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[1.1.2]Kerbal Stock Launcher Overhaul (6/6/16 More parts and improvements)


blackheart612

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Ooh~ liking the new sepratrons.
Awesome sepratrons!
OMG :D My eyes like what they see :D
I love them. Just what I need for pulling the escape tower away after reaching a safe speed/altitude or once it's burnt out.

The Sepatron II should be happy with those feedback haha :P

I made a decoupler today that shares textures with the other decoupler in this pack as well, same switchable textures. But this one fits flush into the butt of Mk1-2.

ZuCCymf.png

c8euX00.png

Because not all the time people uses DRE and the exposing black parts of the MK1-2 kills me.

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Update: I've been testing the Kerbal X, and I have not found any bugs at all, in a super-heavily modded game. Other than that, I've tested this addon positive for

http://kerbalspaceprogram.com/wp/wp-content/uploads/2012/11/KSPSPFAR2.jpg

compatibility.

Man, I just came here to say the same thing. It is also Deadly Re-entry compatible, though there are no reasons why it wouldn't be anyways.

You guys are in for a treat :)

G7f5j#0

http://imgur.com/a/G7f5j#0

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Amazing work blackheart! I love the stock-a-like style.

I think a crew-version would be very nice. :wink:

What do you mean? o.O

Holy smokes. Talk about a blast from the past lol.

Hehe well, I ain't got much activity there anymore

Update: I've been testing the Kerbal X, and I have not found any bugs at all, in a super-heavily modded game. Other than that, I've tested this addon positive for

http://kerbalspaceprogram.com/wp/wp-content/uploads/2012/11/KSPSPFAR2.jpg

compatibility.

Man, I just came here to say the same thing. It is also Deadly Re-entry compatible, though there are no reasons why it wouldn't be anyways.

You guys are in for a treat :)

http://imgur.com/a/G7f5j#0

http://imgur.com/a/G7f5j#0

Sounds good. That landing though :D

Ooh are we getting close to release?

We are :wink:

Is that HotRockets effects?
Indeed it is. HotRockets effects are standard issue, and are very nice.

Well, technically smokescreen + new FX. HotRockets was also a config. Thanks to nazari and sarbian though, I was able to make a good enough FX

Edited by blackheart612
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Try'ed to different Installs both lock up ;.; this part of log.

[LOG 00:15:37.270] PartLoader: Compiling Part 'KerbalStockLauncherOverhaul/Parts/Aero/KXtallfairing/part/TallFairing'

[LOG 00:15:37.299] ExplosiveBolt not found in resource database. Propellant Setup has failed.

[EXC 00:15:37.300] NullReferenceException: Object reference not set to an instance of an object

Then the NullReferenceException: just spams log.

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Try'ed to different Installs both lock up ;.; this part of log.

Then the NullReferenceException: just spams log.

It looks like ExplosiveBolt is used as a resource in the fairings, but is not in any resources.cfg document. Have you done anything wonky with the decoupler module, Blackheart?

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Forgot to delete some parts that aren't supposed to be released yet :P

Uploading a fixed version. Just delete the other parts in Aero other than the slantcones. They are unfinished yet.

Is it alright now? I uploaded a fixed zip

Edited by blackheart612
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One thing I noticed when making a Kerbal X Heavy, i.e. with three cores and three big engines. The smoke effects lag. A lot. I think it might be because the smoke trails are very long, so at some point, it just gets too much for the computer and it starts lagging. And actually, it's unrealistic for liquid fueled engines to have smoke at all, so the more realistic solution to this problem would be to remove smoke effects altogether. If you want to keep the smoke, a soltution would be to simply reduce the lifetime of thte smoke so less smoke manages to build up, and thus it won't lag as much.

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Great Job as always Blackheart, With all your work in re-texturing stock, There looking good now :D

Edit But if you do anther launcher please think about the Black-Arrow hehe , I think it fit's your name :D

Edited by Mecripp2
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