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OtherBarry

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Posts posted by OtherBarry

  1. On 30/05/2016 at 3:50 AM, RevanCorana said:

    Suggestion: add an "offset slider" to adjust the position of the point of a cone so that you can a shape like this

    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. 1 hour ago, SpacedInvader said:

    That much I already figured, but I'm wanting to limit the physical size of the tank to match the contents. Some of my satellites need as little as 1kg of balance weight, yet the smallest tank I can make is 10x that capacity, so it ends up being much larger / harder to work with than it needs to be.

    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. OtherBarry, I'm referring specifically to the RealFuels Procedural Tanks. The normal (no RealFuels) Procedural Parts were re-balanced a while back to be less restrictive, but the RealFuels versions haven't been updated for some time...

    Also, 0.90 did come with a stock tech tree rearrangement. But that shouldn't affect the tech-limits file, as the node names haven't changed, and the file refers to specific tech nodes.

    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.

  4. Soo,i think that i found a bug related to procedural parts.

    I Build a behemoth of a launcher (6.25m parts) i saved it and i went to the tracking station.

    When i went back to the Vab and loaded my craft all the "Cone" procedural parts were missplaced.

    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.

  5. Question: Engines from different mods does not get the aerodynamic cylinder (as a faring) when we use the procedural decoupler under them?

    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 - - -

    Actually, I need a way to make burn time less. Im going from 600 seconds to 500 (biiiiiiig rocket) which isnt enough for 1st stage. Any way to make the minimum burn time lower? Thanks

    Are you using RealFuels?

  6. So I wanted my SRBs more powerful for a top secret project of doom! So I changed the max thrust for 1m, because it says in the cfg file to make that higher for more powerful per diameter (makes sense, since it is diameter^2 times maxthrust at 1meter or something like that). I changed it, but the thrust remains the same. I do have RO, realfuels. Any help?

    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 - - -

    Is there a texturepack that fits nicely with the typical cockpits? None of the supplied ones (incl. "stockalike" which oddly looks out of place with stock parts), or those linked in the OP do. Any other alternatives?

    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.

  7. Any ideas on what's causing the issue and any possible fixes?

    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.

  8. I hereby request permission to release a mod as an extension on procedural parts, I've been using these for a long time.

    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.

  9. It's been a while since i last gave this a try - does it support mk2 part shapes at this point? I didn't find an unambigious answer to that in the description or changelog.

    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?

  10. So it would be fantastic if someone is willing to add a Karbonite tank to Procedural Parts.

    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.

  11. When attached to a vessel, the tank itself doesn't add anything to the VAB cost tally. I just found it strange as other procedural parts have a cost that's added after placement (and adjusted when resizing). With the Real Fuels tank, it is always zero.

    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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