Kerb-fu

[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)

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Good Sir, I heartily approve of your latest crew-ferrying contraption. I would very much like to see more parts in the same style as that. Undulating fuel tanks could look most agreeable, and suggestive of spherical compartments without disturbing the aerodynamic stability of the vessel. Also, wooden detailing could be added to more technological pieces without giving the appearance of being structurally weak for rocketry purposes.

I also would welcome the resource changes suggested by GregroxMun.

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The professor is hard at work yelling at his minions to get back to working hard....

This latest change to the physical laws of the kerbalverse has been somewhat disconcerting to say the least, however progress is happening and a new crated up version should be available shortly. :)

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Well Well.... Rushed out this update with many fixes to be compatible with 1.02...:D

Please let me know if you find bugs and I will endeavour to stomp them

oh and please find some links below....

LINK or LINK

Edited by Kerb-fu

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Neat! I had already wrote a small program to provide bandaids to a few things (basically just did cfg edits over all of them), but the new version will be well received.

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Neat! I had already wrote a small program to provide bandaids to a few things (basically just did cfg edits over all of them), but the new version will be well received.

Well played indeed good sir. I have done a small amount of config tweaking and balancing as well, so I am interested in feedback about useability etc

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Sir Kerb-fu, I have a minor suggestion for this game modification that involves wooden unmanned spacecraft, would you like to give it a go?

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Sir Kerb-fu, I have a minor suggestion for this game modification that involves wooden unmanned spacecraft, would you like to give it a go?

I am most interested in new ideas good sir, please present your proposal and we will see what the professor can plagiarise .... ahem, of course I mean learn from ... your insights :D

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In other news, you may have noticed the service bay and panels parts were not flagged as suspect during quality control.... this has been rectified, will package a new update shortly after continued fault finding

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There seems to be a problem with "module = Winglet" (likely in general). Used on the winglets, of course ;p

Fourth/Fifth time attempting the decent: Previously I changed that into "module = Part" and increased the lift to be 2.0 (it says 0.5 Lift surface and 1.5 winglet) and managed a successful landing going dreadfully slow at 30m/s to pass the ~6000m barrier.

I changed it back to a winglet, did that dreadful 30m/s landing, ~5m/s horizontal and the lift vectors rocked back and forth until they tore the ship apart.

Haven't tested in general to see if the problem lies in how the ship was built.

