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Everything posted by OtherBarry

  1. Oft requested feature. The issue is, Proc Parts shape making code is based on surfaces of revolution. Effectively meaning that you can make whatever shape you like, as long as it is perfectly symmetrical horizontally, and doesn't include any holes or anything. Unfortunately, this mod is only being maintained by RadarManFromTheMoon and NathanKell as neither have the time to update and improve it for reasons other than it ceasing to function. So until someone comes along and volunteers their time and effort to rewrite the shape defining portion of the code, there most likely won't be any chance of offset cones and the like. I'll probably have the time myself in exactly 5 months, but I'll still have to learn C# and how KSP modding works, which at my skill level is probably a lengthy process.
  2. Proc Part's isn't really designed for such things. You're better off using one of the may weight mods. Or the other option is you could fill the rest of your tank with Fuel, RCS Propellant or Electricity.
  3. They're not under different parts, you just right click to change the shape. And this mod is about as light as possible anyway.
  4. Ah, I see, we must have forgotten to update the real fuels tank. I'll get on that this afternoon. I'm thinking 5m max diameter once you hit 3.75m stock tanks? That should still allow for mod tanks, without being too op. And it wasn't the code i was concerned about, it was the data. Proc Part tech limits are based on the stock tree, so if that's been re-arranged, then the limits should be changed to reflect that. Also relevant with 0.90 is the part number limitations in early game, which I imagine PP is currently rather cheaty for.
  5. Not possible. As i understand it it would require a massive code rewrite. I think other shapes are the next step for PP, but hollow shapes and toroids are a while away.
  6. Northstar: was under the impression that we updated it for the new parts to be more balanced. Unless there was a light tech tree rearrangement in 0.90?
  7. oK!!!! theres only meant to be the realfuels parts if you have realfuels instaled!!!! P.S. Please use be verbose and use proper punctuation. It really helps. Edit: Verbose did not mean what i thought it did. I meant that it is better to be do descriptive than not descriptive enough.
  8. Been a lot of issues with cone parts recently. I think they might be causing some issues. I'll look into it. Thanks for the detailed bug report.
  9. Then thrust for SRBs is handled differently. There's no way you shouldn't be able to go to 500s or lower, unless your rocket is like 50m tall and 1m wide.
  10. Many modded engines do not have built in fairings. I'd suggest reinstalling one stock decoupler and testing to see if they have engine fairings with that. - - - Updated - - - Are you using RealFuels?
  11. RealFuels has a completely different system for working out thrust. It's designed such that you should be able to get a just higher thrust to diameter ratio than the best thrust to diameter ratio of any SRB ever made. Which IIRC is the shuttle boosters. Not entirely sure how to change that, will look into it. I suggest you ask NathanKell on the RF thread. - - - Updated - - - Not that I know of. Have a look at NathanKell's RFTS thread. He has some great looking planes up there made with procedural parts, so that might tell you where to find them.
  12. No clue. I suspect it's related to joint connection size, which only has 3-4 values, 1.25, 2.5, 3.75 and maybe 0.625. I imagine the issue is something along the lines of "Cone tank diameter B (10m in your case) is a whole third less than cone tank diameter A (15m in your case), therefore it must have a smaller joint connection size". While this makes sense for stock-sized rockets, it screws up once both ends are above 3.75m. Hence the reason your getting wobbles using conic tanks, is because your getting 2.5m joint sizes instead of 3.75m ones. I have no idea if that's actually in the code, or if theres anything even remotely similar in there, but it's the only logical reason I can think of for such a bug to occur.
  13. Your welcome to, though I'd warn your users that any bugs appearing with this mod installed won't be supported on this thread. They look great. Are any of your mechanical contraptions actually capable of working to their intended use in a KSP phsyic'd world? On a side note, would you mind putting the pictures in spoiler tags? Helps the thread 'keep clean' and is helpful for people with low data caps.
  14. Nope. All of our parts have circular cross sections. It's quite a jump in complexity to go to new shapes, and you'll have to ask RadarManFromTheMoon if that's the direction he has in mind for the mod. - - - Updated - - - I like this idea, but I feel like it's a bit unlike stock Procedural Parts. It'd be a great addition to Real Fuels or RO/RSS sides of the mod though. Maybe have ask NathanKell or Felger about it?
  15. It is done then. Karbonite support will be in the next release. I'll post a config here when I finish too, so you don't have to wait.
  16. Well that's 2 for Karbonite tanks. 1 more and i'll get on it. Unless someone else is willing to? As for your texture questions, have a look at the threads in the OP. They may well have more textures than those shown in the pictures. If they don't have what your looking for, try asking them for it. I don't think core PP intends on getting many more textures.
  17. Depends. If there's much support for it, I'm happy to look into it. Ot better yet, if you, or someone else wants to write their own config with it, I'd be happy to put it in. Feel free to PM me with any questions if you or others choose to.
  18. Ok, so tank costs are handled by Real Fuels itself, so if you don't have a correct cost when you launch the vessel, you should talk to the folks on the RF thread.
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