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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)


Taverius

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Is the 1.7 on Bitbucket ready for use or is it for testing? Either way, I'm installing after I post this. Just curious if there's anything to worry about.

And you almost owe me a new keyboard. I was reading the readme and this line -- All jet engines given pseudo-realistic Isp and Speed curves. Its not AJE, but at least its not fairyland. -- had me laughing so hard I nearly spilled my water.

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Sorry, was trying to work with the curse guys on why it kept timing out my uploads.

1.7 is up on Curse, Kerbalstuff, Bitbucket:

  • The stock drag model is now unsupported. While parts will balanced, FAR|NEAR are now considered a dependency.
  • Update ModuleManager to v2.4.4.
  • Recompile KineTechAnimation with KSP v0.24.2.
  • Cost fixes everywhere.
  • Redone mass/capacity for fuselages.
  • Fixed numerous errors in NTBI .cfg.
  • Clean up MM code, detect NEAR where appropriate.
  • Add FireSpitter git a99fc36c.
  • Use FSfuelSwitch in fuselages.
  • KSP-AVC support.
  • Replace basic prop script with FireSpitter alternative.
  • Customized ModularFuelTanks|RealFuels support.
  • Deprecate and hide extra fuel-type specific spaceplane fuselages.
  • Tweak turbojet velocity curve.
  • Increase gimbal range on turbofan and turbojet.
  • Fix drag on Radial/Nacelle body.
  • Remove custom RAPIER curves introduced in v1.6.2 - the ones in FAR|NEAR are similar enough.
  • Moved MKx adapters to propulsion category.
  • Updated DA BallShark plugin.
  • Add ModuleManager patch to bring Spaceplane+ in line with TVPP and B9.
  • Add FSwheelAlignment to stock wheels.
  • Add Deadly Reentry support.
  • Add CrossFeedEnabler support to TVPP conformal tanks.
  • Redone torque and steering curves, resource usage on all stock wheels.
  • Set mass of landing gear to 0 since its hard-coded to physics-less.
  • DA TJ100 now only works when model is visually deployed.

There will be bees, please let me know when you find them :)

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Small Fuscelage tank and small turbojet both have errors.

Pic to demonstrate:

aGKi3ab.jpg

Both are connected by nodes to the engine.

Also, in previous versions of 1.7 on the hub, the engine body and intake came with fuel. Can you put that back?

Edited by Mekan1k
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Small Fuscelage tank and small turbojet both have errors.

Pic to demonstrate:

http://i.imgur.com/aGKi3ab.jpg

Both are connected by nodes to the engine.

Not here. Looks like the stock parts redo edits the scale value for no good reason whatsoever, I'll get it later.

Also, in previous versions of 1.7 on the hub, the engine body and intake came with fuel. Can you put that back?

It does have fuel if you have FAR. If you don't, they don't because then the drag of the intakes would be 100% higher when the tank is full.

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Oh dear lord, that's a lot of mods I don't recognize D:

To be honest- I have forgotten what half of them even do. However, I do know that the only one that might interact with node edits on those parts are the stock part revamp (http://forum.kerbalspaceprogram.com/threads/92764-Stock-Part-Revamp-%28Redone-Plane-Parts!-and-more!%29), and the Kerbal Joint Renforcement mod (http://forum.kerbalspaceprogram.com/threads/55657-0-24-2-Kerbal-Joint-Reinforcement-v2-4-3-7-25-14).

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No, remove the files you don't want.

Sorry- let me be more specific with my request.

I am trying to find out why the (Basic Jet Engine S) works, but the (Turbo Jet Engine S) has an offset node and smaller size.

I can't read the modulemaneger files easily.

I have also noticed that the (MK1 Fusalage Small -Jet Fuel) has similar node and size issues.

Can you break up the respective modulemaneger files to allow me to try and fix this, or if not, could you show me how?

EDIT:

(Structural Fuscelage Small) Seems to have the same issue as (MK1 Fusalage Small -Jet Fuel).

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Uh, I can, but how will that help you find out which of your mods is messing with the nodes? :D

I'll try to work out something later.

It won't. However, it will allow me to custom-edit those parts so that they appear the right size, and have the right nodes.

In other words, it will allow me to compensate for the unknown mod conflict.

Hopefully.

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Ah. Well you want to look at

  • zTVPP-Squad-Engine-Extra-SmallEngines.cfg
  • zTVPP-Squad-FuelTank-Extra-SmallFuselage.cfg
  • zTVPP-Squad-Structural-Extra-SmallFuselage.cfg

Do the node fixes as an MM patch using :Final, and you should be golden.

....

I don't know how to write modulemanager files. I will, however, post the edits when I get them changed. (Not the files, but the edited pieces and which files they go to.)

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@PART[<part_name>]:Final {
@node_name = values
}


+PART[JetEngine]:FOR[TVPPExtra]:NEEDS[TVPP]
{

@name = JetEngineSmall


%rescaleFactor = 0.625


@node_stack_top = #$node_stack_top[0]$, $node_stack_top[1]$, $node_stack_top[2]$, $node_stack_top[3]$, $node_stack_top[4]$, $node_stack_top[5]$, 0


@entryCost = 2900

@cost *= 0.25

@title ^= :M$:S:

@description ^= :medium.$:small.:


@mass *= 0.25

!breakingForce = DELETE

!breakingTorque = DELETE


@MODULE[ModuleEngines*]
{

@maxThrust *= 0.25

@engineAccelerationSpeed *= 2

@engineDecelerationSpeed *= 2

@fxOffset = 0, 0, 0.37

}


@MODULE[ModuleAlternator]
{

@RESOURCE[ElectricCharge]
{

@rate *= 0.25

}

}

}



+PART[turboFanEngine]:FOR[TVPPExtra]:NEEDS[TVPP]
{

@name = turboFanEngineSmall


%rescaleFactor = 0.625


@node_stack_top = #$node_stack_top[0]$, $node_stack_top[1]$, $node_stack_top[2]$, $node_stack_top[3]$, $node_stack_top[4]$, $node_stack_top[5]$, 0


@entryCost = 8500

@cost *= 0.25

@title ^= :M$:S:

@description ^= :medium.$:small.:


@mass *= 0.25

!breakingForce = DELETE

!breakingTorque = DELETE


@MODULE[ModuleEngines*]
{

@maxThrust *= 0.25

@engineAccelerationSpeed *= 2

@engineDecelerationSpeed *= 2

}


@MODULE[ModuleAlternator]
{

@RESOURCE[ElectricCharge]
{

@rate *= 0.25

}

}

}

I can't figure out why this keeps happening....

Eh.

I can't see any discrepencies, but I am not a great modulemanager writer.

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dude you have to be like the busiest moderator on this forum >_> and on an unrelated note does anybody know where to get the mod that makes kerbin have a similar size with landmasses analogous to earth? or atleast similar landmasses ?

Edited by Hellbrand
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