ship = Boredom

version = 1.0.2

description =

type = VAB

size = 4.811269,10.0931,6.054003

PART

{

part = DomePod_4294804470

partName = Part

pos = 0.1770841,6.879863,-0.7661204

attPos = 0,0,0

attPos0 = 0.1770841,6.879863,-0.7661204

rot = 0.3826835,0,0,0.9238795

attRot = 0.3826837,0,0,0.92388

attRot0 = 0,0,0,1

mir = 1,1,1

symMethod = Radial

istg = 0

dstg = 0

sidx = -1

sqor = -1

sepI = 0

attm = 0

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

link = gunpowderboosterlarge_4294802858

link = Canardsmall_4292773646

link = Canardsmall_4292773294

attN = bottom,gunpowderboosterlarge_4294802858

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleCommand

isEnabled = True

controlSrcStatusText =

EVENTS

{

MakeReference

{

active = True

guiActive = True

guiIcon = Control From Here

guiName = Control From Here

category = Control From Here

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

RenameVessel

{

active = True

guiActive = True

guiIcon = Rename Vessel

guiName = Rename Vessel

category = Rename Vessel

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

}

}

MODULE

{

name = ModuleSAS

isEnabled = True

standaloneToggle = True

standaloneToggle_UIFlight

{

controlEnabled = True

}

EVENTS

{

}

ACTIONS

{

}

}

MODULE

{

name = ModuleReactionWheel

isEnabled = True

stateString = Disabled

WheelState = Disabled

EVENTS

{

OnToggle

{

active = True

guiActive = True

guiActiveEditor = True

guiIcon = Toggle Torque

guiName = Toggle Torque

category = Toggle Torque

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

Activate

{

actionGroup = None

}

Deactivate

{

actionGroup = None

}

Toggle

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleScienceExperiment

isEnabled = True

Deployed = False

Inoperable = False

EVENTS

{

DeployExperiment

{

active = True

guiActive = True

guiIcon = Deploy

guiName = Deploy

category = Deploy

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

CollectDataExternalEvent

{

active = True

guiActive = False

guiIcon =

guiName =

category =

guiActiveUnfocused = True

unfocusedRange = 1.5

externalToEVAOnly = True

}

ReviewDataEvent

{

active = True

guiActive = True

guiIcon = Review Data

guiName = Review Data

category = Review Data

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

ResetExperiment

{

active = True

guiActive = True

guiIcon = Reset

guiName = Reset

category = Reset

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

DeployExperimentExternal

{

active = True

guiActive = False

guiIcon = Deploy

guiName = Deploy

category = Deploy

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

ResetExperimentExternal

{

active = True

guiActive = False

guiIcon = Reset

guiName = Reset

category = Reset

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

CleanUpExperimentExternal

{

active = True

guiActive = False

guiIcon = Restore

guiName = Restore

category = Restore

guiActiveUnfocused = True

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

DeployAction

{

actionGroup = None

}

ResetAction

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleScienceContainer

isEnabled = True

EVENTS

{

StoreDataExternalEvent

{

active = False

guiActive = False

guiIcon =

guiName = Store Experiments (0)

category =

guiActiveUnfocused = True

unfocusedRange = 1.3

externalToEVAOnly = True

}

CollectDataExternalEvent

{

active = False

guiActive = False

guiIcon =

guiName = Take Data (0)

category =

guiActiveUnfocused = True

unfocusedRange = 1.3

externalToEVAOnly = True

}

ReviewDataEvent

{

active = False

guiActive = True

guiIcon = Review Data

guiName = Review Stored Data (0)

