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KSP2 Release Notes
Posts posted by billyoak
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Hey guys "Stock Bug Fixes" has a fix for the Mk3 part strength being a bit low.
<<+ Mk3StrengthFix (18 May 15) - (STATUS: Updated Release) - Description: Mk3 parts are easy to break relative to their size. [spoiler: Notes] >>
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Hi,
I noticed that the breakingForce & breakingTorque are not set in the cfg's for the mk3 parts. As a result these craft are very fragile.
For example the following craft with almost no fuel and no payload needs to land with a vertical velocity of about 1m/s other wise it will fall apart.
Copying the breakingForce & breakingTorque for 3m parts into the cfg's for equivalently sized mk3 parts appears to make the craft behave more consistently.
Example
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cfg from the large mk3 LFO fuel tank
PART
{
name = mk3FuselageLFO_100
module = Part
author = Porkjet
rescaleFactor = 1.0
node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0, 3
node_stack_bottom = 0.0, -5.0, 0.0, 0.0, -1.0, 0.0, 3
node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1
TechRequired = experimentalAerodynamics
entryCost = 84000
cost = 10000
category = FuelTank
subcategory = 0
title = Mk3 Rocket Fuel Fuselage Long
manufacturer = C7 Aerospace Division
description = Filled to the brim with Rocket Fuel, C7 Aerospace's supplier Ekson-Kobil have assured us that this tank is absolutely airtight.
attachRules = 1,1,1,1,0
mass = 7.14
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 1
crashTolerance = 50
maxTemp = 2300 // = 3000
emissiveConstant = 0.87
fuelCrossFeed = True
bulkheadProfiles = srf, mk3
MODEL
{
model = Squad/Parts/FuelTank/mk3Fuselage/LFO_100
}
RESOURCE
{
name = LiquidFuel
amount = 4500
maxAmount = 4500
}
RESOURCE
{
name = Oxidizer
amount = 5500
maxAmount = 5500
}
}
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cfg from the equivalent 3m part
PART
{
name = Size3LargeTank
module = Part
author = Squad
mesh = Size3LargeTank.mu
rescaleFactor = 1
node_stack_top = 0.0, 3.74, 0.0, 0.0, 1.0, 0.0, 3
node_stack_bottom = 0.0, -3.74, 0.0, 0.0, -1.0, 0.0, 3
node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0
TechRequired = highPerformanceFuelSystems
entryCost = 46600
cost = 13000
category = Propulsion
subcategory = 0
title = Kerbodyne S3-14400 Tank
manufacturer = Kerbodyne
description = When nobody believed in (or even asked for) an even larger fuel tank than the already enormous S3-7200, Kerbodyne stepped up with the sanity-defying S3-14400 model. Carrying fully twice as much fuel as before, this fuel tank may just pack enough propellant to justify its proportionately enormous cost.
attachRules = 1,1,1,1,0
mass = 9
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 400
breakingTorque = 400
maxTemp = 2000 // = 2900
bulkheadProfiles = size3, srf
RESOURCE
{
name = LiquidFuel
amount = 6480
maxAmount = 6480
}
RESOURCE
{
name = Oxidizer
amount = 7920
maxAmount = 7920
}
}
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Larger parts would be nice but the quad coupler is an easy enough work around. (personally i think a larger cargo bay and larger wing sections would be nice)
From a performance point of view from the poll i don't see them needing a boost.
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I think it needs to be earlier in the tech treeIt would be nice at least before the lvl 3 science facility. For most of the career i ended up using reusable 2 stage rockets to get stuff into LKO.
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This clearly indicates that RAPIERs are not OK :/
The 20 Rapiers is because only 1m air breathing parts parts are available if 2m parts could be used it would be 5. The purpose of the craft is to show the ratios. 1 rapier per 4-5 tonne of payload and 1 air breathing engine per 14T of craft.
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The current Rapier stats are ok.(Not too easy not too hard) Although it did take a little bit to learn how to make a ssto's with the new aero/parts setup.
For reference my heavy lifter 90T to LKO; 20 Rapiers, 6 Turbo Jet to ease the mid section of the flight. Take off weight 360T.
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@Rainbowtrout - same here man. I think a tweak of the head shape and maybe something like a military bun will probably do it. (A little off topic)
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I might just add the link for those that do not know
http://www.pcgamer.com/kerbal-space-program-ama-reveals-origin-of-kerbals-plans-for-1-0/
"We are actively working on Girlbals (studio petname, not actual name). They will take some time, it's a decent bit of work and we have to get them right. We may be just a small indie studio but we feel that gaming in general should no longer treat women as an afterthought. Even if it's extra work. "
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That is very true
"Sucking all the fun out of the discussion:
Kerbals are clones. They are generated from a computer on Earth and are completely identical other than their names and personalities. These traits are assigned at random when they are created."
but even i feel for Bobfred when he is traveling backwards towards Tylo with a terrified look on his face at 1km/s and even i don't know how it will all end.
On the anthropomorphize bit i guess its something that has been with humans for a long time elves, dwarfs, etc.
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the crew cuts and square jaws also add to the "maleness".
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I'm pretty sure they are all dudes. From memory "Girlbals" are being considered but the devs are trying to figure out how to design them right. It could be a cool project for the community to come up with ideas on what the Girlbals should look like. (drawings / 3d models etc)
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Macey was a nice guy and his video series are some of the best. I hope he is ok out there "in the deep lonely black".
Ill drop in a link for those who do not know him.
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sooo many good posts and threads vanished. I think it was a couple of months worth. It was like a big forum reset.
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On the plus side KSP is in the top 10 on steam. It usually sits in 30-40's. Nice work guys & gals.
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Hi guys i had an account here a while back but it was wiped out in 2013.
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awesome that appears to have worked.
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Thank you Damion for all the blood, sweat and tears it took to build a fine KSP community.
As one journey ends another one begins.
Hope to see you around the forums in the future.
billyoak
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Hey mags,
How much mass are you trying to lift into orbit(also what orbit would you like 70km?) i could make a launcher for you.
billyoak
MK3 Parts weak joints - breakingForce & breakingTorque not set in cfg
in KSP1 Suggestions & Development Discussion
Posted
Even though the 3m parts are the same size and basically the same mass i think the stock fix might be a little too strong but it is a big improvement not having to nurse larger craft down on pillows and struts. Im sure the correct answer is between the two.