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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]


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Just now, SuicidalInsanity said:

Knowing the way M2X went, Mk3 will likely end up getting both a rocket and jet VTOL engine at some point. Mk3 precooler is also on the to-do list.

@OrbitalBuzzsaw: The Pluto/Hades use LF by default. They only use LH2 if you also have NFE/KA installed. If you need LF nukes and you do have them installed, delete the Mk2Expansion/Patches/M2X_KA.cfg and the Mk3Expansion/patches/M3X_NFE_Functionality.cfg

Ahh - Can't live without NF-All-Of-It, but it's causing problems

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  • 2 weeks later...
On 28.5.2016 at 9:07 AM, SuicidalInsanity said:

@kolago: Not sure what the issue is; it's a inline part, it only has nodes on either side, a top node and a bottom node. Can you explain in greater detail please and/or provide a pic of the issue?

Here is a picture.

https://www.dropbox.com/s/k9zf8h1vewkaefn/UT69518_NA_Kerbin_NA-1.jpg?dl=0

I cant get anything connecting the bottom node.

And the other way around. Cant connecting to top node.

https://www.dropbox.com/s/eux6itjwcz04miu/UT69518_NA_Kerbin_NA-2.jpg?dl=0

ModuleManager.ConfigCache:

UrlConfig
{
    name = M3X_InlineDockingPort
    type = PART
    parentUrl = Mk3Expansion/Parts/Utility/DockingPorts/inline
    url = Mk3Expansion/Parts/Utility/DockingPorts/inline/M3X_InlineDockingPort
    PART
    {
        name = M3X_InlineDockingPort
        module = Part
        author = SuicidalInsanity
        mesh = Inline.mu
        rescaleFactor = 1
        node_stack_top = 0.0, 1.499237, 0, 0.0, 1.0, 0.0, 3
        node_stack_bottom = 0.0, -1.499237, 0, 0.0, -1.0, 0.0, 3
        TechRequired = advMetalworks
        entryCost = 9400
        cost = 550
        category = Utility
        subcategory = 0
        manufacturer = Insanity Aerospace
        title = Mk3 Clamp-O-Tron Docking Port
        description = A heavy Clamp-O-Tron in an inline Mk3 housing. Comes with integrated monoprop tankage.
        attachRules = 1,0,1,1,1
        mass = 1.8
        dragModelType = default
        maximum_drag = 0
        minimum_drag = 0
        angularDrag = 0
        crashTolerance = 40
        breakingForce = 50
        breakingTorque = 50
        maxTemp = 850
        emissiveConstant = 0.85
        bulkheadProfiles = mk3
        tags = m3x mk3 berth capture connect couple dock fasten join moor shield socket
        skinMaxTemp = 2706
        skinThermalMassModifier = 0.436
        skinInternalConductionMult = 0.0000105
        skinMassPerArea = 0.815
        MODEL
        {
            model = Mk3Expansion/Parts/Utility/DockingPorts/Inline
            texture = Mk3CargoBay, Squad/Parts/utility/mk3CargoBay/Mk3CargoBay
            texture = model000, Squad/Parts/Utility/dockingPortSr/model000
            texture = model001, Squad/Parts/FuelTank/RCSTankRadial/model000
        }
        RESOURCE
        {
            name = MonoPropellant
            amount = 750
            maxAmount = 750
        }
        MODULE
        {
            name = ModuleDockingNode
            deployAnimationController = 1
            nodeType = size2
            nodeTransformName = dockingNode
            stagingEnabled = False
        }
        MODULE
        {
            name = ModuleAnimateGeneric
            animationName = InlineDeploy
            actionGUIName = Toggle Dockingport
            startEventGUIName = Open
            endEventGUIName = Close
            allowAnimationWhileShielded = False
        }
        MODULE
        {
            name = ModuleModActions
        }
        MODULE
        {
            name = ModuleAeroReentry
            leaveTemp = True
        }
        MODULE
        {
            name = ModuleFuelTanks
            volume = 750
            type = RCS
        }
        MODULE
        {
            name = AYPart
        }
        MODULE
        {
            name = RMMModule
            DevMode = False
        }
        MODULE
        {
            name = USI_ModuleRecycleablePart
            Menu = Disassemble Part
            ResourceName = MaterialKits
            Efficiency = .5
        }
        MODULE
        {
            name = DPSoundFX
            sound_docking = FP_DPSoundFX/Sounds/dock
            sound_undocking = FP_DPSoundFX/Sounds/undock
            internalSoundsOnly = false
        }
        MODULE
        {
            name = GeometryPartModule
        }
        MODULE
        {
            name = FARAeroPartModule
        }
        MODULE
        {
            name = FARPartModule
        }
        MODULE
        {
            name = GPOSpeedPump
            _pumpLevel = 8
        }
        MODULE
        {
            name = HotSpotModule
        }
        MODULE
        {
            name = ModuleTweakableDockingNode
        }
        MODULE
        {
            name = ModuleTweakableFuelPump
            ResourceNames = MonoPropellant
        }
        MODULE
        {
            name = ModuleResourceActions2
        }
        MODULE
        {
            name = ModuleFuelCrossfeedActions2
        }
    }
}

