Sunday Punch
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KSP2 Release Notes
Everything posted by Sunday Punch
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That\'s the reason I gave the RCS modules massive crash resistance. They can survive falling from orbital speed into the ground, I think you\'d pretty much have to be deliberately auguring your rocket into the ground to destroy it (even that may not do the trick). You can blow them up with rocket exhaust though, stage carefully! It certainly shouldn\'t be damaged by touching the ground under parachute descent. Sorry I haven\'t updated in a while guys, I\'ve been in the field getting sunburned and trying not to get bitten by snakes. I still have many plans for more KSP parts! And I\'ll fix all these bugs too at some point, I promise. Keep the reports coming, it\'s very helpful! Also feel free to post pics of your wobbly rockets in here, it would be cool to have some example rockets in here. I like looking at pictures.
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Yeah I completely remodeled the solids because I was unhappy with the way they looked, same with those old nosecones. I could make some different solid motors though, you guys have any ideas for what would be useful? I haven't had time to work KSP stuff for a while, but I want to make some 2 metre engines and some more 3 metre parts soon. Maybe some 1m-2m and 2m-3m frustum fuel tanks too.
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Yeah those couplers are set to 2X symmetry, because anything greater doesn't work. It just resets to no symmetry when you try and attach a part if the stackSymmetry variable is anything other than 1 (2X symmetry). You can still attach any arrangements of parts you like by turning off symmetry, turning it on just cuts the time it takes to attach the parts. The increased fuel tank masses are part of an effort to make all of the tanks more balanced, there's now a direct correlation between fuel tank mass and fuel content. The 3 metre tanks were too light for the amount of fuel they carried before. And the wiggliness is almost certainly caused by the mass of that part being too low, I'll try and fix that for the next release.
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What do you mean by unbalanced? Do you mean in the game design sense or the 'makes rocket tumble out of control' sense? I plan to make more 2 and 3 metre parts, including engines, but like I said before I just wanted to get this update out with the parts I had completed since it was way overdue already.
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Yeah it looks like setting the ejection force to a negative value works. I didn't notice this problem before release because I was using the decouplers exclusively with fuel tanks and liquid engines, which didn't seem to have an issue with inward ejection for whatever reason. So just stick a negative sign in front of the parameter 'ejectionForce' in the aero decoupler's part.cfg file and you should be good to go. I'll update all the download links with a fixed version, but there's no need to redownload for such a simple fix.
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The 2 metre decoupler shrouds have top attach nodes that let you use them as normal decouplers if you want. Just use the topmost node. Although this does make for a pretty long decoupler! I do plan to make a small, dedicated 2 metre decoupler, it's just that this update was way overdue so I decided to release it with what I have at the moment.
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I wondered if anyone would notice that Tirak you may be giving it too much throttle, which snaps the connections between modules. I boosted the breaking strength of all the particularly fragile modules to absurdly high values (I think I set it to 160 000) but this still happens. It's quite annoying.
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Nah it's more like a symbiotic relationship. You have a proper 2 metre engine for example. Although I do plan to make some of those and other new 2 and 3 metre parts at some point... edit: Yeah what Feanor said. Here's the fixed pack (fuel flowing couplers, fairing panels): http://www.multiupload.com/MZ96BWC5ZX
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You attach them to the stack node on the fairing panel. But you can't because I disabled that node while testing something, then forgot to reenable it! I'm uploading a version with that fixed and fuel flowing properly through the adapters right now, so just hang tight for a few minutes. I'm pretty bad at this whole 'not totally screwing up new releases' business huh?
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:probe: New version of my parts pack! :probe: And it's a major overhaul too. I've now got 2 metre parts as an intermediate size in between the existing 1 and 3 metre sizes (should be compatible with the other third party 2 metre parts), decoupler shrouds and adapters to make all the different sizes work together, two new 3 metre multi-adapters, a nose cone with a parachute slot, vernier rockets, a light decoupler, an aerodynamic radial stack decoupler, a new 3 metre tank, a modular 2 metre payload shroud system and probably some others I forgot about. Here's some example rockets using the new parts: Change list for 0.9 - 23 new parts! New part - 1, 2 and 3 metre adapter frustums - 6 parts New part - 2 metre decoupler shrouds - 2 parts New part - Modular 2 metre payload fairing - panel segment and nosecone segment New part - 2 metre fuel tank New part - 2 metre to 2X1 metre adapter New part - 3 metre to 2 metre narrowing adapter New part - 2 metre to 1 metre narrowing adapter New part - 3 metre decoupler shroud New part - 3 metre to 5X1 metre adapter (fits within 3 metre footprint) New part - 3 metre to 7X1 metre adapter (fits within 3 metre footprint) New part - Aero decoupler, radial decoupler with 1 metre stack attach point New part - Long 3 metre fuel tank New part - Light decoupler New part - 1 metre to parachute adpater New part - Vernier radial SAS unit New part - Delta planform fin Reworked configs for fuel tanks Reworked masses of many parts Greatly increased strength of 3 metre parts (40X) Switched couplers and adapters to 'Strut' module Sunday Punch's parts package v 1.09 contents *1, 2 and 3 metre adapter frustums - 6 parts *2 metre decoupler shrouds - 2 parts *Modular 2 metre payload fairing - panel segment and nosecone segment *2 metre fuel tank *2 metre to 2X1 metre adapter *3 metre to 2 metre narrowing adapter *2 metre to 1 metre narrowing adapter *3 metre decoupler shroud *3 metre to 5X1 metre adapter (fits within 3 metre footprint) *3 metre to 7X1 metre adapter (fits within 3 metre footprint) *Aero decoupler, radial decoupler with 1 metre stack attach point *Long 3 metre fuel tank *Light decoupler *1 metre to parachute adpater *Vernier radial SAS unit *Delta planform fin *1 metre to 3 metre adapter *3 metre to 1 metre adapter *Aerodynamic nosecone *3 metre decoupler *1X3 metre to 5X1 metre coupler *3 metre engine cluster *Dual coupler, 2 versions *Quad coupler *Escape tower *3 metre fuel tank *Lateral coupler, 2 versions *Medium liquid engine *Medium solid motor *NERVA engine *RCS module *Retrorocket module *Small fuel tank *Small solid motor *small liquid engine *Decoupler shroud, 3 lengths *Decoupler matching decoupler shrouds appearance *long 1 metre fuel tank *high thrust liquid engine *lateral tricoupler, 2 versions *3 metre decoupler shroud for 4X liquid cluster Get Sunday Punch's KSP parts v1.09 here!
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Yes sir, they act like SAS units that you can attach radially. Yeah that's why I asked for suggestions on balancing them better. Thanks for the input! Did you not have problems with your rockets collapsing with such high masses for the tanks? Because that's always what happens when I try values that high.
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Because KSP doesn't play well with high mass parts, the 3 metre fuel tanks have much lower mass and fuel volume than they really should. The big orange tanks have a volume around 30 times that of the stock tanks, but any attempt to give it values in line with its physical size just makes it collapse on the pad. If I strengthen it enough to survive its dead weight then the level of thrust required to lift the huge mass off the pad just tears the rocket to pieces. So, I'm having a hard time deciding what sort of values would be suitable for the big tanks. Anyone got any ideas?