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Kickasskyle

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Everything posted by Kickasskyle

  1. 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.
  2. Hmm, I did change those, but I guess I might have reverted them by accident.
  3. I just went and checked both downloads and they're all fine and up to date. I have no idea how you have the GriffonXX at 3800 thrust.
  4. Away we go with 2.5.4! -Added a tech tree, see the OP's changelog image if you want a rough shake down of what's added where. Some minor things have been moved since I made that image nothing that should really effect people too deeply. -Fixed those node sizes on the flat adapters
  5. I'll start assigning the parts into specific research categories when I get home from work today, I don't suspect it will take that long to do.
  6. Whoops, my bad. I doubt it'll have drastic consequences but I'll change it for the next version.
  7. ~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 !
  8. 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.
  9. This is probably just caused by re-exported bits and bobs, I'm assuming its fine if you just reposition the appropriate parts?
  10. Not to be patronizing but did you follow the install instructions, because i'm 80% sure you may have just downloaded and dumped the entire contents into the gamedata folder. If you have another copy of gamedata in your gamedata folder you might have installed it wrong.
  11. 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.
  12. Good shout, I've changed the masses to somewhat scale based on volume with abit tacked on. 2x1 LFTA should be 0.8 drymass, 3x2 LFTA should be 1.75 drymass. 3x1 LFTA should be 2.55 drymass.
  13. Those fuel adapters were designed to keep the same angle for the sake of continuity, and also to more or less fit the profile of the side-tanks. It would be easy enough to change the angles and create some alternate tanks that ran off the same texture so i might look into it.
  14. I might look into changing the effect for another one. Also you're suggesting 1/4 height tanks? over the current 0.5 "flat" tanks? I assume. That doesn't seem unreasonable.
  15. I just gave both the downloads a quick check and they're both KWRocketry with no space. So it is a mystery.
  16. Weird, are the models etc actually where it's saying they are Gamedata/KWRocketry ... etc.? Yeah I remember that it's a cast over from the oldschool config files, exhaust damage still works though so I never bothered changing it.
  17. 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. ~~~~
  18. 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
  19. It doesn't sound unreasonable. I'm probably just going to end up changing the '1.5' SRB noses to become seperatrons this as they're a separate part. I'll see how it works later.
  20. I'll look into it tomorrow once I've finished checking over various bits and bobs for the next update.
  21. 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.
  22. I always use the flat decouplers so I don't really see where you're coming from.
  23. Fair shout. Yeah, I'm working on some lil bits that should reduce things down. Didn't know about the .DDS though, I wonder why they won't let us export and store models in dds in the first place? it'd definitely simplify things. and Thanks.
  24. I figured it was a fair shout, I tried to make it all fairly neutral and not plaster obnoxious KW logos everywhere. Also, once I get some time i'll look into messing with formats of bits and bobs to get a smaller memory footprint.
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