as a wing root, correct? That should take like 10 minutes to do.

@Cosmic_Farmer: Larger chines for mk1 shouldn't be hard.

@vardicd: Thanks, fixed.

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It seems this newest version created a few parts in double if you just fuse the new into the old.

You changed folder structure, yet somehow parts with same internal name aren,t bugging out... Nothing too long to fix.

Warning: new version changed file structure, delete your Mk2Expansion before installing new

Not only that but any craft "in flight" might get corrupted.

I completely removed the old version before installing v1.2. Craft build with v1.1.2 got corrupted and introduced some very weird bugs with v1.2. Reverting back resolved it.

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