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Talisar

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Everything posted by Talisar

  1. This is something I've been playing with. With the current design, if I try one of the mounts on a larger diameter tank, then the center connection hovers above the tank. I can change that connection to a cylinder that is long enough to just clip into the smaller tanks if used on them, but it doesn't look as nice. I may be able to come up with something as I play around with the design though. -edit- No, that wouldn't work either, because the stack node would have to be in a different place for each size of tank. I could maybe do the same clipping idea with the ring as well to make it work, but it'll probably look odd. I'll try it out and see though. They also work well as radial connections, which is another point on the positive side for that particular design choice. This is definitely something to consider as well. My initial feeling was that the increased versatility would more than make up for a relatively minor increase in part count... But then again, if you are using a bunch of the tanks, the part count increase quickly becomes non-minor. Hmmm... I also don't see an easy way to do half-spheres that would look believable with this style. The man reason I made them was so that you could stack two different types of tank into one sphere, but that's not really necessary since I started adding the MFS functionality. I hesitate to get rid of them though, as they seem to get pretty heavy use in the pics I've seen of peoples' builds. Maybe just a "base" that could be added to the bottom? (thus increasing the part count again, grrr)
  2. I'm having no issue with this mod and Kethane together, however for me it seems to not get along well with RemoteTech2. When I try and activate any scanner, it adds it to the flight computer queue and never executes the command. Removing RemoteTech allowed mapsat to run
  3. Well, I didn't go looking at hard numbers, but after installing a few new mods that I didn't normally use, my game started to crash after an hour or so of playing. I installed this mod today and got 4 hours of play with a lot of launches and craft switching with no issues at all. For reference, I'm running with about 50 different mods, including KW, B9, LLL, and Novapunch.
  4. I have no idea how to do procedural tanks, but a certain someone asked me a while ago if I minded if they tried to stretchify mine. I told them to have at it, but I don't know how it went. I'll inquire about it after the flurry of compatibility upgrades dies down. I could probably make one that is one step smaller if I go with this new model design. Sticking to the scheme that I've (tried to) use, that would make it 1.25m in diameter with a 0.625 attachment point. Any smaller than that and you'd be better off with a cylindrical one. As for the largest one, I actually agreed with you when I first made them, but there were so many people asking for it that I made one. It appears to get a lot of use in station building, and I actually use it with some of the biggest KW Rocketry engines as a first stage for really heavy lifts.
  5. So, while I've been waiting, I've been playing around with alternate designs for the spherical tanks... That is a 2.5m diameter tank (current medium size) with 1.25 and 0.625m mounts. What I'm thinking is splitting these up in much the same way that I did the toroidal tanks, where you place the tank and mounts separately. This would allow more choice in what is used. Also, it would mean just 1 tank for each size, and 2 (or 3, depending on demand) choices of mounts for each size. It also allows for having different sized mounts on the same tank (for example a 2.5m mount on the bottom for an engine and a 1.25m mount on top for a 1-kerbal capsule). My major concern with this will be the joint strength. If it's too wobbly, it'll be useless. Anyhow, nothing for sure yet, just playing around. Anyone have thoughts on the design?
  6. Thanks Stone Blue! Glad you like them. I was just about to plug that part myself It works fine in 0.23, and is actually even more useful now that you can transfer data using kerbals on EVA. I've used them to transfer crew reports from my command pod to the external storage, so I could do another crew report from the same area. (I didn't have an antenna to transmit, so I had to recover as much as possible)
  7. Lol, that is a great ship. I've been following the discussion in the MFS thread and it appears that he has an experimental version HERE that (if I am reading it correctly) will allow the current tanks to work with stock resources. I haven't tried it out yet, so if you try it out before I get home from work please let me know if I'm right. I doubt the realfuels version will work unless he's taken the time to make up modulemanager configs to change the volumes for my tanks (he is busy enough as it is, I'm sure ) As for an official update for this pack, I'm going to hold off until NathanKell has an official release before I make any changes, that way I can (hopefully) only make one instead of my usual flurry of several.
