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Talisar

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Everything posted by Talisar

  1. Do you have the Modular Fuel Tanks mod installed? That's required in order to be able to change the fuel types, but is not included in the pack. Without it you'll be limited to the LiquidFuel and Oxidizer.
  2. It looks like we have the visual model pretty much nailed down, time to start working on colliders and getting it unwrapped for texturing:
  3. Ahh, I see what you mean. Yeah, there will most likely be one scaled to that size as well (I tend to not generally use larger than 2.5m myself, so that's the one I'd use )
  4. It's going to be set up so engines would be added separately. We're going to have a centerline mounting node, as well as the 4 other mounting nodes. This way you can set it up using either the single, dual, or quad engine configuration. -edit- I'm also modelling the part so it will scale easily from the more true-to-life size down to Kerbal standards. The scaled down version will have a 3.75m upper tank and 2.5m lower.
  5. Just a small update on the modelling progress here. This one includes the equipment basket where the engines would be mounted
  6. The equipment shelf is going to be mounted under the bottom (LOX) tank, which will provide space for equipment placement and engine mounting. That part is the next to be modelled. We did discuss making stack separaters for the top of the LH2 tank, as well as an interstage adapter/decoupler so it can be used in an iCPS configuration such as this:
  7. Officially updated to v3.11 with the updated models and taniwha's dry mass figures v3.11 - Updated models, should fix issues with tanks resizing when used as root node - Updated dry masses of toroidal tanks. (Thanks again to taniwha for the maths)
  8. Welcome to my all new WIP thread. I'm hoping that posting my projects here will enable me to find what ideas I have that people are interested in as well as help me focus on those projects so I can bring them to completion. My current project is inspired by the Large Upper Stage for the Boeing Space Launch System in cooperation with YANFRET from Chaka Monkey Exploration Systems (who brought this idea to my attention and will be using his considerable texturing skills to bring this project to fruition) This is what we will be endeavoring to reproduce: Basic modelling has been completed, and we're down to modelling the equipment shelf and fine details, then it's off for texturing: Please let us know what you think. Questions and suggestions are always welcome!
  9. Just popping in here to say that I've been watching this discussion and it is fascinating. I am learning much, but don't have the background to add anything substantial to the conversation. That being said: I'll finally do the official update when you have the chance to do this As always, I appreciate your l337 math sk1llz
  10. The landing gear and antennas look like they come from the AIES pack
  11. The storage tanks are not set up with any contents by default. You have to open the action group menu and select the part as taniwha said in order to bring up the menu which allows you to add the resources you want to that particular container. Depending on the resource you select, the tank may automatically fill or be empty. The TAC Life suport consumable resources such as oxygen and water should auto-fill, while waste resources should be empty. Additionally, the EL resources will all start out empty with the exception of RocketParts.
  12. Quick question for those of you who downloaded the v3.11pre version I posted: Did that fix the issue where using the tanks as a root part caused them to shrink when reloaded? Just want to make sure I squashed that one before I make the update official. Thanks!
  13. This makes me wonder something too... I'm operating on the assumption that squad will be slowly but regularly adding biomes to more planetary bodies with each update. If so, how will that affect overall costs on science trees?
  14. Rofl... It has to have been like that for a while now, and you're the first one to point it out to me. Thanks -edit- Corrected! Easiest bugfix ever!
  15. This sounds like it may be the same issue as the "borked tank bug" that taniwha was referring to. Do your ships work fine when first launched, but start acting erratically after a save and reload (switching to another ship and coming back or reverting the flight to the launchpad counts too)? Also, do the ships that you are having problems with have MFT enabled tanks placed using symmetry mode in the VAB?
  16. I love this mod, it has completely replaced the stock panel for me. One feature I'd like to see is the option to toggle the display of specific. resources on and off. Maybe one tab that displays them all where you can check them on and off, and another tab that only displays the checked resources. I don't really need to see some of the resources all the time, such as the TAC wastes and such. Just a small suggestion, take it as you will Keep up the great work!
  17. This mod does the same thing as realfuels, but is for the stock (and stockish) resources rather than their real-world counterparts.
  18. Ok, I have re-done the spherical tanks, and I believe that this should fix the issue of them rescaling after a load. I'd be appreciative if some people could test this out and ensure I didn't screw anything up before I make it official. Spherical/Toroidal tank pack v3.11pre (MediaFire Link) I am pretty sure this won't be a craft-breaker, but ensure you make copies of any saves just to be safe. -edit - Researching the problem that Kaa253 is having with the resources, it appears that no matter what amount of resource you enter into the MFT section when you are adding tanks, the tweakable menu automatically assumes full. I'll pass this on to the people who are most able to look into this (/waves at taniwha and NathanKell ). For the time being, when I do the official release, I'll include an adjusted tank setup that removes the "fillable = false" lines and the workaround will be to add the tanks that you want using MFT, then adjust the amounts inside the tanks to zero using the right clicky tweakable interface.
  19. I just finished a complete reinstall and ensured that everything is absolutely up to date last night, so I'll see if it is happening for me today.
  20. Ahh, I see. iirc, when I made these I modelled them at 1:1, then used (scale = 0.8, 0.8, 0.8) inside the [MODEL] node so that when KSP did the automatic 1.25 rescale they would come out to the correct size. If I understand what you are saying, I should be able to fix the problem by using (scale = 1, 1, 1) inside the [MODEL] node, using (rescaleFactor = 1) outside the node, and re-figuring the node positions manually. Is that right? I hope that's right. That's the way I started doing things with the toroidal tanks. That's about the time I (sort of) figured out the difference between scale and rescaleFactor -edit - Bleh, I've got it figured out, but it's taking a bit more work than I hoped. I'm re-exporting all of the models and re-doing the configs. I'll have an update to fix this particular issue in a little while. I don't believe it will be save breaking, however.
  21. I think you have them set up perfectly right now. They go well in the avant garde nodes, and the progression to get them makes sense to me. I also notice that you have split up my structural parts in a similar manner between 2 or three nodes, and I agree with that as well.
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