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SuicidalInsanity

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Everything posted by SuicidalInsanity

  1. @temporalExile: huh, Test version was at 65 kN, fixed. As for an afterburner? Yeah, easy enough, would tie in nicely with the tank switch on the mod fuel tanks. @DavidBowman: Thanks. Although as I get more out, the update rate is most likely to slow a bit. As for the Solaire, yes. I didn't include it with the example crafts because it ultimately wasn't a very good plane. But I can inculde a VTOL aircraft example craft with the next update. @biohazard15: How did that caps-typo slip in there? For renaming, you have to rename the MODEL node reference, not the one at the top of the cfg. RE: the chine ideas - you are asking for a partial chine that can serve as a wing root, correct? That should take like 10 minutes to do. @Cosmic_Farmer: Larger chines for mk1 shouldn't be hard. @vardicd: Thanks, fixed.
  2. @Mariner: CKAN won't work for 1.0X at the moment, one of the plugins this mod uses - KineTech - works in 1.0x, but it hasn't been updated to it on CKAN. Given that it will probably only do so when B9 updates, I may depreciate it next update. Trading some functionality on one part geared towards FAR vs CKAN compatibility seems a fair trade @temporalExile: In exchange for that extra half ton, you get slightly higher thrust, and a nuclear engine that doesn't explode if you run it too long. But yes, its designation is somewhat uninspired. In other news, UPDATE 1.2 is out Changelog: Version 1.2.0 ============= -Added new part: PG RCS Chine -Added new part: RC RCS Chine -added new part: SC-01 mk2 RCSAS segment -added new part: Aerodynamic 5-way RCS Blister -added new part: Heavy duty aerodynamic 5-way RCS Blister -added new part: heavy duty form fitting 5-way RCS block -added new part: mk2 OMS pod -added new part; mk2 decoupler -added new part: T-junction -added new part: X junction -added new part: Linear Aerospike -tweaked Turbojet thrust curve - now more competitive with the J-X4 -tweaked Ramjet thrust curve - now superior to J-X4, still less powerful below .5 mach -tweaked Vtol jet thrust curve - fixed underpoweredness -tweaked ESTOC thrust curve - should perform a little better now -tweaked PLUTo. now has bottom attach node, fairing -tweaked Fishhead IVA - improved lighting and window transparency -new example craft: (M2X) Stork -new file structure; parts now organized by category -Hotrockets config, courtesy of ekliptical -parts now have specular shaders
  3. @Tex_NL Huh. Odd. Engines are being rebalanced for better performance overall, so the nerf to the ESTOC will at least be partially undone next update. As for the nuke engine, yeah, all right. I'll even throw in a mk2 decoupler.
  4. @ekliptical: Thanks, added. As a teaser for the next update, who likes RCS?
  5. @CptRichardson;That's sort of moving out of scope of mk2 pieces. One one hand, I'd like to stay with the mk2 form, on the other, I am doing a parts pack to expand the mk2 form and what can be done with it. Hmmmm... I'll think about it. @ObsessedWithKSP; I've made one further RCS block - a rectangular trapezoid shaped one designed to continue the slope of mk2 fuselages and seamlessly fit on the sides of a mk2 fuselage where the black stripe is. Its less aerodynamic than the blisters, but can be used instead of the chine pieces. @Gryphorim; I had an idea originally for a sort of bomber-esque observation/high visibility mk2 cockpit/mk2 cupola thing. Shouldn't be too hard to adapt that idea for rover use as well. Edit: Though I'd try my hand at a service bay: A work in progress. the idea was to have an easily accessible compartment for stowage, with the central column holding Monoprop tanks and batteries.
  6. @ObsessedWithKSP: Since I already had the chine RCS units, I interpreted 'RCS block' as something more akin to the RV-105, but aerodynamic. I suppose I should add a 2-axis chine RCS block to the lineup too. @Zutaca: Done
  7. @ObsessedWithKSP; Is something like these RCS blister pods what you had in mind? @CptRichardson; Radial aerodynamic Mk2 engine mount? Should be fairly easy. @ DavidBowman; I did save the model, so I don't see why not. I'd have to make an IVA for it, though. @Zutaca; They would also work great for stations. Sure, I can do that.
  8. At present, those three will cover prograde/retrograde thrusting, roll, pitch, yaw, and vertical/horizontal translation, and the fuselage segment has a torque wheel for good measure. I've been debating whether or not to do some more traditional rcs blocks, like a 4-way or 5 way-block in an aero housing. Thoughts?
