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Change Mk3 into Size3


NBZ

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16892424717_57d70f6bec_c.jpg

My problem: The Mk3 parts are interesting. There are too few Size3 (3.75m) parts. I like sticking to stock(alike) parts.

Mk3 parts have flat sides, which bothers me, both because I would love to use them in my rockets, and because pressurized vessels normally would be cylindrical.

It would seem fairly simple to stretch the textures to normal Size3 cylinders...

The three adapters and the cockpit would obviously be more work, but they could stay as-is, to be used together: [size3–Mk3][Mk3–Size2] etc.

Anyone up for the task?

Edited by NBZ
"I like sticking to stock(alike) parts."
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Plenty of mods available that offer 3.75m tanks. KW rocketry for example. Too bad that's not yet up to par with 1.0.X. But they're working on it.

I should have been more clear. Fixed. Besides, it isn't just tanks, but also cargo bays and the high occupancy passenger cabin.

You could just use MK3 to 3.75m adapters anywhere where it changes from Mk3 to 3.75.

Reasons not to: Looks silly on a rocket; makes symmetry surface attachment weird; puts fuel, weight, and length in undesirable places...

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All the things you say can easy be fixed ( high occupancy passenger cabin ) edit the file and cut it down ( Looks silly on a rocket ) then why are you trying to use them parts ? ( symmetry surface attachment weird ) don't use symmetry ( fuel, weight, and length in undesirable places ) again then why use them parts ? good thing you don't work for NASA.

EDIT - screenshot0.png

EDIT- Or you rescale some parts from this mod http://forum.kerbalspaceprogram.com/threads/109567-FantomWorks-KAX-Part-Pack that way there all round.

Edited by Mecripp2
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All the things you say can easy be fixed ( high occupancy passenger cabin ) edit the file and cut it down

Sounds interesting – can you explain? Edit what file? Cut(?) it(?) down(?)

( Looks silly on a rocket ) then why are you trying to use them parts ? ( symmetry surface attachment weird ) don't use symmetry ( fuel, weight, and length in undesirable places ) again then why use them parts ?

Less helpful. Basically, what you are saying is that if the parts in their current form bother me, then I shouldn't use them. – Well, I was asking for a mod to make them not bothering me in their current form.

good thing you don't work for NASA.

True. I am not very clever. I can't even figure out what you mean by that.

Exactly. Had the Mk3 parts been round, that might have been a nice-looking sub-orbital hopper for large crew rotation. Now it just looks like an unfortunate mongrel.

EDIT- Or you rescale some parts from this mod http://forum.kerbalspaceprogram.com/threads/109567-FantomWorks-KAX-Part-Pack that way there all round.

I'd rather not begin to scale parts, and that pack doesn't have cargo bays

yeah, the mk 3 parts are for spaceplanes, that's why they look like they belong on the space shuttle.

Right, which is why I want to mod them into rocket parts.

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If you know where the cfg is for the part you want to edit open it with any text editor you will see something like

PART
{

// --- general parameters ---
name = mk3Cockpit_Shuttle
module = Part
author = Porkjet

// --- asset parameters ---
mesh = model.mu

[COLOR="#FF0000"]rescaleFactor = 1[/COLOR] <----------------------------- Here you can change the scale of it if you want, If you just see rescaleFactor then add a scale = 1 and then change the rescaleFactor = 2 there are some that are more tricky

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 3
node_stack_top = 0.0, 3.1875, 0.625, 0.0, 1.0, 0.0, 1



// --- editor parameters ---
TechRequired = heavyAerodynamics
entryCost = 50000
cost = 10000
category = Pods
subcategory = 0
title = Mk3 Cockpit
manufacturer = C7 Aerospace Division
description = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. Note: IVA still in shipping and customs.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 3.5
dragModelType = override
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 60
maxTemp = 3400
fuelCrossFeed = True

vesselType = Ship

// --- internal setup ---
[COLOR="#FF0000"]CrewCapacity = 4[/COLOR] // <----------------------------- This line you can change it to 1 or 2 or 3

INTERNAL
{
name = MK3_Cockpit_Int
}

MODULE
{
name = ModuleCommand
[COLOR="#FF0000"]minimumCrew = 1 //<----------------------------- This line how many to start if you want to edit it
}[/COLOR]

RESOURCE
{
name = ElectricCharge
amount = 500
maxAmount = 500
}

MODULE
{
name = ModuleReactionWheel

actionGUIName = Toggle RW

PitchTorque = 40
YawTorque = 40
RollTorque = 20

RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}
MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 4.0
}

RESOURCE
{
name = MonoPropellant
amount = 100
maxAmount = 100
}
MODULE
{
name = FlagDecal
textureQuadName = FLAG
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Mk3Cockpit_Shuttle
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}
//MODULE
//{
// name = ModuleLiftingSurface
// deflectionLiftCoeff = 1 // proportionally less than Mk2
// dragAtMaxAoA = 0.2
// dragAtMinAoA = 0.05
//}
}

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