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Everything posted by Kickasskyle
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I'll go fix the config oversight soon enough. If you want to have the correct stats you can just load up the autoshrouded configs go through the engine files and delete the module jettison part from it assuming you're confident enough with that sort of thing. The grey tanks are made more for upperstage/space based ventures so I'm inclined to leave them as is. That said I might look into making some more standardized smaller tanks. Pretty much this: They're designed to be a touch more powerful and longer lasting, while being sleeker and sexier seperatrons.
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~Version 2.5.3 Released~ Radial SAS Halves have roughly half the electrical efficiency of the regular SAS parts but they don't need to be placed in the main stack and create a structural weakness. Available in 2m and 3m Halves. There are also some shorter fuel adapters, and tweaks to node sizes and alternators of the engines. Changelog: Updated to v2.5.3 -Added new parts: -Fuel Adapters SHORT, 2.5m->1.25m, 3.75m->2.5m, 3.75m -> 1.25m -Radial SAS Halves, 2.5m & 3.75m -Rebalanced the Alternator output of all engines to scale correctly -Changed the node sizes on all parts to be as close as possible to their size Have fun !
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Thats actually a myth, node size has no effect on the effectiveness of the connection, anecdotal evidence aside I'm actually going to change them for FAR compatibility at the next possible time. Smaller parts will always be the weakest in the structure of your rocket stack since they weigh less making parts more inclined to bend. Thats due to them being re-exported from version 2.4 -> 2.5. the orientation of the model changed and with it the attachment nodes in the cfg which leaves you what you see now, to fix your craft files just load them up and reposition and place the parts again.
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Without a tech tree breakdown I couldn't pin it exactly. But I guess the idea would be having to level up the sizes 1->2->3. Unlocking the mid level engine for each size first eg. MaverickV & TitanI. Then progressing onto the others. I'll probably make the SRBs easier to obtain since that seems like a reasonable idea. But that's all I've really come up with.
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The conclusion of my testing was basically that .TGA for some reason or another has 4-5x the impact compared to the equivalent .TGA part. I ended up loading .MBM textures/speculars and .PNG normals and emissives in tandem to create the best blend of low ram usage and not having to upload 400mb. I put your pack in the OP as per our discussion. Decryption key is in the actual link, I have no idea how you managed to mess clicking that up. As far as spaceport goes click the massive download image in the OP. or http://kerbalspaceprogram.com/0-18-1-kw-rocketry-overhauled/ I just added separation motors to the SRB nosecone, sadly it's not a swiss army knife so I can't load up everything in it. ~~~~
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KW2.5.2 is here. Heres the changelog Updated to v2.5.2 -Entire pack re-re-exported reducing the memory impacts of the entire modpack to roughly 265MB (less than the previous redux versions memory impact). -Added example rockets to the spaceport download (hopefully) -Added a new example rocket -Rebalanced Engines: -2m Griffon G8D increased by 200 thrust -2m Maverick V increased by 100 thrust -2m Vesta VR-9D increased by 100 thrust -3m GriffonXX increased by 1200 thrust, reduced by 2 Mass, reduced by 70 Heat -3m Titan I increased by 900 thrust -3m WildcatXR increased by 200 thrust -Fixed RCS 1m block vectors so they're horizontal/vertical -Fixed the 1.25m SRB nosecone so it'll actually load -Added separation motors to the 1.25m SRB nosecone Basically memory usage should be alot less. The entire pack should be about 180MB's unpacked from a 40MB download too so that's always nice. I've gone over and tweaked the balance on some of the engines too and as a result the 3m engines should have abit more clout. Download is in the OP
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After doing some testing and acting upon it, the next version of KW to come out will be under the memory usage of the current full redux version with mostly standard texture sizes kept. It should definitely fix the problems with the standard version and the file sizes are a little bit less too so it won't be a massive download. Texture 'size-ability' is conserved but editability is abit of a mess that i'll address soon enough.