category = Review Data

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

}

}

MODULE

{

name = ModuleTripLogger

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

Log

{

flight = 0

}

}

RESOURCE

{

name = ElectricCharge

amount = 50

maxAmount = 5000

flowState = True

isTweakable = True

hideFlow = False

flowMode = Both

}

RESOURCE

{

name = MonoPropellant

amount = 0

maxAmount = 10

flowState = True

isTweakable = True

hideFlow = False

flowMode = Both

}

}

PART

{

part = gunpowderboosterlarge_4294802858

partName = Part

pos = 0.1770841,5.554038,-2.091945

attPos = 0,0,0

attPos0 = 0,-1.875,-4.147048E-08

rot = 0.3826835,0,0,0.9238795

attRot = 0,0,0,1

attRot0 = 6.321665E-09,0,0,1

mir = 1,1,1

symMethod = Radial

istg = 2

dstg = 0

sidx = 0

sqor = 2

sepI = 0

attm = 0

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

link = Canardsmall_4294793704

link = LargeWinglet_4293009254

link = LargeWinglet_4293008950

link = launchClamp1_4294738270

link = gunpowderbooster_4293758110

link = gunpowderbooster_4293749128

attN = top,DomePod_4294804470

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleEngines

isEnabled = True

staged = False

flameout = False

EngineIgnited = False

engineShutdown = False

currentThrottle = 0

thrustPercentage = 66.5

manuallyOverridden = False

thrustPercentage_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 100

stepIncrement = 0.5

}

EVENTS

{

Activate

{

active = True

guiActive = True

guiIcon = Activate Engine

guiName = Activate Engine

category = Activate Engine

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

Shutdown

{

active = False

guiActive = True

guiIcon = Shutdown Engine

guiName = Shutdown Engine

category = Shutdown Engine

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

OnAction

{

actionGroup = None

}

ShutdownAction

{

actionGroup = None

}

ActivateAction

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleGimbal

isEnabled = True

gimbalLock = True

gimbalLimiter = 0

gimbalLock_UIFlight

{

controlEnabled = True

}

gimbalLimiter_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 100

stepIncrement = 1

}

EVENTS

{

}

ACTIONS

{

ToggleAction

{

actionGroup = None

}

LockAction

{

actionGroup = None

}

FreeAction

{

actionGroup = None

}

}

}

RESOURCE

{

name = GunPowder

amount = 750

maxAmount = 750

flowState = True

isTweakable = True

hideFlow = False

flowMode = Both

}

}

PART

{

part = Canardsmall_4294793704

partName = Part

pos = 0.1973726,5.54565,-2.980442

attPos = 0,0,0

attPos0 = 0.02028846,-0.6341937,-0.6223297

rot = -0.2646353,0.6673657,0.2764318,-0.638887

attRot = 0,0.04361939,0,0.9990482

attRot0 = 1.896608E-07,0.7223517,-1.685874E-07,-0.6915259

mir = 1,1,1

symMethod = Radial

istg = 0

dstg = 0

sidx = -1

sqor = -1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

srfN = srfAttach,gunpowderboosterlarge_4294802858

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleControlSurface

isEnabled = True

ignorePitch = True

ignoreYaw = False

ignoreRoll = True

deploy = False

deployInvert = False

ignorePitch_UIFlight

{

controlEnabled = True

}

ignoreYaw_UIFlight

{

controlEnabled = True

}

ignoreRoll_UIFlight

{

controlEnabled = True

}

deploy_UIFlight

{

controlEnabled = True

}

deployInvert_UIFlight

{

controlEnabled = True

}

EVENTS

{

}

ACTIONS

{

ActionToggle

{

actionGroup = None

}

ActionExtend

{

actionGroup = None

}

ActionRetract

{

actionGroup = None

}

}

}

}

PART

{

part = LargeWinglet_4293009254

partName = Winglet

pos = 0.7972954,5.544149,-2.15329

attPos = 0,0,0

attPos0 = 0.6202113,-0.05036986,-0.03638453

rot = -0.02502178,0.9219025,0.3818646,-0.06040804

attRot = 0,0,0,1

attRot0 = 4.19715E-08,0.9978601,-1.994687E-08,-0.06538516

mir = 1,1,1

symMethod = Mirror

istg = 0

dstg = 0

sidx = -1

sqor = -1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

sym = LargeWinglet_4293008950

srfN = srfAttach,gunpowderboosterlarge_4294802858

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleLiftingSurface

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

}

}

PART

{

part = LargeWinglet_4293008950

partName = Winglet

pos = -0.4431274,5.544149,-2.15329

attPos = 0,0,0

attPos0 = -0.6202115,-0.05036986,-0.03638453

rot = -0.3818646,0.060408,0.02502176,-0.9219025

attRot = 0,0,0,1

attRot0 = -2.862839E-09,0.06538512,-4.551454E-08,-0.9978601

mir = 1,1,1

symMethod = Mirror

istg = 0

dstg = 0

sidx = -1

sqor = -1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

