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[1.12.x] NovaPunch Rebalanced - Out of Beta


linuxgurugamer

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The first part mod I ever installed was the NovaPunch mod.  It was my standby for a long time.

The original author, @Tiberion, is no longer modding.  @Padrone revived it for 1.3 (thread here: https://tinyurl.com/yaxozmwh), but hasn't been around since April, so I'm working on reviving it for 1.4 and beyond.

The following is pulled from the original thread, located here: https://tinyurl.com/y7gx5su5

Quote

What exactly IS NovaPunch?

It was originally the merger of two of the biggest and best rocket packs for KSP; SIDR by NovaSilisko and Wobbly Rockets by SundayPunch. For their own reasons, those projects were discontinued, which was a big loss for the KSP community.

I picked them up and decided to keep them up to date as KSP evolved, and now its become one of the largest packs of parts we have. We have just added parts from a third 'abandoned' pack; The Assorted Hardware pack by CaptainSlug, and they're a great addition to the Nova(Slug)Punch family.

The parts are modeled to resemble 'real life' rocketry parts, though they are not intended to replicate any one specific rocket, merely their functions in this make-believe world of Kerbin. It's not balanced to be a strict simulator; its 'realistic but fun' and a great place to start if you are new to KSP Mods.

Status

  • Some landing Legs don't work yet, being worked on

Availability

 

Spoiler

 

Alpha-1
	Updated all RCS parts, replacing ModuleRCS with ModuleRCSFX
	Added effects for all RCS
	Reformatted cfg files with standardized formatting

Alpha-2
	Localized all parts files, currently only en-us is available
	Fixed reentry for Frejya Command Capsule, doesn't flip on reentry now
	Fixed bouyancy for Frejya Command Capsule, now floats correctl

Beta-1
        Recalculated all tanks masses and volumes
        Fixed the crash tolerance?, breakingForce and breakingTorque on all parts
        Fixed the engine plumes

Beta-2 (unreleased)
        Commented out gimbals where the range was zero
        Added and updated tags to all parts

 

 

 

NLaZDQh.png

 

Availability

Available via CKAN

 

 

Edited by linuxgurugamer
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5 hours ago, linuxgurugamer said:

The original mod was maintained up to 1.0.5

Must have forgotten the details then. In any case, I didn't find the mod until it was already several versions obsolete, so I never got to try it.

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19 minutes ago, linuxgurugamer said:

There are a number of parts that are redundant given the current stock parts.  I'm planning on making them depreciated, would appreciate people's  input and to what could/should be depreciated

Would be glad to assist with helping to deprecate parts as needed. I guess you just want us to download the latest version off the GitHub and go from there?

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The odin and the Fraser assemblies are going to be broken out into individual sub mods.

There are a couple of parts from old fairings which aren't being used for fairings anymore. I am most likely going to remove those because there are plenty of other pots with provide the minimal functionality that those have.

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This is great! I'm very glad the project lives

 

For the M50, is it a matter of having the old .blend or DAE file to edit? I have them here somewhere, though I have moved to a new PC so Blender/Unity isn't set up so I'll have to dig around if that's what is needed. (I know it was hard to get a model back from a .mu file in the past.)

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21 minutes ago, Tiberion said:

This is great! I'm very glad the project lives

 

For the M50, is it a matter of having the old .blend or DAE file to edit? I have them here somewhere, though I have moved to a new PC so Blender/Unity isn't set up so I'll have to dig around if that's what is needed. (I know it was hard to get a model back from a .mu file in the past.)

Whatever you can find would be helpful.  The problem is with thecolliders being too detailed and concave.

For that matter, if you have the models for the other stuff, I could see if I can get them retextured; they do look dated

Good to see you back

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Ask and ye shall receive. You may regret it eventually.

I just went through and sorted all of the assets and models I could find; there is quite a bit of it, some duplication I'm sure. I'm uploading it now and will PM you a download link.

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@Tiberion

I just finished updating all the fuel amounts and part masses.  It was an interesting experience.  I calculated the correct amounts based on the actual volume of the part.

Many parts were only off a little, but some were way off.  

I'n now working on the breakingForce and breakingTorque, they are way off for many of the parts.  Not sure when they got changed, it seems that Padrone increased them greatly without knowing what they were for.  There were some set to 50000, which would make them unbreakable (almost)

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I changed some of those a good while ago, when the parts, especially fuel tanks, got more massive; something with high mass values and the physX calculations was causing individual connections between parts to act weird; either failing ot pushing a large amount of force onto a neighboring part, so certain structural pieces had to be unnaturally toughed up. I expect that's all solved now (hopefully) thought it might be worth a playtest with a crazy large rocket stack. (This was before you could hide strut connections too, so there's that)

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1 hour ago, Tiberion said:

I changed some of those a good while ago, when the parts, especially fuel tanks, got more massive; something with high mass values and the physX calculations was causing individual connections between parts to act weird; either failing ot pushing a large amount of force onto a neighboring part, so certain structural pieces had to be unnaturally toughed up. I expect that's all solved now (hopefully) thought it might be worth a playtest with a crazy large rocket stack. (This was before you could hide strut connections too, so there's that)

LOL.  Those values make the parts essentially unbreakable.  I'm resetting them to more stockalike settings, I'm using the stock parts as reference.