Edited by Kolago
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1 hour ago, Kolago said:

Here is a picture.

https://www.dropbox.com/s/k9zf8h1vewkaefn/UT69518_NA_Kerbin_NA-1.jpg?dl=0

I cant get anything connecting the bottom node.

And the other way around. Cant connecting to top node.

https://www.dropbox.com/s/eux6itjwcz04miu/UT69518_NA_Kerbin_NA-2.jpg?dl=0

You have TweakableEverything, which sees that the inline docking port has an animation and assumes the animation is to cover one of the nodes (like the "shielded" docking port).

@toadicus, this is why I suggested that patch:

 

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23 hours ago, Kerbas_ad_astra said:

You have TweakableEverything, which sees that the inline docking port has an animation and assumes the animation is to cover one of the nodes (like the "shielded" docking port).

@toadicus, this is why I suggested that patch:

 

Thanks!

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@SuicidalInsanity I've been using your Mk 2 mod for a while... have made some interesting craft with it. Decided to download the Mk 3 mod (as listed in CKAN). If I can make a suggestion without sounding too demanding, I think that a Mk 3 science lab, and even a Mk 3 hydroponics greenhouse (for colonies and space stations) would be a great addition.  I'm always trying to find neat Mk 2 and Mk 3 items - and your mods normally fit my needs nicely. :cool:

Thank you for taking the time and effort to make these really great parts!

Oh, here's a peek at one of my newer craft... it is still in development mode as its behavior is not quite what I want. Right now I am having diving/surfacing issues, and am hoping to get them worked out soon.

 

 

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Hi, I just downloaded the mod and one problem I noticed with the Large Wing Panels is that the front end shape of them is not the same as the rear, as in the rear is slightly thicker than the front. This meant I could not build large wings using rows of these large panels. Could you make a variant of each of the wings with the front ends of the panels is the same thickness as the rear ends of the panels? This would be really nice for making those big wings. Yeah, I know B9 has something like this already but B9 doesn't work with other mods so well texture wise. 

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@Rho-Mu 34: Could have sworn I fixed that in an earlier release. No matter; M3X 1.1.05 is now up on Github which fixes the issue.

@Christian Michael: A consequence of trying to make wing boards that would also work with the stock Big-S delta wing. That said, i do have a overhaul for the wing segments planned for the near future to rework and expand the Big-S wing line-up and fix a few issues with the current parts, including the one you mention.

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  • 2 weeks later...

@SuicidalInsanity the 8kn RCS trusters from Mk2 pack aren't responding to RCS Translation controls. They worked fine in 1.1.2, but 1.13 broke them. They still work to turn the shuttle I'm using them on, and MRS's 5-way thrusters worked fine last night for my Mun station. Ideas? 

EDIT - the RCS engines are set to 5-way subtype 

Edited by OrbitalBuzzsaw
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That's very odd. Doesn't respond to translation thrusters how?  A quick test with the 5-way thrusters, and I'm getting full 5-way control with both the IJKLHN flight RCS controls and the docking mode WASDShiftCtrl controls.

It might be some sort of weirdness going on with vessels that were in-flight when the game updated to 1.1.3. Alternatively, I've noticed that when using hyperedit to throw things into orbit for testing it once in a while affects RCS control, though resetting Control From Here on the cockpit fixed the issue. That might be worth a try. Does it occur with newly launched vessels? Does the monoprop variant of the 5-way RCS have the same issue?