sym = LargeWinglet_4293009254

srfN = srfAttach,gunpowderboosterlarge_4294802858

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleLiftingSurface

isEnabled = True

EVENTS

{

}

ACTIONS

{

}

}

}

PART

{

part = launchClamp1_4294738270

partName = Part

pos = 0.2063254,4.463277,-5.147546

attPos = 0,0,0

attPos0 = 0.02924126,-2.931921,-1.389352

rot = 7.378919E-15,0.3826834,0.9238796,3.568144E-07

attRot = 0,0,0,1

attRot0 = -1.36547E-07,0.7071068,0.7071068,3.296535E-07

mir = 1,1,1

symMethod = Mirror

istg = 2

dstg = 0

sidx = 1

sqor = 2

sepI = 2

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

srfN = srfAttach,gunpowderboosterlarge_4294802858

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = LaunchClamp

isEnabled = True

scaleFactor = 0.9107115

height = 2.297905

towerRot = -7.378919E-15,-0.3826834,-0.9238796,3.568144E-07

EVENTS

{

Release

{

active = False

guiActive = True

guiIcon = Release Clamp

guiName = Release Clamp

category = Release Clamp

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

ReleaseClamp

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleGenerator

isEnabled = True

generatorIsActive = False

throttle = 0

EVENTS

{

Activate

{

active = True

guiActive = True

guiIcon = Activate Generator

guiName = Activate Generator

category = Activate Generator

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

Shutdown

{

active = True

guiActive = True

guiIcon = Shutdown Generator

guiName = Shutdown Generator

category = Shutdown Generator

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

ToggleAction

{

actionGroup = None

}

ActivateAction

{

actionGroup = None

}

ShutdownAction

{

actionGroup = None

}

}

}

MODULE

{

name = ModuleTestSubject

isEnabled = True

EVENTS

{

RunTestEvent

{

active = False

guiActive = True

guiIcon = Run Test

guiName = Run Test

category = Run Test

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

}

}

}

PART

{

part = Canardsmall_4292773646

partName = Part

pos = 0.8395843,6.870747,-0.7747113

attPos = 0,0,0

attPos0 = 0.6625002,-0.01252078,0.0003714412

rot = -1.685874E-07,0.9238795,0.3826835,-4.214685E-08

attRot = 0,0,0,1

attRot0 = -1.396255E-07,1,4.724042E-09,-1.034542E-07

mir = 1,1,1

symMethod = Radial

istg = 0

dstg = 0

sidx = -1

sqor = -1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

sym = Canardsmall_4292773294

srfN = srfAttach,DomePod_4294804470

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleControlSurface

isEnabled = True

ignorePitch = False

ignoreYaw = True

ignoreRoll = True

deploy = False

deployInvert = False

ignorePitch_UIFlight

{

controlEnabled = True

}

ignoreYaw_UIFlight

{

controlEnabled = True

}

ignoreRoll_UIFlight

{

controlEnabled = True

}

deploy_UIFlight

{

controlEnabled = True

}

deployInvert_UIFlight

{

controlEnabled = True

}

EVENTS

{

}

ACTIONS

{

ActionToggle

{

actionGroup = None

}

ActionExtend

{

actionGroup = None

}

ActionRetract

{

actionGroup = None

}

}

}

}

PART

{

part = Canardsmall_4292773294

partName = Part

pos = -0.4854163,6.871272,-0.7752365

attPos = 0,0,0

attPos0 = -0.6625004,-0.01252061,-0.0003715234

rot = -0.3826834,-1.893957E-07,7.267934E-08,-0.9238796

attRot = 0,0,0,1

attRot0 = 5.506751E-08,-1.471656E-07,1.396256E-07,-1

mir = 1,1,1

symMethod = Radial

istg = 0

dstg = 0

sidx = -1

sqor = -1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

sym = Canardsmall_4292773646

srfN = srfAttach,DomePod_4294804470

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleControlSurface

isEnabled = True

ignorePitch = False

ignoreYaw = True

ignoreRoll = True

deploy = False

deployInvert = False

ignorePitch_UIFlight

{

controlEnabled = True

}

ignoreYaw_UIFlight

{

controlEnabled = True

}

ignoreRoll_UIFlight

{

controlEnabled = True

}

deploy_UIFlight

{

controlEnabled = True

}

deployInvert_UIFlight

{

controlEnabled = True

}

EVENTS

{

}

ACTIONS

{

ActionToggle

{

actionGroup = None

}

ActionExtend

{

actionGroup = None

}

ActionRetract

{

actionGroup = None

}

}

}

}

PART

{

part = gunpowderbooster_4293758110

partName = Part

pos = -0.6702018,4.892361,-2.201628

attPos = 0,0,0

attPos0 = -0.8472859,-0.5454344,0.3903188

rot = 0.3753296,0.1802488,0.07466141,0.9061257

attRot = 0,0,0,1

attRot0 = -4.555852E-08,0.1950998,-7.999412E-08,0.9807834

mir = 1,1,1

symMethod = Mirror

istg = 1

dstg = 0

sidx = 0

sqor = 1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

link = BarrelConeSmall_4293750286

