OtherBarry
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Posts posted by OtherBarry
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18 hours ago, Zarbizaure said:
What I suggest is to create a new part, a procedural engine mount, with various shapes & textures, which would let us choose a number of nodes for placing engines (a bit like in SSTU, but with nodes instead of engines). And eventually, place nodes for interstage fairings.
This exact thing already exists as part of Procedural Fairings.
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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.
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Trying to play RO with this, and the decoupler won't stage...it goes to the Left of the staging icons, and I can pick it up and drag it up and down but it stays out of all the stage numbered areas, and if I try to launch it's not included in any stage and cannot be activated...
Sounds like its not attaching properly.
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I think im seeing this mod in alot of pictures and videos but i am wondering if there is a lite version? All i need is the procedural cylindrical tanks.
They're not under different parts, you just right click to change the shape. And this mod is about as light as possible anyway.
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Updated OP.
Oh thanks
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So where should I start? In the coding/learning the basics.
Do you know any other languages?
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This mod is extremely underrated. It's certainly one of my favorites, and I was pretty excited when I saw that it had been updated to 1.0.2. Thanks, 'OtherBarry', for your spectacular work.
Ha. RadarManFromTheMoon does all the work. I just post things...
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Updated the OP. Apologies for the lateness.
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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.
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Has anyone succeeded at making a hollow procedural part? Or it's impossible with the current coding of this mod?
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.
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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?
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hELP!!!! only real fuels procedural parts are appearing!!!
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.
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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.
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Yes, I am using RF
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.
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Possible SRB code issue:
Are some parts of the code that calculates burntime perhaps hardcoded?
It would seem so. I'll post an issue on github.
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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.
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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? ThanksAre you using RealFuels?
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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.
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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.
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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.
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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.
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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.
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...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?
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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.
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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.
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Any plans to include support for Karbonite/Regolith?
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.
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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.
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
in KSP1 Mod Releases
Posted
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.