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Everything posted by Taverius
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
The planes use some other parts I rebalanced to be inline with what I released here, and I don't have the rights for them. It might happen in the future, but probably not soon. -
Attach the engines so they draw from the middle tank, and the fuel will get drawn from the outer tanks in, maximizing balance throughout the fuel load envelope. You can already do this in .16.
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Alternate spaceplane adapters Mk3AR and Mk2AR
Taverius replied to rkman's topic in KSP1 Mod Releases
could you ... put it somewhere that doesn't require a login? Ie, mediafire. Pleaaaase? -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Taverius replied to kacperrutka26's topic in KSP1 Discussion
It has an atmosphere height and a canonical sea level, but no sea or surface right now. Sea level is just where your craft 'splodes. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Taverius replied to kacperrutka26's topic in KSP1 Discussion
This in a game where the home planet of the little green men has to be made of neutronium, or be empty with a black hole in the middle, and we have a moon of said planet (in the habitable zone) that has frozen methane lakes (according to Harv). Just invent a funny explanation already -
Low altitude stability: gimballed or aerodynamic?
Taverius replied to Seret's topic in KSP1 Discussion
The gimballed nozzles just rotate, instead of vectoring appropriately for the offset. Its never given me an issue with mechjeb though, pod sas seems to be enough for roll on my designs. -
Low altitude stability: gimballed or aerodynamic?
Taverius replied to Seret's topic in KSP1 Discussion
That's very strange. My large-tank asparagus rockets are all fine, and my small-tank asparagus are fine with just the central being a gimballing engine. Might be because of this bug - the more joints you have between the central and outer stacks, the more that will impact you. -
Low altitude stability: gimballed or aerodynamic?
Taverius replied to Seret's topic in KSP1 Discussion
Winglets are useless unless you're running on pure solid boosters. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Hmmm. The reason I set it to 1.90 is otherwise there's a big gap when sticking them to mk1 fuselages, and the collision meshes not being adjacent causes the joint to move a lot. As for the jet mount, how would it be different from the hardpoints? They seem to work just fine as jet engine mounts, though ones in real life are more sharply raked. My point exactly. They have the lift of the swept wings, but less surface area. This is all if you care about balance, such as it is. I do, some don't. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
The lift, drag, and weight values on the wings from the old C7 pack are based on a different scale. You need to edit them yourself to bring them inline with what went into vanilla. -
Rock Paper Shotgun, back when .13 came out. Actually they'd mentioned it before that, but the .13 article is what made me actually look at the site and get the demo.
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
That's exactly what I was talking about. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
I know the one you mean - you can still use those, you just have to pull them out of the old C7 packs and rebalance the lift/drag/weight values. As far as making some, I'd have to do versions with mount of every wing, that would be too many models - I think I'll do some for-wing mounts for sticking in front-under and behind wings the way the radial-under engine mounts in NovaPunch are done. Should be pretty simple, so you may see something along those lines in the future. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Which means they don't work properly and their thrust and consumption values aren't scaled to the new tank weights. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Taverius replied to Tiberion's topic in KSP1 Mod Releases
Not really. Some models aren't the right size to interact with the new large vanilla bits, the rocket engines don't work because they haven't been updated to use the new model, and the fuel tanks use wrong fuel mass values. You can use the structural items if you want, but you'll probably have to edit the .cfg on some of them: rescaleFactor = <x> where the default is 1.25. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
I could do that, but since all you have to do is detach-attach the affected parts so the tweaked nodes come into play, and I haven't tweaked the nodes on that many parts, I don't see the point. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Wings updated to 1.1 with a 1.5x tailfin for when a tailfin is too little and a delta wing is too much. Also a shockwave cone intake so your supersonic engines can look pretty. -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Taverius replied to kacperrutka26's topic in KSP1 Discussion
That's from before Nova became a dev. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
I have added a Google Drive mirror. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
Glad to hear that. I've got some more stuff incoming, starting with a tail plane in between the size of the existing static and the delta wing. Resizing and rebalancing bigger wings is not hard, but I don't want to pollute the parts browser. I thought about double-size delta wing, but since the scaling is symmetrical, it would also need a double-size slab and structural wing so as to have a constant-ish thickness, so I think I won't touch that for now. I think instead I shall try to model a symmetrical tapering wing, in increasing sizes, that can be used to get wings like that of a U-2. Chines may also be possible. The landing gear colliders are messed up. You can't just use the bigger gears on the wings - you must have some gears under the fuselage to support them, and I've found it necessary to have 2 gears for each side on the wings, or one pair on the wings and one pair on the outside of the fuselage, as you can see from the screenshots, to minimize strange things happening on the ground. In any case, even with the increased connection forces on the fuselages and the aircraft parts being much lighter than rocket parts, ground operations in 0.16 are fraught with danger of spontaneous disassembly, even when using the stock gear. I originally had the connection forces on the medium and large gear higher than the default, but this actually made it worse, as decreased gear bay flex transmitted more force to their root part. They're the same as the small ones now, but the collider issues remain, and I can't do anything about that - if I decrease the connection strengths, the gear bays will fall off far too easily. 0.15 does not support per-part resizing in the .cfg, hence the [0.16] in the title. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
You don't need to edit the .mu - in fact, you can't, there's no export from .mu files yet. Just add 'rescaleFactor = 0.625' to the .cfg -
Alternate spaceplane adapters Mk3AR and Mk2AR
Taverius replied to rkman's topic in KSP1 Mod Releases
Nice -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
I just use it because my upload is atrociously slow and this makes the packages about 1/8th the size of .zip. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Taverius replied to Taverius's topic in KSP1 Mod Releases
They are 7-zip archives, containing a folder containing a parts folder, for installation using a mod manager. A little more detail would be great - the edited .cfgs work fine. Since its only the .cfgs you need to overwrite the default files, and since the attach nodes are edited you need to reattach all edited parts in existing craft - that's an inevitable byside of tightening the attach nodes.