sym = gunpowderbooster_4293749128

srfN = srfAttach,gunpowderboosterlarge_4294802858

attN = top,BarrelConeSmall_4293750286

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleEngines

isEnabled = True

staged = False

flameout = False

EngineIgnited = False

engineShutdown = False

currentThrottle = 0

thrustPercentage = 37

manuallyOverridden = False

thrustPercentage_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 100

stepIncrement = 0.5

}

EVENTS

{

Activate

{

active = True

guiActive = True

guiIcon = Activate Engine

guiName = Activate Engine

category = Activate Engine

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

Shutdown

{

active = False

guiActive = True

guiIcon = Shutdown Engine

guiName = Shutdown Engine

category = Shutdown Engine

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

OnAction

{

actionGroup = None

}

ShutdownAction

{

actionGroup = None

}

ActivateAction

{

actionGroup = None

}

}

}

RESOURCE

{

name = GunPowder

amount = 150

maxAmount = 150

flowState = True

isTweakable = True

hideFlow = False

flowMode = Both

}

}

PART

{

part = BarrelConeSmall_4293750286

partName = Part

pos = -0.6702017,5.323254,-1.770735

attPos = 0,0,0

attPos0 = 8.712039E-08,0.6093751,-1.063053E-07

rot = 0.3794085,-0.1206095,-0.04995818,0.9159731

attRot = 0,0,0,1

attRot0 = 8.415028E-08,-0.3214684,5.511185E-09,0.9469204

mir = 1,1,1

symMethod = Mirror

istg = 0

dstg = 0

sidx = 1

sqor = 0

sepI = 0

attm = 0

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

sym = BarrelConeSmall_4293748986

attN = bottom,gunpowderbooster_4293758110

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleDecouple

isEnabled = True

ejectionForcePercent = 100

isDecoupled = False

ejectionForcePercent_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 100

stepIncrement = 1

}

EVENTS

{

Decouple

{

active = True

guiActive = True

guiIcon = Decouple

guiName = Decouple

category = Decouple

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

DecoupleAction

{

actionGroup = None

}

}

}

}

PART

{

part = gunpowderbooster_4293749128

partName = Part

pos = 1.02437,4.892361,-2.201628

attPos = 0,0,0

attPos0 = 0.8472861,-0.5454344,0.3903186

rot = 0.07466139,0.9061257,0.3753295,0.1802487

attRot = 0,0,0,1

attRot0 = -8.805856E-08,0.9807834,-9.590198E-08,0.1950998

mir = 1,1,1

symMethod = Mirror

istg = 1

dstg = 0

sidx = 1

sqor = 1

sepI = 0

attm = 1

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

link = BarrelConeSmall_4293748986

sym = gunpowderbooster_4293758110

srfN = srfAttach,gunpowderboosterlarge_4294802858

attN = top,BarrelConeSmall_4293748986

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleEngines

isEnabled = True

staged = False

flameout = False

EngineIgnited = False

engineShutdown = False

currentThrottle = 0

thrustPercentage = 37

manuallyOverridden = False

thrustPercentage_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 100

stepIncrement = 0.5

}

EVENTS

{

Activate

{

active = True

guiActive = True

guiIcon = Activate Engine

guiName = Activate Engine

category = Activate Engine

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

Shutdown

{

active = False

guiActive = True

guiIcon = Shutdown Engine

guiName = Shutdown Engine

category = Shutdown Engine

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

OnAction

{

actionGroup = None

}

ShutdownAction

{

actionGroup = None

}

ActivateAction

{

actionGroup = None

}

}

}

RESOURCE

{

name = GunPowder

amount = 150

maxAmount = 150

flowState = True

isTweakable = True

hideFlow = False

flowMode = Both

}

}

PART

{

part = BarrelConeSmall_4293748986

partName = Part

pos = 1.02437,5.323254,-1.770735

attPos = 0,0,0

attPos0 = 8.712039E-08,0.6093751,-1.063053E-07

rot = 0.3794086,0.1206095,0.0499582,0.9159731

attRot = 0,0,0,1

attRot0 = 8.415028E-08,-0.3214684,5.511185E-09,0.9469204

mir = 1,1,1

symMethod = Mirror

istg = 0

dstg = 0

sidx = 3

sqor = 0

sepI = 0

attm = 0

modCost = 0

modMass = 0

modSize = (0.0, 0.0, 0.0)

sym = BarrelConeSmall_4293750286

attN = bottom,gunpowderbooster_4293749128

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleDecouple

isEnabled = True

ejectionForcePercent = 100

isDecoupled = False

ejectionForcePercent_UIFlight

{

controlEnabled = True

minValue = 0

maxValue = 100

stepIncrement = 1

}

EVENTS

{

Decouple

{

active = True

guiActive = True

guiIcon = Decouple

guiName = Decouple

category = Decouple

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

