OtherBarry
Members-
Posts
207 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by OtherBarry
-
Thanks for the offer Northstar. As NK said, I've already started working on it, and while I quite like your ideas on how it ought to be done, a core part of this mod is to keep it as close to stock as possible, which unfortunately means slightly less consistency, but gives the mod a more balanced feel with the game. For example, Standard fuel tanks (LF+Ox) have their priced based off Cost = 2*(LF units + Ox units), while plane fuselages use Cost = Mass*800. Depending on how cost gets implemented, it would be good to develop your ideas further once the realism mods (RSS/RO) get proper support of career mode.
-
I'll have to check the cfg's again, but somewhere in the heatshield cfg file is a line something like 'Allow Curve Tweaking = false' by either deleting this or making it 'true' you should be able to use the range of shapes available to other tanks, though it may also allow things like cylindrical or pill shaped heat shields, which might cause issues.
-
As much as I would like too, by keeping the mod running I just meant answering questions and whatnot on the forums. Coding is not my area of expertise (though I am learning at the moment). Thankfully, NathanKell has volunteered to keep Procedural Parts alive until swamp gets back. And taniwha is also maintaining KSPApiExtensions (KAE for those of you who like three letter acronyms), as both this mod and several others rely on it.
-
Forgot about these. They're fantastic, especially when combined with procedural interstage fairings. On the AIES note, if you don't want the added weight of the thrust plate (they're really heavy), the smaller AIES engines will all radially attach to the bottom of tanks, which is great for smaller probes and landers.
-
Try TweakScale. Procedural engines are very complex to make, as well as very hard to balance. Or you could do what I do and use some part clipping and an upside-down conical tank to hide the top part of the engine so that only the nozzle sticks out. Works well for covering up gaps as well as keeping a consistent texture.
-
Try a fresh install, without using mod manager, as it could be installation related. Otherwise it might be related to them using or you using real fuels, as different tanks are and aren't accessible depending on if RF is installed. Also great robot work. Hopefully procedural parts will allow you to make even more awesome looking robots.
-
The docking module isn't something i've ever really looked at, but from what I gather, it's related to attachment node size being the same, which would theoretically already work with the current PP setup. Not saying it won't happen, but what would you need procedural docking ports for? I've never really felt limited with the stock ones.... Also, I remember you looking into this earlier, but can't remember where, so what is it that complicates SAS scaling? Edit: Looking into it, it's seems to just be just making sure that nodeType = size<x> are the same on both ports. This is a tad more complex, but still doable (eventually), assuming it works with decimal places and the like. TweakScale might work better for this sort of thing, as docking ports wouldn't look great using the current shapes.
-
It depends. Is whatever it uses for radiating a resource or it's own module? If it's a resource, then it's ridiculously easy, you just have to work out the volume (or mass) to units ratio. If it's a module, then it depends. If it's just something like "radiationLevel = x" and x scales somewhat simply, then it's relatively doable. If it's anything more complex then that, it's probably possible, but might not happen any time soon.
-
Module Manager has backwards compatibility for pretty much everything, so unless your mods use pre 1.5 module manager, it should be fine
-
Unfortunately, that's just the laws of physics. The thrust of an SRB, or more correctly the exhaust velocity, is controlled almost entirely by the diameter of the smallest part of the nozzle. The relationship between them has a power of two in it somewhere, while mass is a power of three, as it's directly related to volume. This means that means that keeping to the same diameter/height ratio will result in the mass rather quickly eclipsing the thrust as you increase the size.
-
Right. Well, all the maths is legit, everything's scaling as it should. I think the problem is you want more thrust per meter of diameter than PP currently allows. This is because PP is designed to replicate stock parts, not real rockets. You can change this in the cfg file if you wish, but it won't go into the full release of the mod. The weird nozzle spawning is a known bug, an being worked on at the moment. It might be fixed in the latest version, though obviously not if your using it now.
-
Well firstly, If your not using the realism patch then it's not surprising that you can't make realistic rockets. Secondly, it's weighs 8 times more (2*2*2 = 8), which means you probably should have a twr of not that much more than one. Also, the space shuttle SRB has a height/width ratio of 12.1, while your smaller booster has a height to weight ratio of 8, so they're pretty different.