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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015


Kickasskyle

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-Changed the node sizes on all parts to be as close as possible to their size

Does the node size affect the node strength and/or stability?

Thanks for the update, BTW. Radial SAS is always welcome.

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Also bugreport!

eEZ3n5Z.png

Same mistake in all three new flat adapters - top and bottom stack nodes definitions are messed up...

Fallacious:

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
scale = 0.53333, 0.53333, 0.53333
}
scale = [I][B]0.66666[/B][/I]

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_[U]bottom[/U] = 0.0, [I][B]0.600[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]2[/U]
node_stack_[U]top[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]1[/U]

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter3x1/KW_Struct_FlatAdapter31
scale = 0.53333, 0.53333, 0.53333
}
scale = [I][B]0.66666[/B][/I]

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_[U]bottom[/U] = 0.0, [I][B]0.900[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]3[/U]
node_stack_[U]top[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]1[/U]

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter3x2/KW_Struct_FlatAdapter32
scale = 0.53333, 0.53333, 0.53333
}
scale = [I][B]0.66666[/B][/I]

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_[U]bottom[/U] = 0.0, [I][B]0.65[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]3[/U]
node_stack_[U]top[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]2[/U]

Correct (must be):

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter2x1/KW_Struct_FlatAdapter21
scale = 0.53333, 0.53333, 0.53333
}
scale = [I][B]1[/B][/I]

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_[U]top[/U] = 0.0, [I][B]0.4[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]1[/U]
node_stack_[U]bottom[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]2[/U]

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter3x1/KW_Struct_FlatAdapter31
scale = 0.53333, 0.53333, 0.53333
}
scale = [I][b]1[/b][/I]

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_[U]top[/U] = 0.0, [I][B]0.6[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]1[/U]
node_stack_[U]bottom[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]3[/U]

MODEL
{
model = KWRocketry/Parts/Structural/KWFlatadapter3x2/KW_Struct_FlatAdapter32
scale = 0.53333, 0.53333, 0.53333
}
scale = [I][b]1[/b][/I]

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_[U]top[/U]= 0.0, [I][B]0.43333[/B][/I], 0.0, 0.0, 1.0, 0.0, [U]2[/U]
node_stack_[U]bottom[/U] = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, [U]3[/U]

Edited by ZobrAA
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will the parts be assigned to tech nodes in 0.22?

In one of the episodes of KSPTV (a Squadcast episode), Max said "You'll need plugins." I would like this to be confirmed, though. As far as I would assume, all you would do is put it's category in the cfg of the part, but if it will require a plugin, hoh boy. Anyway, like I said, someone confirm/deny what I heard with some evidence.

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I eagerly await the integration to Career mode!

Incidentally, at the very least it seems easy enough to add these to existing groups. Quickly opening a cockpit I found this line in the code:

TechRequired = advFlightControl

A quick search does not, however, find that string defined anywhere besides in parts. While I suppose the existing nodes may be defined in code, I cannot find an existing, user-editable file that can be easily accessed.

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Away we go with 2.5.4!

-Added a tech tree, see the OP's changelog image if you want a rough shake down of what's added where. Some minor things have been moved since I made that image nothing that should really effect people too deeply.

-Fixed those node sizes on the flat adapters

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@Devteam

Can you guys please make a tech tree version that is "standalone"?

After every update, the first thing I do is removing all stock parts for tanks, engines and things I would never use anyways, I rely on mods to 99%.

Since KW is quite complete, besides pods, this would surely be much appreciated.

Right now I dont even have a tank or engine to do anything.

I will edit the files myself for now, but in the future, a stand alone version would surely find it's users...

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No, why would I?

There is no limit or something being overwritten. You can add any part you want into any category with a simple .cfg edit.

No problem having stock and mod parts mixed up, I just don't like them (stock parts), that's why I kill them off every time.

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AWESOME JOB KW Team!!!! :D Loving it!

Kinda your own fault for deleting the stock parts isnt it? Why not keep them just to earn the science? This confuses me a bit....

Was I blaming someone?

Did you actually understand the point of my request?

It seems you did not.

The whole point is to be able to use KW exclusively, without stock engines or tanks.

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