}

ACTIONS

{

DecoupleAction

{

actionGroup = None

}

}

}

}

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Sir Kerb-fu, I was thinking that you should make steampunk brass and wood versions of the Stock Probe cores. This would make it stock-a-like Steampunk!

So, would you consider?

*disclaimer, I am prone to brainstorming and dreaming up concepts, so I may come back with more ideas for outstanding mods*

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There seems to be a problem with "module = Winglet" (likely in general). Used on the winglets, of course ;p

Fourth/Fifth time attempting the decent: Previously I changed that into "module = Part" and increased the lift to be 2.0 (it says 0.5 Lift surface and 1.5 winglet) and managed a successful landing going dreadfully slow at 30m/s to pass the ~6000m barrier.

I changed it back to a winglet, did that dreadful 30m/s landing, ~5m/s horizontal and the lift vectors rocked back and forth until they tore the ship apart.

Haven't tested in general to see if the problem lies in how the ship was built.

You are correct sir, and may I say well spotted! :cool:

This has been corrected, I have kept the deflectionLiftCoeff the same as it relates to surface area (which is close enough to the small delta wing) and I don't want to OP the part

Thankyou for your most perspicacious suggestion

- - - Updated - - -

Sir Kerb-fu, I was thinking that you should make steampunk brass and wood versions of the Stock Probe cores. This would make it stock-a-like Steampunk!

So, would you consider?

*disclaimer, I am prone to brainstorming and dreaming up concepts, so I may come back with more ideas for outstanding mods*

The professor would indeed like to manufacture an elegant, high quality probe cogitator core. and will expedite its creation will all due promptitude :)

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If you excuse me, I shall leave a list of things I found grating in your otherwise good-looking mod.

  1. The point at the end of all "Manufacturer" details in the new parts: no stock part has it and it juts out, and with the general feel I've got about the mod, an exclamation mark would work better there, as per bombastic presentation of the whole brass-and-wood steamworks aesthetic.
  2. Badly done attachment points. A lot of the parts have three when they really should have two - or in case of the LAS rocket, one (also, it would be better as a stylish alternative to sepratron with radial attachment instead of the current point). One of the separators has a point too deep and as a result z-fights with the bottom of the wooden pod. Some of the heat shields lack snapping to the attachment point both in regular and in mod-held mode (there ARE parts that only snap to point with Mod key held).
  3. Lots and lots of inconsistent capitalization and word separation. The new "fuel" resource (which I don't agree about, more below), for example, is variously written as "Whale Oil", "WhaleOil", and "Whaleoil", and a lot of descriptions start out uncapitalized, and solar sail-used resource is full on "solarthrust", and boosters are capitalized as "GunPowder". Here also go capacity values in description which are sometimes doubled, are superfluous (since UI shows the amount already) and don't match that value.
  4. A plague of ellipses. They don't work as dramatic pause in the descriptions. They only make the text look like the writer didn't know what to place there.
  5. Typos: like heatshields being misspelled as "sheild" half the time.
  6. Extra resources. KISS applies there - while I get that you likely wish to keep your parts and stock separated, there's very little point in having additional resources for managing when they're functionally nigh-identical to existent ones - whale oil and nitrous oxide can be rolled into liquid fuel and oxidizer, respectively, with no loss of functionality (but some loss of style unless a mod arises that allows renaming fuel on per-part basis while keeping the actual fuel property intact), for example.
  7. On the "pod" wooden parts, wood texture is distorted relative to the "open barrel" wooden parts, and hatch texture is extremely crisp in comparsion, resulting in a bad look. Reducing resolution of the hatch texture would help there.
  8. Maybe it's KER glitching, but a single large gunpowder booster results in considerably higher delta-V than a single BACC solid fuel booster at the cost of very small reduction in thrust/weight ratio for the same payload.

