DJ Reonic Posted March 31, 2018 Share Posted March 31, 2018 I have just thought of an amazing use for these. Solid fuel versions set up as separatrons, for those of us who like clean designs but want retro rockets to deorbit our spent stages. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 31, 2018 Share Posted March 31, 2018 (edited) On 3/28/2018 at 3:01 PM, NESD said: all parameters of cfg file. PhysicsSignificance disable physics model? Some physics is ignored if PhysicsSignificance is turned off. They lack their own colliders and don't get autostruts. (that doesn't mean they don't collide at all; they just don't act the same in a collision having only very simple models). They have no rigidbodies so they have no mass; instead, their mass is added to their parents. Other characteristics such as thermal and aerodynamics still apply. (AFAIK, lacking rigidbodies, drag force is applied to the parent - not sure of that though) Edited March 31, 2018 by Starwaster Quote Link to comment Share on other sites More sharing options...
NESD Posted April 2, 2018 Author Share Posted April 2, 2018 @CobaltWolf @Starwaster Thanks, now I know why some parts don't show all parameters in Kerbal Engineer hint @DJ Reonic Nice idea about Sepratrons, now in my work list In weekend I try new stock mesh switcher, they looks quite useless, because can't handle modules, resources and part parameters so all parts reworked for single entity in part list, change orientation and can't be compatible with existing spaceships, because I can't hide multiple rcs nodes for various angles and need align all parts to one nozzle direction, instead of existing parts aligned to attach surface with variable exhaust direction visual switcher working, any other stay unchanged Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted April 2, 2018 Share Posted April 2, 2018 @NESD sounds like the same issue that @blowfish found with B9PartSwitch. The switcher code, because it runs AFTER the part is compiled, essentially can't access other modules. When the game starts and the part is assembled, it 'bakes' the transforms into the part. Those modules would have to be rewritten to be accessible by switchers after game load. Quote Link to comment Share on other sites More sharing options...
NESD Posted April 2, 2018 Author Share Posted April 2, 2018 @CobaltWolf No, they just don't have ability to change or add anything other than models, textures and attach nodes, and possibly internal nodes for rcs can be hidden visually, but stay visible for game engine and still generate thrust Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2018 Share Posted December 28, 2018 Wondering if anyone has come across this problem: I've added a bunch of these to a shuttle. The shuttle is launched inside a fairing. After launch and jettison of fairing, most of these don't work. It's as if they think the fairing is still there. But only some of them, the ones near the rear of the shuttle are working Quote Link to comment Share on other sites More sharing options...
RB101 Posted December 29, 2018 Share Posted December 29, 2018 On 12/28/2018 at 5:27 PM, linuxgurugamer said: Wondering if anyone has come across this problem: I've added a bunch of these to a shuttle. The shuttle is launched inside a fairing. After launch and jettison of fairing, most of these don't work. It's as if they think the fairing is still there. But only some of them, the ones near the rear of the shuttle are working You've placed them on the shuttles cargo bay haven't you? (I've done this too) Open the cargo bay and they should work Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2018 Share Posted December 29, 2018 (edited) 1 hour ago, RB101 said: You've placed them on the shuttles cargo bay haven't you? (I've done this too) Open the cargo bay and they should work Nope. It seemed to be a one-time glitch, it's been working ever since Edit: These were on the nose of the shuttle Edited December 29, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
sibaar Posted March 6, 2019 Share Posted March 6, 2019 Any chance this will be updated? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 7, 2019 Share Posted March 7, 2019 1 hour ago, sibaar said: Any chance this will be updated? Does it not work? vOv Quote Link to comment Share on other sites More sharing options...
NESD Posted March 8, 2019 Author Share Posted March 8, 2019 @sibaar Update almost ready, need some touches but almost done Mod totally reworked and now used stock switcher so new parts placed in different orientation and not compatible with already created vessels. Old parts saved for compatibility but hidden ( anyway, backup your game before update or complete all flights with modded spaceships ) New features: One part for all angles, Added 15 and 75 degrees cut for better fit to mk2 parts, Parts available as RCS and Engines ( different ISP ) All RCS and Engines available in assemblies with 1 2 3 4 or 5 nozzles to reduce vessel part count ( added MM config to hide unnecessary parts ) step of nozzles in assembly equal snap in editor for making seamless arrays Also added internal Solid fuel booster (as requested ) with tiny decoupler to use it as JATO boosters (Tweak Scale mod recommended and supported ) or you just can use this decoupler to drop any small equipment before reentry Quote Link to comment Share on other sites More sharing options...
