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[1.1.2+] Kerbal NRAP - MOVED


stupid_chris

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ADJUSTABLE TEST WEIGHT

for lifter testing purposes

0.01 - 1000t


 

 

NOW MAINTAINED HERE

nrap03.jpg

What is this exactly for?

The title speaks for itself. This simple MOD made for those KSP project managers
(hereinafter referred to "players"), who builds lifter rockets (and save as subassembly)
for different payloads to overcome that evil Kerbin gravity. Personally I playing
carreer mode, and time-to-time, after some new research, I make lifters for
10-20-50-100t payloads, but already tired to stock up many Rockomax fuel tanks
to get X tons of payload. Made it for myself, but shared to public.

How it works?

This part is functional just like an unmanned pod. So put this on your lifter in VAB,
right click on it, and you can open a simple gui to change mass, diameter and height.
Don't forget to apply changes before you close the UI.
MonoPropellant and ElectricCharge can be adjustable in normal way.
(by right clicking on part and move KSP original slider)
By adding MonoPropellant, it raises mass 0.4t by 100 unit.

Carreer mode

If you playing career mode, you have to unlock this part in R&D facility in starter tech.

          CNekNfX.png

          5C5UUFQ.png

           side_source1.pngside_source2.png

 

Original thread

All credit for the original idea as well as for the models and textures for this go to @kotysoft. He's awesome!

9c5M3h2.png

QXm9VdL.png

Changelog:

May 1st 2016
v1.5.1.1
-Recompiled to KSP 1.1.2 to prevent CompatibilityChecker exceptions
-Implemented a bunch of C# 6.0 goodies
-Added a .version file
-Converted texture to .dds

April 19th 2016
v1.5.1
-Updated to KSP 1.1
-Implemented IPartMassModifier
-Added search tags to the part

April 30th 2015
v1.5.0.4
*Hotfix*
-Fixed the bug where the DragCube rendering would break stuff during flight loading

April 29th 2015
v1.5.0.3
-Recompiled for 1.0
-Drag cube now set procedurally for resizes.
-Fixed part node orientation

December 19th 2014
v1.5.0.2
-Recompiled for KSP 0.90
-Filter by Module tab Test Weight icon modified

August 3rd 2014
v1.5.0.1
-Very slight optimizatrion of ressizing code
-CompatibilityChecker now checks for KSP 0.24.1 or later
-Removed empty Kotysoft folder

July 30th 2014
v1.5
-Overhaul of the rescaling code, should be more efficient and less buggy
-Readded Monopropellant to the part
-Compiled for 64bit
-Added procedural cost change with part mass change
-Implemented CompatibilityChecker

April 11th 2014
v1.4
- Fixed a bug where the bottom node would not move if the part is a root part
- Slight modification of the part file
- Recompiled for 0.23.5

v1.3
- Whole mod compressed into one single part, UI added by Stupid_chris
- Now you're able to set mass from 0.01 to 1000t in textfield
- Slider to change diameter (0.625, 1.25, 2.5, 3.75 and 5m)
- Slider to change height multiplier

v1.2
- Ugly, but working extra surface added to pod for strutconnectors
(struts neccessary only at higher payloads)

v1.1
- relating to overloaded-sinking bug, made part connection as strong as gameallows
- reduced the max amount of payload in 0.625m and 1.25m versions to avoid weird
physics behaviour

v1.0
- Initial release

 

Module documentation:

MODULE
{
      name = ModuleTestWeight	//Name of the module, do not change
      minMass = 0.01		//Minimum dry mass of the part
      maxMass = 1000		//Maximum dry mass of the part
      minHeight = 0.2		//Minimum height multiplier of the part
      maxHeight = 5		//Maximum height multiplier of the part
      weightCost = 0.1		//Cost for each ton of material for the part
      baseDiameter = 2.5		//Nominal diameter of the part
}

 

Edited by stupid_chris
Changed owner
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I was just yesterday wishing I had those old test weights from some other mod I can't remember. This is oodles better, being one part. Thanks! :D

Prob KW Rocketry. I've been using those but this seems way better. Thx stupid_chris and kotysoft!

Edited by Gaiiden
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I think I ran into a strange bug with this part. My rocket was starting higher and higher from the pad for each subsequent launch (I'd launch, see I was a kilometer above the pad, revert, launch again, now 2k above the bad, and so on). When I went back to the VAB and removed the part, I launched at normal height again. Replacing the part after that didn't cause any problems.

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Can I put in a request to have a preset which is the size and weight of a Kerbal?

I`ve wanted a `crash test dummy` for a while now to balance EVA vehicles and this seems like it just needs a preset.

Then we can properly balance things like an MMU in the VAB.

Although now I think it may have to be the size and weight of a chair+kerbal to surface attach instead of the chair (Can`t sit a dummy weight in a chair now can we!)

This part does surface attach as well as node attach doesn`t it?

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I think I ran into a strange bug with this part. My rocket was starting higher and higher from the pad for each subsequent launch (I'd launch, see I was a kilometer above the pad, revert, launch again, now 2k above the bad, and so on). When I went back to the VAB and removed the part, I launched at normal height again. Replacing the part after that didn't cause any problems.

I'll have to double check the resizing code I'm guessing, it probably has a bunch of bugs.

Can I put in a request to have a preset which is the size and weight of a Kerbal?

I`ve wanted a `crash test dummy` for a while now to balance EVA vehicles and this seems like it just needs a preset.

Then we can properly balance things like an MMU in the VAB.

Although now I think it may have to be the size and weight of a chair+kerbal to surface attach instead of the chair (Can`t sit a dummy weight in a chair now can we!)

This part does surface attach as well as node attach doesn`t it?

I know that kerbals weigh 0.009t, but for their size, I couldn't really guess. And no, as of right now this doesn't have a surface attach node, but I'll see about adding one.

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Idea: Why not extends this so you can tweak around other factors such as impact tolerance, max temperature.. joint integrity, thrust, isp..

In trades with others?

So you can have some engine that is 1000 Tons that gives you 1000MkN of thrusts (exaggerated..)

Somethign that is really fragile and will never be able to attached to anything but can withstands a atomsphereic re-entry (with DRE) and land without parachute!..

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Brilliant! Downloading now...

EDIT: I KNEW I'd just jinxed it. Mediafire refuses to let me have the file, it just gives me an about:blank page and tries to trick me into downloading adware. Mirror link plox?

Edited by parameciumkid
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Idea: Why not extends this so you can tweak around other factors such as impact tolerance, max temperature.. joint integrity, thrust, isp..

In trades with others?

So you can have some engine that is 1000 Tons that gives you 1000MkN of thrusts (exaggerated..)

Somethign that is really fragile and will never be able to attached to anything but can withstands a atomsphereic re-entry (with DRE) and land without parachute!..

Not in the scope of this. Procedural parts already has a thread.

Brilliant! Downloading now...

EDIT: I KNEW I'd just jinxed it. Mediafire refuses to let me have the file, it just gives me an about:blank page and tries to trick me into downloading adware. Mirror link plox?

Try again, no other download as of right now.

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