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Do you think you could add a fuel mode on the banshee fans for LF/air mode? I would really like to use them with those instead of just Lf/Ox as the only purpose, I know they are supposed to be for landing on atmspheric planets without oxygen but it would expand the options of airplane building.

Also the nuclear reactor isn't producing any electrical charge or have any way to turn it on. I have KSPI extended installed so that might be the problem.

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@Titan 3000: Sure, I can add an airbreathing mode for the banshees next update. Until then, here's a MM patch that will do the same:

Spoiler

@PART[M2X_FuselageLiftFan]
{
	MODULE
	{
		name = MultiModeEngine
		primaryEngineID = AirBreathing
		secondaryEngineID = ClosedCycle
	}
	!MODULE[ModuleEnginesFX] {}
	MODULE
	{
	name = ModuleEnginesFX
		engineID = AirBreathing
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0.75
		maxThrust = 75
		heatProduction = 20
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.9
		engineDecelerationSpeed = 0.6
		powerEffectName = running_closed
		engageEffectName = engage
		disengageEffectName = disengage
		useVelocityCurve = True
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			DrawGauge = True

		}
		PROPELLANT
		{
			name = IntakeAir
			ratio = 15
		}
		PROPELLANT
		{
			name = FanIntakeAir
			ratio = 200
			ignoreForIsp = True
		}
   		atmosphereCurve
    		{
       		key = 0 9500
    		}
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flameoutBar = 0.02
		machLimit = 0.35
		machHeatMult = 40
		velCurve
		{
			key = 0 1 -0.1543096 -0.1543096
			key = 0.61 0.79 0 0
			key = 1.5 0.564 0 0
			key = 2 0.31 -3.278422 -3.278422
			key = 2.1 0 -0.9205825 -0.9205825
		}
		atmCurve
		{
			key = 0 0 0 0
			key = 0.072 0.085 1.172947 1.172947
			key = 0.337 0.37 0.98425 0.98425
			key = 1 1 1.179067 1.179067
		}
	}	
	MODULE
	{
	name = ModuleEnginesFX
		engineID = ClosedCycle
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0.75
		maxThrust = 75
		heatProduction = 20
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.9
		engineDecelerationSpeed = 0.6
		powerEffectName = running_closed
		engageEffectName = engage
		disengageEffectName = disengage
		useVelocityCurve = True
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			DrawGauge = True

		}
		PROPELLANT
		{
			name = Oxidizer
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1.1
		}
		PROPELLANT
		{
			name = FanIntakeAir
			ratio = 200
			ignoreForIsp = True
		}
   		atmosphereCurve
    		{
       		key = 0 9500
    		}
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flameoutBar = 0.02
		machLimit = 0.35
		machHeatMult = 40
		velCurve
		{
			key = 0 1 -0.1543096 -0.1543096
			key = 0.61 0.79 0 0
			key = 1.5 0.564 0 0
			key = 2 0.31 -3.278422 -3.278422
			key = 2.1 0 -0.9205825 -0.9205825
		}
		atmCurve
		{
			key = 0 0 0 0
			key = 0.072 0.085 1.172947 1.172947
			key = 0.337 0.37 0.98425 0.98425
			key = 1 1 1.179067 1.179067
		}
	}
}
@PART[M2X_LiftFan]
{
	MODULE
	{
		name = MultiModeEngine
		primaryEngineID = AirBreathing
		secondaryEngineID = ClosedCycle
	}
	!MODULE[ModuleEnginesFX] {}
	MODULE
	{
	name = ModuleEnginesFX
		engineID = AirBreathing
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0.75
		maxThrust = 75
		heatProduction = 20
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.9
		engineDecelerationSpeed = 0.6
		powerEffectName = running_closed
		engageEffectName = engage
		disengageEffectName = disengage
		useVelocityCurve = True
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			DrawGauge = True

