VaporTrail Posted June 4, 2015 Share Posted June 4, 2015 Ran into something that might need to be fixed. The 5-way RCS apparently has... orientation issues. Instead of being oriented outboard, the thrust from the top pair of RCS thrusters is oriented inboard. Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 4, 2015 Share Posted June 4, 2015 Okay, forgive me for the way off topic post, I've asked in other places and I've yet to get an answer, How do I post an album from Imgur, and make it show up like the ones on the previous page, and the first page of this thread?? Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted June 4, 2015 Share Posted June 4, 2015 Okay, forgive me for the way off topic post, I've asked in other places and I've yet to get an answer, How do I post an album from Imgur, and make it show up like the ones on the previous page, and the first page of this thread??OFFICIAL FORUM FAQ: How do I embed images to the forum?No offence but I literally found this answer within 10 seconds of searching. Typing this post took a lot longer. Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 4, 2015 Share Posted June 4, 2015 OFFICIAL FORUM FAQ: How do I embed images to the forum?No offence but I literally found this answer within 10 seconds of searching. Typing this post took a lot longer.Sorry, I looked but missed this. Thanks for answering though. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 5, 2015 Author Share Posted June 5, 2015 (edited) The kerbal Space Program Forum BB code List may also be of help.Edit: I've put up version 1.3.1 on kerbalstuff for those who want it - its basically a hotfix update, not much more, fixing the RCS transforms on the 2x5-way RCS blister and module manager patch syntax for various patches - they should work properly now. As a bonus, I've also thrown in a reworked Pluto and fishhead - just visual tweaks, nothing game changing. Edited June 5, 2015 by SuicidalInsanity Hotfix released Quote Link to comment Share on other sites More sharing options...
banksempire Posted June 5, 2015 Share Posted June 5, 2015 seems like the newly added MK2 T-junction should contain some fuel... it's a 2 tons part... and it just look as large as the stock mk2 short fuselage which is also an 2 tons part... Quote Link to comment Share on other sites More sharing options...
ABZB Posted June 5, 2015 Share Posted June 5, 2015 would it be possible to add RealFuels compatability to the modularfueltanks patch? Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 5, 2015 Share Posted June 5, 2015 (edited) Weird, I'm getting the double Fuel Switch module issue yet again. This is after the updates to both Mk2Ex and CryoEngines. Last time, it seemed to resolve itself after restarting KSP, but I've tried that and it's still occurring.Here are the relevant lines from output_log:Config(@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]) CryoEngines/Patches/CryoEnginesFuelTankSwitcher/@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]...Config(@PART[mk2_HypersonicNose]:HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[InterstellarFuelSwitch]]:NEEDS[InterstellarFuelSwitch]) Mk2Expansion/Patches/Mk2X_FuelTankSwitch/@PART[mk2_HypersonicNose]:HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[InterstellarFuelSwitch]]:NEEDS[InterstellarFuelSwitch]...[ModuleManager] Applying node CryoEngines/Patches/CryoEnginesFuelTankSwitcher/@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!RealFuels] to Mk2Expansion/Parts/FuelTank/HypersonicNose/part/mk2_HypersonicNose...[ModuleManager] Applying node Mk2Expansion/Patches/Mk2X_FuelTankSwitch/@PART[mk2_HypersonicNose]:HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[InterstellarFuelSwitch]] to Mk2Expansion/Parts/FuelTank/HypersonicNose/part/mk2_HypersonicNoseAre you sure that chained "HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[interstellarFuelSwitch]]" is correct?Is anyone else using this mod and CryoEngines *not* getting this issue? Edited June 5, 2015 by curiousepic Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 5, 2015 Author Share Posted June 5, 2015 @banksempire; I was basing mass off of the stock structural hub, which is 1.5 tons.@ABZB;The last time I tested it, the MFT patch seemed to work with Real Fuels - remove the Fuelswitch patch. @curiousepic; Just tried it with the newest version of Cryo Engines, and you're right. Seems the MM patch worked with the old version of CE, but not the new. This fixes that { MODULE { name = InterstellarFuelSwitch resourceNames = Structural;LiquidFuel,Oxidizer;LiquidFuel resourceAmounts = 0;360,440;800 tankCost = 0;0;0 displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = 0.57 tankMass = 0;0;0 }}@PART[mk2InverterFuselage]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]{ MODULE { name = InterstellarFuelSwitch resourceNames = Structural;LiquidFuel,Oxidizer;LiquidFuel resourceAmounts = 0;360,440;800 tankCost = 0;0;0 displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = 0.57 tankMass = 0;0;0 }}@PART[mk2_SupersonicNose]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]{ MODULE { name = InterstellarFuelSwitch resourceNames = Structural;LiquidFuel,Oxidizer;LiquidFuel resourceAmounts = 0;45,55;100 tankCost = 0;0;0 displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = 0.27 tankMass = 0;0;0 }}@PART[mk2_SpadeTail]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]{ MODULE { name = InterstellarFuelSwitch resourceNames = Structural;LiquidFuel,Oxidizer;LiquidFuel resourceAmounts = 0;90,110;200 tankCost = 0;0;0 displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = 0.27 tankMass = 0;0;0 }}@PART[mk2UST]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]{ MODULE { name = InterstellarFuelSwitch resourceNames = Structural;LiquidFuel,Oxidizer;LiquidFuel;MonoPropellant;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts = 0;45,55;100;200;36,44,120 tankCost = 0;0;0 displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = 0.57 tankMass = 0;0;0 }}@PART[mk2_HypersonicNose]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels] Quote Link to comment Share on other sites More sharing options...
