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Kickasskyle

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Everything posted by Kickasskyle

  1. This is neat, I hope you get the help you need in making this thing operational, it'd be a shame if this just sits.
  2. Did you place down the engine first? or the shroud? I think I'll pass on that one, I have no visibility of how KER works, and what stats it picks up on so I wouldn't know where to start, though I have heard other people mention this in relation to other mods so you might want to see if anyone has already asked on the KER side of things.
  3. Speaking of, I don't actually see a reason why I couldn't change all the shroud decouplers to omni decouple, apart from maybe a few niche uses involving using them as cargo shrouds. Hmm.
  4. https://mega.co.nz/#!wpUUmRRC!YGHa-glqrnVXqqcWzyzOoRlUyrdQgoEDPLpcBN2Pqfw Boom, there you go. That's 2.5.6B.
  5. Hey man, I give you the tools. It's up to you to figure out what to do with them. They're powerful sure, but they're not op by any means due to efficiency flaws etc. It's all there
  6. What I take away from this is that KW is powered by KSP, literally.
  7. I probably will at some point though, it wouldn't really be hard though. Just blanket set all the mid/heavy lifter engines ISP's to 320/360ish and leave all the upper stage engines as is or if I really want to set one or two the the bigger engines to abit higher ISP to make all the smaller engines useless. The price of the ST37's is driven by the amount of fuel they contain as a result it'd be a bit weird to start tweaking the balance around. I'll take another look at it though and see if there is any allowance for 'cheapening'. Someone mentioned it earlier, but the engines do indeed have two top nodes now, this is to facilitate the use of adapter shrouds/etc without triggering the autoshrouds. Which makes things like the petal adapter not look horrific, it can take a little bit of fiddling to get them on but anyone mildly capable of building anything in KSP should be ok. Also, the Kerbal Stuff download link seems to be on fire, we gained about 11k downloads over the last day and have become the most popular mod on there, which is insane.
  8. Ideally it'd be a one time start engine, but stock modules aren't really great for that sort of customisation, and I don't want to really open the can of worms that is making modules and plugins.
  9. That % is the tweakable thrust %. At 0% Tweakable thrust it's at the minimum thrust value, which is more or less 50% of the maximum thrust value. eg.
  10. I spent a good deal of time looking at these numbers and trying to fathom what Squad are up to, and what I can do try and bring KW in line with their 'balance'. I think they've finally taken it to a point where I don't want to follow what they've done, they just seem to be homogenising the ISP's across all the engines and basically just making engines iterations of the last with a different thrust to weight ratios and maybe a few that are designed to be 'upper stage engines' but generally speaking only get about 20-30 more vISP anyway. From what I saw 6/9 of the stock rocket engines share the same 320/360 or 320/370 values for isp/visp. If we tried to bring KW in line with these changes we'd end up killing the uniqueness of a lot of the engines and render 75% of them redundant due to being supplanted by the next engine up. In my opinion this is a terrible way to balance the progression and just basically shoves people into using the same 2 engines. This isn't even highlighting that the isp changes they've instituted basically make the game hilariously easy to do anything with. I think that's about as much as I can go into this without repeating myself, I might take a look at some internal balancing but I think it might just be getting too much of a mess to follow squads 'balance'. I hope this clears something up at least.
  11. It's design was made to be abit less attention drawing, the 5m series of rocket parts have been made to flow into each other better. That, plus the result of fitting into the 5m tank shaft texture instead of giving it a new texture file is why it's as it is.
  12. This is intentional as all the SRBs have a limited range of thrust available with the minimum amount usually being 50% of the maximum value. The only exception is the separation thrusters which don't have any range. Believe it or not but this version uses less RAM than the previous. When I benchmarked it the extra ram added by KW to a relatively blank ksp was usually around 270mb , I do have some ideas to cut down a bit more without incurring any real detail loss but it's fast approaching the point where if I wanted to do anything else I'd end up gimping certain stuff. This is pretty much a known thing, It'll get phased out shortly when I go through the configs again. The fix in the mean time is not using fuel tanks, etc as the root parts.
  13. He has. I suppose it doesn't need to be quite as high now due to the fact joint stability isn't as big of an issue.
  14. Well shucks, I ended up going a different route to fix stuff with models that fixed 75% of the other scaling bugs. This way looks to kill the last persisting bug. At some point in the near future we'll go through the list and zap out the configs and put an end to this. Thanks, by the way.
  15. The decoupler force getting killed is a known KSP issue, I'm inclined to believe it's just 64 bit being unstable. If there are any config related problems causing 64bit issues (which seems pretty unlikely), we wouldn't have any visibility of the cause anyway so it would be impossible to do anything. So yeah, it's probably 64bit being 64bit.