But lord, there are a lot of them :D

 

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23 hours ago, StevieC said:

one request: please do NOT deprecate this mod's 1.25 meter toroidal aerospike engine as it was one of the parts I have most sorely missed in NovaPunch's absence.

So far the only thing I'm  depreciating are the fairings.

Given the sheer number of parts, I think that i am going to be breaking this up into a number of submods

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@linuxgurugamer, per your request, I've written cfgs to include the NovaPunch SRBs in my BetterSRBs mod.  These are the motors included, I hope it's everything:

  • KMX Industries MiniBooster
  • Advanced Solid Booster - Mini (0.625m - 3 segment)
  • Advanced Solid Booster Lite (1.25m - 2 segment)
  • Advanced Solid Booster Lite (1.25m - 3 segment)
  • Advanced Solid Booster Lite (1.25m - 4 segment)
  • Advanced Segmented Solid Booster (2)
  • Advanced Segmented Solid Booster (3)
  • Advanced Segmented Solid Booster (4)
  • Advanced Segmented Solid Booster (5)
  • Mk7 Payload Assist Module
  • Advanced Solid Booster-Derived PAM - Mini (0.625m)
  • Advanced Solid Booster-Derived PAM (1.25m)

And here are the cfgs:

@PART[NP_srb_miniBooster]:AFTER[NovaPunch]
{
	@entryCost = 1000
	@cost = 230
	@mass = 0.275
	@MODULE[ModuleEngines]
	{
		@maxThrust = 150
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 140
		@maxAmount = 140
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_0_625m_AdvBlite3]:AFTER[NovaPunch]
{
	@entryCost = 1100
	@cost = 365
	@mass = 0.425
	@MODULE[ModuleEngines]
	{
		@maxThrust = 250
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 235
		@maxAmount = 235
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_1_25m_AdvBlite2]:AFTER[NovaPunch]
{
	@entryCost = 6000
	@cost = 2000
	@mass = 2.375
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 660
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 1230
		@maxAmount = 1230
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_1_25m_AdvBlite3]:AFTER[NovaPunch]
{
	@entryCost = 8800
	@cost = 2950
	@mass = 3.35
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 1000
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 1860
		@maxAmount = 1860
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_1_25m_AdvBlite4]:AFTER[NovaPunch]
{
	@entryCost = 12000
	@cost = 3850
	@mass = 4.35
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 1340
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 2500
		@maxAmount = 2500
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_2_5m_AdvSRB2]:AFTER[NovaPunch]
{
	@entryCost = 36000
	@cost = 12000
	@mass = 14.5
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 1890
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 7050
		@maxAmount = 7050
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_2_5m_AdvSRB3]:AFTER[NovaPunch]
{
	@entryCost = 52000
	@cost = 17500
	@mass = 20.5
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 2875
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 10800
		@maxAmount = 10800
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_2_5m_AdvSRB4]:AFTER[NovaPunch]
{
	@entryCost = 68000
	@cost = 22750
	@mass = 26
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 3875
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 14500
		@maxAmount = 14500
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_2_5m_AdvSRB5]:AFTER[NovaPunch]
{
	@entryCost = 84000
	@cost = 28000
	@mass = 32
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 4875
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 18200
		@maxAmount = 18200
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}


@PART[NP_aux_payloadassist]:AFTER[NovaPunch]
{
	@entryCost = 1000
	@cost = 100
	@mass = 0.1
	@MODULE[ModuleEngines]
	{
		@maxThrust = 35
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 265
			key = 1 240
			key = 10.6 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 35
		@maxAmount = 35
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_0_625m_AdvBlitePAM]:AFTER[NovaPunch]
{
	@entryCost = 1000
	@cost = 100
	@mass = 0.1
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 30
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 295
			key = 1 210
			key = 3.47 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 25
		@maxAmount = 25
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

@PART[NP_SRB_1_25m_AdvBlitePAM]:AFTER[NovaPunch]
{
	@entryCost = 1700
	@cost = 560
	@mass = 0.825
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust = 115
		!atmosphereCurve{}
		atmosphereCurve
		{
			key = 0 295
			key = 1 210
			key = 3.47 0.001
		}
		useThrustCurve = true
		!thrustCurve{}
		thrustCurve
		{
			key = 0 0.1 0 33
			key = 0.04 0.76 0.79 0.79
			key = 0.54 1.155 0.79 0.79
			key = 0.65 1.1785 -0.51 -0.51
			key = 1 1 -0.51 -0.51
		}
	}
	@RESOURCE[SolidFuel]
	{
		@amount = 195
		@maxAmount = 195
	}
	MODULE
	{
		name = ModuleTweakMaxResource
		resourceName = SolidFuel
	}
}

I haven't done any flight testing, but I did load it up in KSP 1.5 and checked the specs in the VAB part menu.  Everything looked good.  Unless you can find any errors or omissions, I'll include this in my next update.

Note that all the SRBs specs used in BetterSRBs are computed using a set of standard formulas.  All I do is enter the part diameter and (effective) length, and the formulas spit out the specs.  This assures that all parts supported by BetterSRBs are designed to a consistent and realistic standard.
 

Edited by OhioBob
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