NESD Posted March 16, 2019 Author Share Posted March 16, 2019 MOD UPDATED TO 1.1 AND NOW MOVED TO - - - - - HERE - - - - - for any future replies please use new thread Quote Link to comment Share on other sites More sharing options...
Ruedii Posted March 22, 2020 Share Posted March 22, 2020 Unless it was fixed in the latest update (which I just downloaded) there is a (very) minor bug of the separation mini-boosters using the wrong staging icon. (They use the standard rocket one, not the solid rocket one.) I know that this is a minor issue, so no rush to fix it. Quote Link to comment Share on other sites More sharing options...
Agustin Posted April 5, 2020 Share Posted April 5, 2020 (edited) I thought these parts were made so one has to place the part and yuo are done. But I was wrong right? you actually have to move the part inside after placing it to look like in the images in the OP. Also another question... the OLD folder contains parts which don't show in the editor. right? why is the folder there? Thank you Edited April 5, 2020 by Agustin Quote Link to comment Share on other sites More sharing options...
Corax Posted April 5, 2020 Share Posted April 5, 2020 3 hours ago, Agustin said: the OLD folder contains parts which don't show in the editor. right? why is the folder there? By effectively hiding them from the user, the mod author encourages you to use the new parts for newly built vessels, while the old deprecated parts are still available for existing craft files to load correctly. Quote Link to comment Share on other sites More sharing options...
NESD Posted April 6, 2020 Author Share Posted April 6, 2020 @Agustin @Corax OLD folder not exist anymore in latest release @Ruedii need to check this ------------------------------------------------------------------------------------------------------------------------------- Note ! This is outdated thread, if you have any questions about this mod post it here - - - NESD's warehouse - - - Quote Link to comment Share on other sites More sharing options...
Ruedii Posted May 3, 2020 Share Posted May 3, 2020 I'd like to suggest a little cosmetic effect. You could put a parallax map of the interior of the nozzle on the outward facing surface. This would make interior of the nozzles visible, further completing the illusion that the RCS is embedded into the surface. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 6, 2020 Share Posted August 6, 2020 There's also this: Quote Link to comment Share on other sites More sharing options...
Gfurst Posted August 21, 2020 Share Posted August 21, 2020 On 3/8/2019 at 8:53 AM, NESD said: All RCS and Engines available in assemblies with 1 2 3 4 or 5 nozzles to reduce vessel part count ( added MM config to hide unnecessary parts ) So, I'm not sure if you already noticed this, but it appears that the RCS thrust is the same no matter how many nozzles are in the part, is that just a glitch in the editor or is it actually supposed to be that? Also, I'm not sure you need different parts to be configured as proper engines, as you can just config the nozzles to not act as attitude actuators but only respond to throttle. Quote Link to comment Share on other sites More sharing options...
NESD Posted August 22, 2020 Author Share Posted August 22, 2020 (edited) @Gfurst KSP show RCS thrust per each nozzle, so 3X5=15. RCS and Engines have some difference, also rcs can`t be staged @theonegalen Already supported, also with Restock part holes, link below THIS THREAD OUTDATED, THIS MOD MOVED TO NESD`s WAREHOUSE as all my other mini mods, so if You have some questions please post it there Edited August 22, 2020 by NESD Quote Link to comment Share on other sites More sharing options...
TruthfulGnome Posted September 9, 2021 Share Posted September 9, 2021 (edited) (Cant delete but wrong thread) Edited September 9, 2021 by TruthfulGnome Quote Link to comment Share on other sites More sharing options...
jeffreymelton24 Posted December 24, 2023 Share Posted December 24, 2023 dowloaded this fromn CKAN with express install RP1 and sounds for internal RCS dont work. none of them. any reason why? Quote Link to comment Share on other sites More sharing options...
jeffreymelton24 Posted Monday at 08:57 AM Share Posted Monday at 08:57 AM Hello all. I would love a solution to the problem i have, and been having for quite some time now, and that is Internal RCS sounds are not working while all the other RCS sound are working perfectly. I am currently running KSP with RSSRO and RP1 PLEASE PLEASE help! Its maddening Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.