  8. This is actually very easy if you use the FSTextureSwitch module from the FireSpitter plugin
  9. Hiya, just wanted to let you know that you have the radial mount that I was testing on your list. That's now included in the spherical tank pack, so you don't need a separate line for it. Great list btw, it's helped me out a few times
  10. Just wanted to pop in and say that I love the way you integrated the FSTextureSwitch into the tweakables menu. Works great!
  11. That's good to hear. I'll play around with it and the experimental version of MFS today, but if it's (mostly) still working, I will wait until NathanKell finalizes the update before I push mine out. I'm currently working on a new save using Ackander's Vertical Tech Tree, and I am finally just about to unlock my own tanks, so the timing is serendipitous.
  12. Yep, I saw that this morning. Once I get home from work, I'll see about updating this pack. I'm not sure what will be involved yet, but I don't expect it will be difficult. Worse case scenario, I'll just have to take out the custom definitions for the time being and let his plugin do all the hard work . I know that he's switching from (1 unit = 5 liters) to (1 unit = 1 liter), so I expect I'll have to make some changes due to that too. Which brings to mind that I need to check and see if the other plugin that allows the texture switching is working. I'll do that at the same time.
  13. This is the first time I've used a custom tree, but I just have TreeEdit.dll in my gamedata directory. I wasn't able to load this tree from the initial dropdown when I started a new save, but it is in the dropdown you can select from the science facility. I forget the names of the nodes, but if you just keep buying the ones to the left, the antennas start at the 5th or 6th one, and then go up for the higher level ones.
  14. Thanks for the update regex. I've become majorly dependent on this mod's functionality. You know what would be great though? You should add an icon so you can use Blizzy78's Toolbar mod! (sorry, couldn't resist )
  15. I started a new save using this with .23 and haven't had too many issues even without being able to spam science. A couple of my methods for maximization seemed a bit cheaty, but it went much easier than my first try (before .23). I look forward to the update when it comes, though
  16. I can't give you an exact timeframe, as the update depends on when MFS is updated. Once NathanKell and ialdabaoth get that ironed out, these tanks should fall right in line. Judging by the MFS thread, you're probably looking at a couple of days, but they do great work, so I'm patiently looking forward to it as much as you
  17. I'm not completely certain about the possibility of spontaneous explosions, but you can set the part up in the cfg file to allow clipping: // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, [COLOR=#40e0d0][B]allowCollision[/B][/COLOR] attachRules = 0,1,1,1,[COLOR=#40e0d0][B]1[/B][/COLOR] I didn't trust it though (for exactly the reason you mentioned), so when I made parts that were designed to clip into others, I made that particular part of the mesh only renderable (no collider at all) in unity. The downside is that you can't surface attach things to that particular area, but since I was only using it for a small part of a larger piece I figured it would be ok. An example would be the spokes on the toroidal tanks in my pack if you'd like to see what I mean.
  18. I gotta say, this is a tough one, and just for the reason that you mentioned. Getting enough science at the beginning feels like a big grind. I think I'm past the worst of it now (I have a lander orbiting the mun, and I *think* I'll be able to land it and get it back to Kerbin. It will be running on fumes and memories if I do . If I can manage it, my science troubles will be ended) I think that adding another node between the first 2 rocketry that included the slightly bigger tank and slightly more powerful engine would have made it better for me. Or just reducing the science cost of the second rocketry node, for that matter. That being said, I doubt I'll be able to finish the challenge before the advent of 0.23, but we'll see how far I get. Aside from the initial grind, I really like the vertical tree.
  19. These look great! I considered a design similar to this at first, but decided to go with something more structural in the end (also one that made it so I didn't have to mess with texturing the tops of the spheres, because I suck at that ). As you say, choice is good, so keep up the great work!
  20. Go into /GameData/ModularFuelTanks and delete Spherical_modularFuelTanks.cfg. That should fix your problem
  21. I can't be much help to you, but for this one you should look at the FireSpitter plugin. Iirc, it has a module just for this
  22. My parts seem to be giving you quite the headache, UbioZur. Sorry about that
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