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If you excuse me, I shall leave a list of things I found grating in your otherwise good-looking mod.

  1. The point at the end of all "Manufacturer" details in the new parts: no stock part has it and it juts out, and with the general feel I've got about the mod, an exclamation mark would work better there, as per bombastic presentation of the whole brass-and-wood steamworks aesthetic.
  2. Badly done attachment points. A lot of the parts have three when they really should have two - or in case of the LAS rocket, one (also, it would be better as a stylish alternative to sepratron with radial attachment instead of the current point). One of the separators has a point too deep and as a result z-fights with the bottom of the wooden pod. Some of the heat shields lack snapping to the attachment point both in regular and in mod-held mode (there ARE parts that only snap to point with Mod key held).
  3. Lots and lots of inconsistent capitalization and word separation. The new "fuel" resource (which I don't agree about, more below), for example, is variously written as "Whale Oil", "WhaleOil", and "Whaleoil", and a lot of descriptions start out uncapitalized, and solar sail-used resource is full on "solarthrust", and boosters are capitalized as "GunPowder". Here also go capacity values in description which are sometimes doubled, are superfluous (since UI shows the amount already) and don't match that value.
  4. A plague of ellipses. They don't work as dramatic pause in the descriptions. They only make the text look like the writer didn't know what to place there.
  5. Typos: like heatshields being misspelled as "sheild" half the time.
  6. Extra resources. KISS applies there - while I get that you likely wish to keep your parts and stock separated, there's very little point in having additional resources for managing when they're functionally nigh-identical to existent ones - whale oil and nitrous oxide can be rolled into liquid fuel and oxidizer, respectively, with no loss of functionality (but some loss of style unless a mod arises that allows renaming fuel on per-part basis while keeping the actual fuel property intact), for example.
  7. On the "pod" wooden parts, wood texture is distorted relative to the "open barrel" wooden parts, and hatch texture is extremely crisp in comparsion, resulting in a bad look. Reducing resolution of the hatch texture would help there.
  8. Maybe it's KER glitching, but a single large gunpowder booster results in considerably higher delta-V than a single BACC solid fuel booster at the cost of very small reduction in thrust/weight ratio for the same payload.

I apologise for intruding upon your life with this mod, and I agree that you do have some very valid points that others have been far too polite to wave around.

1. I am sorry but I do not understand this point, I am sure this is a failing on my part.

2. Multiple attachment points on some parts are so they can fit multiple other parts with different shaped ends (i.e.. the LES rocket fits both rocket cones etc. ). And the offending separator has being culled from the part roundup.

3. There is no excuse for this so I will not provide one.

4. Possibly true, although your opinion is relative. These may be read as asides to the reading public or as additional editorial commentary.

5. Unfortunately true, I have not counted them and worked out the average but I will accept your arithmetic as flawless.

6. This would indeed simplify the issue, however what then would be the point of making a mod in the first place.

7. In this I agree, I am not a talented texture artist so I apologise, perhaps I will get better as time passes and with practise.

8. Balancing is an issue which is getting tweaked and adjusted as I progress, so I hope this improves to your satisfaction with time.

