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OtherBarry

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Everything posted by OtherBarry

  1. Damn, I thought I'd fixed this. Are you using Real Fuels and the Procedural Parts RSS patch?
  2. I use the forums and reddit pretty much equally, so if anyone wants a somewhat less patriotic team member, I'm in!
  3. Could that golden kerbal be for an upcoming deep space probe? There was one launched no too long ago that had some lego figures on it.
  4. Currently, yup. It's set to only be visible if you have DRE installed. However, you can change this by removing ':NEEDS[DeadlyReentry]' from the very first line of the heat shield cfg file.
  5. It took me far too long to realise that SRM meant Solid Rocket Motor. Do you use MJ for your SRM launchers? It doesn't seem to like mine at all, as it constantly stages them at the wrong time, or does weird things when my orbit gets close to my desired apoapsis.
  6. Just put them wherever the mods in question suggest and leave them there. If there are any problems, it's most likely a problem from a different mod. Scaling with thrust is logical, as that's how SRBs work IRL, in that the narrowest point of the nozzle affects the exhaust velocity. It might be possible to revert it without a code rewrite, but I doubt it. Not that I know of. Are you sure it's PP related? If so, output logs and such from when you attempt to leave the flight scene would be helpful.
  7. I see your point here, but you also have to think about how easy this is to implement in game, as well as how easy it would be for new players to pick up on. I suspect that with budgets implemented, researching parts may also come with a cost, as there is already a non-science 'cost' for researching each tech node. With on screen info, I personally think the current way is pretty good. While I couldn't play KSP without MJ data readouts, had they all been there when I booted up the game the first time, I would have just given up in confusion. This game already has a very steep learning curve, and i don't think squad wants to make it any steeper.
  8. Theoretically, yes it still works, however, it's manifest hasn't been updated in about a month, so depending on where they've been hosted and how much they've been updated, some mods will work fine, some mods will download old versions, and some mods won't work at all. I'm in the process of updating it, but I've been fairly busy recently, so it might be a little while. If all goes to plan, it'll be ready by the scheduled forum downtime, and then I'll test it over those few days and then start a new thread once the forums are back up. However, I'll only be updating the manifest files, any work needing to be done to the bundler itself will probably not happen, or at least not for a while.
  9. Sorry, my instructions probably weren't the clearest. I'll get to it in a few hours.
  10. Nope. Swamp_ig is actually a time traveller, he sometimes forgets how primitive our technology is.
  11. Procedural batteries are easy. Just copy the rcs tank and replace Monoprop with electric charge, though you may want to play around with the density figures. Procedural KAS containers are harder, as they're a module rather than a resource. Will look into it though. Procedural kerbal is still in the works....
  12. They should scale properly. Are you sure its node size thats causing instability?
  13. Thanks. I suppose I'll have to make one for when RO starts supporting TAC.
  14. It's not complaining when you post such useful bug reports. Plus if you didn't someone else would. Does this only occur with PF parts? Because a lot of people seem to be having general attachment node problems, which I suspect is a PP problem, not a multiple KSPAPIExtentions problem. Either way, swamp_ig is working on fixing both at the moment, as well as better RF integration for SRBs. In the interim, try playing around with deleting/reinstalling KSPAPIExtensions from either mod and let us know if that helps. Also if you could look through your log files and see if there are any blatant errors in there, that would be great. I assume he either did a clean install of the game/mod or just rebooted KSP.
  15. You should just copy the procedural parts folder into gamedata and leave it there. As is explained in the first post, if you right-click on the tank, a list of options for customising it will appear. From then on its very self explanatory.
  16. Very odd. Hopefully redownloading will fix it. Otherwise this'll require some looking into. It sounds like the game is only loading certain sections of each part, which makes no sense.
  17. Is this a result of updating to 0.9.10? If so, download it again and see if the issue returns.
  18. I suspect it's because NathanKell has accepted swamp_ig's merge into Real Fuels, and when RF gets updated to include that, PP will update to 1.0 with RFTank0Switchable.
  19. Sorry, was getting to that. Currently, the only tank shapes you can get are ones that have circular cross sections, eg cones, cylinders, spheres. When swamp_ig starts working on extruded shapes, then we can have all sorts of magical procedural parts.
  20. They have the same 'dry' mass no matter how much ablative shielding you have, which is the same as the normal DRE heatshields. Without shielding, it should weigh 0.2t, then add on 1t for every 1000 units of ablative shielding.
  21. Hah. Sorry. That was a result of me copying the config from the TAC tank. Will be fixed in the next release. Then again, we don't actually know what kerbals eat. Their so called 'snacks' could be metal scraps.
  22. I'm quite busy at the moment, but if your willing to do some of the work, I'll make a config for you. Just fill out this (https://github.com/Swamp-Ig/ProceduralParts/blob/master/Source/CalcsAndModels/ModTanks.xlsx) spreadsheet with ECLSS data, and it'll be really easy to make one. PM me if you have any questions. If anyone else has a mcod they want me to add, feel free to do the same thing.
  23. Change which part? The heatshield? If so, it already has it, although it currently scales with volume rather than surface area. And helps with what?
  24. Ah. Well in that case I understand. Bias as I may be, I think theres only one reason to use stretchy over this, and thats if you can't live without keyboard resizing. Otherwise, this has everything that stretchy has, plus more stuff, such as heatshields, mod tanks and tweakables.
  25. They've been pretty well documented on each release throughout the thread, but I suppose they ought to be brought together into a changelog. I'm happy to do it, or nag swamp_ig to do it, but either way we'll probably wait until the 1.0 release (coming soon...) and then start maintaining them for future versions. Do you need/want them for something? I probably remember what's happened in all the different versions.
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