  9. Are you thinking something like the stock shielded docking port, but mk2 and pointier? If so, yeah, I have an idea for that. Added to the To-Do list. Ha, on my concept sketch for the PLUTO there was a fairing shroud I doodled on as an afterthought, and when I was finalizing the model there was a nagging feeling in my mind it needed one. As to adding a shroud to it though, not too hard. At present the Shrouded Engine Mount can serve as a stopgap. That said, I see three ways of proceeding, in order of difficulty. I can 1: Add a longer version of the current Shrouded Engine Mount to stick long thinks like nuke engines in, 2: Add the aeroshroud as an engine fairing, or 3: use plugin technosorcery to add an animated shroud, closed while the engine is off, and transitions to an open state dependent on engine throttle. Also, a teaser for what I'm currently working on:
  10. Engine rebalancing is in the works, then. Will be included next update. Not the first time caps-sensitive code has been a source of problems for me, will likely not be the last; fixed.
  11. { "spec_version" : 1, "identifier" : "Mk2Expansion", "$kref" : "#/ckan/kerbalstuff/790", "name": "Mk2 Expansion pack", "author": "SuicidalInsanity", "abstract": "New mk2 spaceplane parts in the form of engines, fuselage segments and aerodynamic accessories.", "download": "https://kerbalstuff.com/mod/790/Mk2%20Stock-a-like%20Expansion", "license" : "CC-BY-4.0", "x_generated_by": "netkan", "depends": [ { "name": "KineTechAnimation" }, { "name": "KlockheedMartian-Gimbal" }, { "name": "ModuleManager","min_version": "2.5.1"}, ], "suggests": [ { "name": "InterstellarFuelSwitch" }, ], "install": [ {"file": "GameData/Mk2Expansion","install_to": "GameData"}, {"file": "Ships","install_to": "Ships","optional": true,"description": "Mk2X example crafts"}, {"file": "Extras/GameData/Mk2Expansion","install_to": "GameData","optional": true,"description": "Mk2X Fuel tank switching, need InterstellarFuelSwitch"} ], }
  12. The ESTOC recieved a 25% thrust nerf following V1.0. Where are you getting that? ESTOC weights 3 tons, RAPIER weights 2 tons. ESTOC, at present, is 150% more powerful than the RAPIER at 150% the mass cost. Before the nerf, ESTOC was 200% thrust for 150% mass. Edit: Tex_NL, I just tested a replica of the plane you posted, using ver1.1.2, and I'm not seeing any of the behaviors you are describing - replica plane hit orbit 150x150km, ~900 dV left, mach 1 soon after launch. So a few questions: Mod version# you are using? Stock or nuFAR atmo model? Any mods that might affect engines?
  13. Nice! Do you mind if I include this with the next update?
  14. I could use some help. I'm the author of the Mk2 Expansion mod, and I've been trying to add CKAN support. I've made the netkan file, but when attempting to verify it, the netkan.exe spits out this error: 1435 [1] FATAL CKAN.NetKAN.MainClass (null) - Error: Unable to find Mk2Expansion in the cache. The mod is on kerbalstuff, and running the --verbose tag in the command line says it is finding and downloading the zip. Any ideas what is going wrong?
  15. Huh. That shouldn't be happening. I'll have a hotfix up in a few minutes Edit: Hotfix is up -Version 1.1.2
  16. UPDATE 1.1.1 is out Version 1.1.0 changelog ============= -Added new part: PLUTO engine. -Added new part: Nosecap. -Added new part: Fishhead cockpit w/IVA. -tweaked Turbojet thrust curve - slightly higher max speed. -tweaked ramjet thrust curve - now produces less thrust subsonic. -tweaked VTOL thrust to 170. -cosmetic tweak to all parts, Z-lighting bugs squashed, some new UV maps. -Implemented InterstellarFuelSwitch - fuel tanks can now be LF, LF/O or structural, optional patch. -Interstellarfuelswitch and ModuleManager bundled. -Added new corporation Insanity Aerospace as manufacturer of all parts for ease of editor sorting. Fuel tank fuel switching is done with the InterstellarFuelSwitch plugin, which is bundled as an optional extra along with the tankswitch MM config for those who (don't) want to mess with extra plugins, at their discretion. CKAN integration is currently on hold, as netkan apparently doesn't like me and I've banged my head against that particular wall long enough today
  17. Good point. I've already tweaked the emissive some. Tweaking it some more won't be hard.
  18. I went with the Firespitter FSfuelswitch module. Does the Intersteller one offer better functionality?
  19. Good idea. Will be included in the upcoming update.
  20. Known issue, fix will be in upcoming update. I'll take it into consideration, but mk2 parts (at least for now) are my main priority. Will do.
  21. Well. I can honestly say this was a welcome surprise today, one that will motive me to work even harder on future updates. Thanks, SQUAD!
  22. Sure. I'll put it on the list. i had originally considered one, but, like you said, I wasn't sure if they actually did anything in stock. Edit: So, who likes emissives?
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