  16. Hey All, First off, thanks for downloading the new version. Now, a word on compatibility, bugs and various. KW rocketry at it's core is purely a parts pack, as a result of this there's a certain limit to the scope of bugs we can actually deal with or help out with. I'll use the interaction of Hot Rockets as an example, The effects system for the majority of KW Rocketry stuff has shoved over to the new system and as a result any interaction Hot Rockets may have setup with KW will be broken. I'm sure there are other similar cases with different mods with various interactions that may need to be reworked. 64Bit in general seems to also have it's own massive issues, looking through all the posts this seems to be a fairly consistent common factor among an entire array of completely separate bugs. I've had a look at some stuff but alot of it has so many other mods and things to consider that I wouldn't want to fathom even trying to replicate or touch the problem. Now that I've said that I'll chime off a list of some of the stuff I have taken a look at and confirmed as bugged and reworked: -The "no autoshroud" decoupler files in extras are incorrect, I killed the auto shroud but left the model call up in the config so it still pulls in the model. A relatively easy fix if you know anything about config files. If you don't want to touch them yourself wait until I pump out a fix version and in the mean time use the standard ones. -The dulled clamp sounds config file in the extras, is wrong due to being taken from a pre .24 fixed version and leads to the part being called up in various career hilarity. -1m Decoupler called up decoupler GUI instead of part. Though I'd also say a quick thing about some other points I saw quickly, I'm not going to quote you but I'm sure whoever you are, you will read it. The balancing of the 1m Vesta was changed as it was one of the parts that was sort of earmarked as being abit too powerful. The base nodes on the 3.75m fairings were inverted to fix a mirroring issue, so that's why you have to rotate the cone/wall 180 before attaching. Cheers again guys.
  17. HA! We have just released v2.6. Cursefire / MEGA downloads are up in the OP., others to come at a later date. Here's a quick glance at the changelog: Updated to v2.6 -Added: - 5m Fairings, nosecones and interstage shrouds. - 5m Fuel tanks at L0.5, L1.5, L3.5 sizes. - Griffon Century added, a 5m heavy lifting engine. - Titan V added, a mid-powered heavy upper stage engine. - Globe X-10L & X-10S Inline 2m solid rocket boosters. - 5m ASAS. - Various extra adapters. - Animated 3x2m petal adapter shroud for landers. - Larger seperation engine. - All fuel tanks remodelled and retextured, 0.5L sizes added to 1-3m. -Revised: - All fuel tanks remodelled and retextured to reduce memory footprint. - Fairing textures combined to reduce memory footprint. - Existing engines have been converted to the new FX system and utilise various new stock FX. - Specular maps have been drastically improved on the majority of parts adding alot more visual depth. - Flag decals added to all the longest tanks and the new Globe X-10 series. - SPS is now fuelled by monopropellant. - Sound effect tweaks. -Balance - All prices reworked to be more inline with stock. - Research reworked to be more inline with stock requirements. - Minor retweaks to existing engines, srbs and fuel tanks. 1m Vesta engine rebalanced to be more inline with balanced progression. - Power response added to engines relative to their role or size. eg. GriffonXX has a relatively slow throttle up time due to it being a large stage 1 lifting engine. -Misc -Textures and sounds moved/combined to reduce memory footprint, where possible. -Added an extra top node to the majority of engines, this extra node allows for manual shrouds/adaptershrouds to be placed without triggering the automatic shrouds. Basically in addition to adding the new 5m parts, we've redone all the existing tanks/adapters in one way or another, be it remodeling and remaking or just updating the specular maps. To top that all off just because we have 64bit doesn't mean we've gone lazy on squashing waste ram usage, this update uses less than the previous version. Have fun chaps.
  18. I've done all the prices for everything currently, surprisingly most of the misc things haven't really changed price in version .24. The fuel tanks and solid rockets pretty much follow stock prices. The 1m engines are abit pricier than the stock counter parts, due to their stats (Mav 1D & Vesta sharing a price of about 1100.) The 2m engines basically sit around similar levels of cost relative to stock, with the more powerful griffon costing about 3300. Now 3m is where it starts to go off the rails relative to stock. Now I think the NASA pack engines are relatively OP due to their thrust/weight and overall efficiency. That said, the amount they cost makes them somewhat useless because X amount of mainsails and the extra fuel can be absorbed by such a big price-tag. Anyway I priced the 3m engines from about 7500,10000,15000 for the Wildcat, Titan and GriffonXX respectively. Other new parts will follow a similar sort of pricing. I've been over loads of different performance metrics to the point where they've all basically just become 'another' number. But after all that is where I think they should sit price wise.
  19. I have actually already fixed the prices on my version, but I'll have to go refix them when the contracts update gets released.
  20. When does this happen? literally any time you put these fairings together? or in instances where you're reverting back to the pad, or jumping directly from the space center? It's a problem that seems to stem from KSP not auto scaling up by a factor of 1.25x. See if adding "rescaleFactor = 1.25" into the part config helps at all.
  21. Off the top of my head, I'm going to say I increased the mass to 0.75, and lowered thrust to 90 and left the ISPs the same.
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