I hope I have made some headway toward addressing your concerns. I do actually care what users enjoy or disagree with, I have been taking all comments as valid criticism and attempting to build upon these experiences.

If I might add in conclusion, Please take my mod as it is intended, which is as a fun addition to the game. The parts I have cobbled together are intended as an aesthetic modification rather than as an increase in the mechanical variety of the game.

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Sir Kerb-fu, I was thinking that you should make steampunk brass and wood versions of the Stock Probe cores. This would make it stock-a-like Steampunk!

So, would you consider?

*disclaimer, I am prone to brainstorming and dreaming up concepts, so I may come back with more ideas for outstanding mods*

I have been playing around with this, A cubic cogitator and propulsion parts. I threw a few sciencey bits in to make it needlessly complicated.

ms0Oc6o.jpg

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@Kerb-fu, I absolutely adore the Brass QBE model, it gives more to the game, does it have reaction wheels? I yet again have another idea, how about steam-punk cube satellites, with the 10cm^3 kind of idea?

Again, adore the model, and thank you for replying to my request (and the request of others).

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Just found this mod. Still wondering how I managed without added splendiferousness. Well done!

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I'd hate to nitpick but the train wheels "pop" way too easily you should probably up their strength for that because they weren't meant to break so easily

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I'd hate to nitpick but the train wheels "pop" way too easily you should probably up their strength for that because they weren't meant to break so easily

Greetings, please forgive the lateness of my replay, I will tweak the values in a release soon. I have been directing my energies toward other endeavours so please forgive my tardiness.

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I apologise for intruding upon your life with this mod, and I agree that you do have some very valid points that others have been far too polite to wave around.

1. I am sorry but I do not understand this point, I am sure this is a failing on my part.

2. Multiple attachment points on some parts are so they can fit multiple other parts with different shaped ends (i.e.. the LES rocket fits both rocket cones etc. ). And the offending separator has being culled from the part roundup.

3. There is no excuse for this so I will not provide one.

4. Possibly true, although your opinion is relative. These may be read as asides to the reading public or as additional editorial commentary.

5. Unfortunately true, I have not counted them and worked out the average but I will accept your arithmetic as flawless.

6. This would indeed simplify the issue, however what then would be the point of making a mod in the first place.

7. In this I agree, I am not a talented texture artist so I apologise, perhaps I will get better as time passes and with practise.

8. Balancing is an issue which is getting tweaked and adjusted as I progress, so I hope this improves to your satisfaction with time.

I hope I have made some headway toward addressing your concerns. I do actually care what users enjoy or disagree with, I have been taking all comments as valid criticism and attempting to build upon these experiences.

If I might add in conclusion, Please take my mod as it is intended, which is as a fun addition to the game. The parts I have cobbled together are intended as an aesthetic modification rather than as an increase in the mechanical variety of the game.

1. He's referring to wonderous vertical propulsion emporium. No stock part has a period/mark/point/fullstop at the manufacturer name. Relatedly, all of the first letters of the manufacturer words should be capitalized. Professor Kerbenstein's Wonderous Vertical Propulsion Emporium.

4. I agree with Barhandar. Ellipses don't look that great...

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I was wondering if some form of Aether Propeller (steam powered of course) would be analogous to what some lesser societies deem to call an "ion drive" or perhaps a "hall thruster" (If you will excuse the expression)

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Can you please change the Copper Fuel Line to use the new CompoundPart system introduced a while back? It's still using the old "FuelLine" module. Just copying the new stock fuelLine part.cfg and modifying the title/description/cost/etc would work, or I've already done this if you just want to download it: https://gist.github.com/henrybauer/2c06dc36581c06933265

It's not save-breaking and users should notice no difference.

There's two reasons to change it:

1. The FuelLine module may not work in future updates, since it's been deprecated

2. It makes a difference to other mods (like mine :)) that want to enumerate the various fuel lines available

gRuXH2Sl.png

Edited by hab136

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