-
Posts
259 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Kickasskyle
-
Are you sure that would fix it? because to me it looks like the the bug originates from KSP ignoring the model scaling completely and just throwing the standard scale model ingame. It's sort of the reason why I choose to fix it by extracting models at the appropriate sizes. In the download package there is an 'Extras' folder that should contain some assemblies, if you're unsure how to install them the readme should* detail some reasonable instructions on how to. It should work straight out the box, all this talk of configs is just regarding some ksp scaling bug that is floating around.
-
I've gone through and fixed this on the WIP version, so when the next one comes out this shouldn't be a problem. Also, correct me if I'm wrong Nathan, but that would only work if the model was built for that size. That part cfg scales down a size 2 part to size 1. To save you any trouble I'll just give you these bases I just put together, I just exported some new models at the appropriate sizes so it forgoes ksp's scaling bug. http://www./download/2nntnca2l3wddz4/FairingBases.zip Just delete the old FairingBases folder and replace it. It contains normal and expanded bases. It also has the node sizes all set to the correct amount so it should help with any wobbling fairings on the larger parts.
-
Pretty sure when I designed the 2m Mav with Winston we made it on the Pre-burner cycle, so the 'exhaust' is pumped into the C-chamber. Rather than gas generator cycle where there it's directly dumped. This is recounted from latent knowledge 30mins after waking up, so feel free to correct me if I'm wrong.
-
Just to reiterate the repeating theme in this thread, I pretty much agree with what stupid chris and Tiberion are saying. Speaking from a sandbox standpoint When you only have a handful of stock engines, there's no point making the majority of them mathematically worse to use than a couple of new ones. Speaking from a sandbox standpoint that is.
-
I might, but I'm juggling lots of stuff at the moment. Oh you. Here's that mediafire download, I'm 99% sure it's the release version as I picked it out from my release folder (and it's name). http://www./download/hxt2kfpctmcmt56/KW_Release_Package_v2.5.6B.zip Just a word on new things. The new ARM stuff has dicked up the balance in the 3m range, I've been comparing thrust to weight ratio's, ISPs and various stats from the new 3m engines. Basically the way they're balanced means they are 'straight upgrades'/OP/'fall asleep and wake up in orbit with fuel to spare'. Along that line we probably won't be making a massive shift in terms of altering our current line of 3m stuff to align with the new stock parts, I might twist a few of the masses abit but it won't be doing anything earth shattering. It's a shame because the wobble was really the only thing stopping them from progressing the bigger parts. Now they've fixed that, they just managed to make it so as the game progresses and it gets alot easier(a weird direction to say the least). I just remembered I haven't checked to see if there have been any changes to the previously existing stuff, I'll have a look tomorrow and check at some point.
-
I'll have a look at it at some point, but I'm sort of busy texturing ~other things~. At the time of release 4 or so months go there wasn't really anything like that. It's not right really, so I might change the description. The only way to make it dual at that time (besides super fancy plugin stuff) basically makes it unable to dock to itself reliably and by extension useless. The jist at the time was no one would be insane enough to make a purely 3m docking ring so It was a ~safe~ way of making it. I'm assuming both the MEGA and Spaceport downloads don't work for you? I'll pack zip up a version and upload it in a abit.
-
I generally use decouplers to their function/profile rather than their structural soundness. I think you might be getting caught out by the initial loading of the rocket structure the first few seconds after creation. Strut wise for the big srbs I usually use 3 heavy struts, top middle bottom (all inline with the decoupler). The key to getting past the initial loading of the structure is a casual application of launch clamps imo.
-
I toyed with the idea of coming in with V2 style alcohol based rockets at the start and maybe working your way through certain rocketry advancements, but like you said, cluttering the game with redundant engines isn't a good way forward. especially with the RAM crisis that's ever lurking in the background.
-
I was having a look at some of the new rocket engines we'll see coming along and stats wise I can't help but think I'll have to do some reasonable amounts of tweaking around to keep everything in check with the new stuff. Fun times ahead that's for sure. After having a brief look at the statistics I could procure I feel as though they may* have made things abit too easy, but then again balance wise it remains to be seen how much things will cost etc. As I said, fun times are ahead.
-
You should be able to dump this into your existing SPS folder and you'll have a mini nozzle variant show up, there's a little bit of stretching but that's to be expected. https://mega.co.nz/#!AwNAnIKZ!DL0-uRg3r5sk2nac1opw75fgGBpSiOgrDltTvaDR8co I can see where you're both coming from and looking at the stats layouts, I can't say you're wrong. I'll have a think about it and see if there's something I can come up with.
-
The configs override the existing ones. Find the config for the engine you want and copy it over the current one. It shouldn't adversely affect any of your VAB craft files (apart from removing the fairings obviously), I don't know what it would do to currently in progress flights if I'm honest. Last time I tried to use superPNG it had troubles with the 64bit version of PS. I'm also currently on CS5, I thought it was for CS2? or 3?. The side mounted reaction wheels are really to get over the structural weirdness that inline 2/3m reaction wheels cause, I don't see a reason to have them other than aesthetics. That's why I didn't bother making them to begin with and that is also the reasoning for not having the 1m side tank as well. But you're more than welcome to mess around with the .cfgs yourself and make them, I'd be more than happy to chime in if you want any help but it shouldn't be too hard to accomplish.
-
The alpha channel in the mbm is the specular map. Photoshop is basically taking the alpha channel and using it to messing around with the png transparency (it's a pain to try and unscrew this up). Ideally you could try converting to a format that handles alpha channels abit better then do what you want from there.