*Aqua* Posted June 6, 2015 Share Posted June 6, 2015 This is probably the most weird plane I ever built. It has exceptional yaw control! Quote Link to comment Share on other sites More sharing options...
dizzysaurus Posted June 6, 2015 Share Posted June 6, 2015 I just wanted to say thank you for this mod, and THANK YOU for putting the date the mod was updated in the post title. That helps so, so much! Quote Link to comment Share on other sites More sharing options...
medikohl Posted June 7, 2015 Share Posted June 7, 2015 Is it just me, or do your parts heat up more quickly and cool slower than stock? Quote Link to comment Share on other sites More sharing options...
*Aqua* Posted June 7, 2015 Share Posted June 7, 2015 It's the DeadlyReentry/DRE config file. Delete it in the Mk2Explansion\Patches folder and you're good.Someone forgot to script it so that it only becomes active when DeadlyReentry is installed.It lowers the maximum heat temperatures of some parts. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted June 7, 2015 Share Posted June 7, 2015 (edited) @Bit Fiddler;The picture would help. like this but without using the Chines. Just the Mk2 body with an inset. the RCS could even be built into the body section and have it include a Reaction wheel as well. sort of an all-in-one attitude adjuster. Just for saving on parts, I would not need to use the chines in this case.Also; there are a few Mk2 parts mods out there, and I have all of them installed that I can find, as the Mk2 is my favorite system for ssto craft. Maybe you could get together with the other authors and combine into one pack, so the textures all match, and the part count will not be so high for the redundant parts. Edited June 7, 2015 by Bit Fiddler Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 8, 2015 Author Share Posted June 8, 2015 @*Aqua*;Nice! Where did you stick the landing gear on that?@medikohl;The DRE patch was using :FOR instead of :NEEDS causing it to apply the lower max temp even if DRE wasn't installed. This was fixed in the 1.3.1 hotfix, or you can simply delete that patch like *Aqua* said. the RCS could even be built into the body section and have it include a Reaction wheel as well. sort of an all-in-one attitude adjuster. Just for saving on parts, I would not need to use the chines in this case. That sounds like the Stability Control RCSAS module added in version 1.2; pitch/yaw RCS plus a reaction wheel. Quote Link to comment Share on other sites More sharing options...
*Aqua* Posted June 8, 2015 Share Posted June 8, 2015 I put 4 adjustable landing gears at the bottom. You can see them in the second screenshot if you strain your eyes. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted June 9, 2015 Share Posted June 9, 2015 @*Aqua*;Nice! Where did you stick the landing gear on that?@medikohl;The DRE patch was using :FOR instead of :NEEDS causing it to apply the lower max temp even if DRE wasn't installed. This was fixed in the 1.3.1 hotfix, or you can simply delete that patch like *Aqua* said.That sounds like the Stability Control RCSAS module added in version 1.2; pitch/yaw RCS plus a reaction wheel.Yes that was my point. you could duplicate this part with the sides recessed to allow for wings on the Mk2. without using the chines.And as a side note. do the Chines produce lift in FAR? Quote Link to comment Share on other sites More sharing options...
TomatoSoup Posted June 9, 2015 Share Posted June 9, 2015 I really appreciate the support for Community Tech Tree, but, uh, is this intentional? http://i.imgur.com/dVw36CL.png Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 9, 2015 Author Share Posted June 9, 2015 @Bit Fiddler; Chines in nuFAR will generate a little lift - the ESTOC example craft shows this off to good effect; chines will also help with nuFAR's area ruling.@TomatoSoup; No,no it is not. Thats supposed to be in 'subsonicFlight' like the rest (Yes, these parts shouldn't technically be in with subsonic bits, but the node's position in the tech tree was what led me to use it). Quote Link to comment Share on other sites More sharing options...
TomatoSoup Posted June 9, 2015 Share Posted June 9, 2015 Yeah, I figured as much, as it's two improvedNuclearPropulsion MM's right in the middle of a pile of subsonicFlight ones. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 17, 2015 Author Share Posted June 17, 2015 Update 1.4 is finally here, featuring new parts and reworked textures and models of old ones for Genuine Imitation Spamjet goodness.Version 1.4============-new part: Dropship cockpit w/IVA-new part: Advanced Hypersonic cockpit W/IVA-new part: Mk2-1 single seat cockpit w/IVA-new part: tricoupler-new part: R4-D Nuclear Thermal Jet-new part: MATTOCK engine-new part: Mk2 crewed Science lab jr.-model rework: Hypersonic Nosecone; new texture, RCS thrusters-model rework: nosecap; new texture, rCS thrusters-fixed CTT MM patch - Wing root chines no longer in improved Nuclear Propulsion-added RPM IVA MM patchDownload from Kerbalstuff Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 17, 2015 Share Posted June 17, 2015 Aww yis, those are some fine looking additions and tweaks. Many thanks for updating the screenshots as well! Great job on this update, can't wait to play Quote Link to comment Share on other sites More sharing options...
Zeenobit Posted June 17, 2015 Share Posted June 17, 2015 How did I not know about this pack?Making an SR-71 is gonna be so much fun now! Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 17, 2015 Share Posted June 17, 2015 Update 1.4 is finally here, featuring new parts and reworked textures and models of old ones for Genuine Imitation Spamjet goodness.--------Download from KerbalstuffMy god man, what have you done? So much awesome can't be contained in such a small package, it must violate the laws of physics, or the universe, or something? right? Must download now.... Quote Link to comment Share on other sites More sharing options...
iDisOrder Posted June 17, 2015 Share Posted June 17, 2015 -new part: Dropship cockpit w/IVA-new part: Advanced Hypersonic cockpit W/IVA-new part: Mk2-1 single seat cockpit w/IVA-new part: Mk2 crewed Science lab jr.anyone have screenshots of these? Quote Link to comment Share on other sites More sharing options...
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