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Methane Rocketry! Update 0.6 Released! [14/8/2016] [1.1.3]


Joco223

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Y8U8jSQ.png

Methane Rocketry!

This mod adds fuel tanks, engines, and a lot
of other thing that work with methane!
 
The idea was taken from methane engine prototypes
from the real world!
 
Current Content Is:
Spoiler
  • 2.5m Lower Stage Engine
  • 2.5m Upper Stage Engine
  • 2.5m Long, Medium and Short length methane tanks
  • 2.5m CME (Chemical Methane Extractor). Uses ore to produce Liquid Methane + Oxidizer

 

No pictures until i figure out how to embed imgur albums.

http://imgur.com/a/tyT2p

 

How to install:

-Extract Methane_Rockets.zip to your GameData folder.

Current known bugs:

  • Engines can only gimbal in one axis. (Help?)
  • No shrouds for engines yet

Changelog:

  • 0.1 - Initial Release
  • 0.1.1- Hotfix for some bugs and added an 2.5m Interstage
  • 0.2- Added 0.625m Methane Tank, 0.625m Methane Engine, A One-Way Methane RCS Thruster
  • 0.2.5-Refurbished all textures so they have a bit more metallic look
  • 0.3 - Added 1.25m parts
  • 0.4 - Added 3.75m parts
  • 0.5 - Removed everything. Released new 2.5m parts. Updated to 1.1.3
  • 0.6 - Added CME (Chemical Methane Extractor)

Planned Features:

  • Methane RCS
  • Real Fuels Patch
  • 0.625m variants of the fuel tanks and engines 
  • 1.25m variants of the fuel tanks and engines 
  • 3.75m variants of the fuel tanks and engines

All Rights Reserved

Download Links!:

SPACE DOCK

Suggest for what to add next to the mod.

Happy Flying!

Edited by Joco223
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57 minutes ago, CobaltWolf said:

No it'd have to be something like...

node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0

@Joco223

No no no no no, the node size is the LAST digit, the seventh digit. If there is no seventh digit then the default size is used. (Also avoid size zero or Bad Thingstm will happen)

Also, node_attach is only for surface mounted parts. Don't add node_attach unless you want it to be able to attach to surfaces. Looking at your MRM-2 part, its top node size is already appropriate for a 2.5m part. The node size is probably NOT why it is breaking off easily. The real reason is likely the fact that you have omitted two lines that govern how much force it can withstand (both shearing and torque)

add this to your parts: (the lack of it means it defaults to 22)

	breakingForce = 200
	breakingTorque = 200

 

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42 minutes ago, Starwaster said:

@Joco223

No no no no no, the node size is the LAST digit, the seventh digit. If there is no seventh digit then the default size is used. (Also avoid size zero or Bad Thingstm will happen)

What? No I was assuming a 2.5m tank, that needed to be surface attached.

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57 minutes ago, CobaltWolf said:

What? No I was assuming a 2.5m tank, that needed to be surface attached.

Oooooh crap, Sorry, I completely misunderstood. Somehow I thought you guys were talking about his problem with the MRM-2 coming off too easily. Going back and re-reading I'm not even sure how I came up with that notion. Very sorry for the confusion :(

 

1 hour ago, Joco223 said:

@Starwaster Ok, thanks for the help, but my tank when you want to put them on side of other parts, they are sideways and not like the stock tanks attach to one another?

Is that with CobaltWolf's node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0? Because that should work. If it's not then try rotating your model 90 degrees before exporting it. Or doing node_attach = 1.25, 0.0, 0.0, 0.0, 1.0, 0.0

(the second set of three determines what axis is pointing away from the surface)

Edited by Starwaster
Because I accidentally a word. The whole word.
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Released version 0.2.5

Changelog:

  • Refurbished all of the textures so they have more of a metallic look
  • Longer tanks look a bit more worn out from use
Edited by Joco223
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Released version 0.3

The 1.25m update! :D

Changelog:

  • Added MS-100 1.25m short tank
  • Added MS-200 1.25m medium length tank
  • Added MS-400 1.25m long tank
  • Added MRS-1 1.25m lower stage engine
  • Added MRS-2 1.25m upper stage engine
  • Added MRS-I 1.25m interstage for the MRS-2 engine
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Awesome! I think you did a good job making those placeholder models look good with their textures, I always appreciate a mod maker who doesn't use photo-grabbed textures, and does solid colors. I like the engines, maybe make the silvery things (I know they have something to do with cooling) more tube-like instead of grey rubber bands, and also there is no such thing as too much shiny stuff (TextureReplacer's reflective thing)! The textures don't need to be redone in my opinion, just add different shades.

Edited by hieywiey
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