		}
		PROPELLANT
		{
			name = IntakeAir
			ratio = 15
		}
		PROPELLANT
		{
			name = FanIntakeAir
			ratio = 200
			ignoreForIsp = True
		}
   		atmosphereCurve
    		{
       		key = 0 9500
    		}
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flameoutBar = 0.02
		machLimit = 0.35
		machHeatMult = 40
		velCurve
		{
			key = 0 1 -0.1543096 -0.1543096
			key = 0.61 0.79 0 0
			key = 1.5 0.564 0 0
			key = 2 0.31 -3.278422 -3.278422
			key = 2.1 0 -0.9205825 -0.9205825
		}
		atmCurve
		{
			key = 0 0 0 0
			key = 0.072 0.085 1.172947 1.172947
			key = 0.337 0.37 0.98425 0.98425
			key = 1 1 1.179067 1.179067
		}
	}	
	MODULE
	{
	name = ModuleEnginesFX
		engineID = ClosedCycle
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0.75
		maxThrust = 75
		heatProduction = 20
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.9
		engineDecelerationSpeed = 0.6
		powerEffectName = running_closed
		engageEffectName = engage
		disengageEffectName = disengage
		useVelocityCurve = True
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			DrawGauge = True

		}
		PROPELLANT
		{
			name = Oxidizer
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1.1
		}
		PROPELLANT
		{
			name = FanIntakeAir
			ratio = 200
			ignoreForIsp = True
		}
   		atmosphereCurve
    		{
       		key = 0 9500
    		}
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flameoutBar = 0.02
		machLimit = 0.35
		machHeatMult = 40
		velCurve
		{
			key = 0 1 -0.1543096 -0.1543096
			key = 0.61 0.79 0 0
			key = 1.5 0.564 0 0
			key = 2 0.31 -3.278422 -3.278422
			key = 2.1 0 -0.9205825 -0.9205825
		}
		atmCurve
		{
			key = 0 0 0 0
			key = 0.072 0.085 1.172947 1.172947
			key = 0.337 0.37 0.98425 0.98425
			key = 1 1 1.179067 1.179067
		}
	}
}

 

The nuclear reactor not producing power, that is almost certainly a Mk2-KSPI issue.

@Esquire42: Yes, I'll be adding some Big-S control surfaces as part of my planned overhaul of the current M3X Big-S wing lineup.

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Progress!

M609X0W.png

All appropriate Mk3 engines now have fairings and bottom attach nodes.

@Titan 3000: The Banshee MM patch? Personally I'd name it something like M2X_AirbreathingBanshee.cfg and either stick it with the rest of the M2X MM patches in the Mk2Expansion/Patches folder or put it in a MyMMPatches folder for convenience, but MM .cfgs can be placed anywhere, as long as Gamedata is the root folder.

 

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Big-S wings rework WIP:fJF0zTI.pngI think they turned out fairly well; triangular segment's textures probably not final. The Big-S wings are now more standardized, both in shape and lineup, as well as have the option of being compatible with the stock C7 wing segments. Control surfaces are next. I'm also tempted to add integrated airbrakes to the rectangular wing segments, though it would almost certainly be a better idea to have them separate parts.

 

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On 7/10/2016 at 5:38 PM, SuicidalInsanity said:

That's very odd. Doesn't respond to translation thrusters how?  A quick test with the 5-way thrusters, and I'm getting full 5-way control with both the IJKLHN flight RCS controls and the docking mode WASDShiftCtrl controls.

It might be some sort of weirdness going on with vessels that were in-flight when the game updated to 1.1.3. Alternatively, I've noticed that when using hyperedit to throw things into orbit for testing it once in a while affects RCS control, though resetting Control From Here on the cockpit fixed the issue. That might be worth a try. Does it occur with newly launched vessels? Does the monoprop variant of the 5-way RCS have the same issue?

That ship was launch in 1.1.3. although it was after a quickload that I did this

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just stopping by to say how much I love this (and all your) mod(s). Mk3 is my favorite formfactor and doesn't get enough attention. The stockalike and modsupport of your mods is just phenomenal. Really well done. Kudos!

Only problems I've encountered are a number of small typos, e.g. "this is a very fast and sleep cockpit" type deal (should probably be sleek). I've pretty much gone over the configs line by line, so I've seen all the little bits and bobs that stick out.:D Pretty minor stuff.

And again, thanks for the NFE support and the rest.

Cheers.

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On 7/23/2016 at 4:27 PM, ChobitsCrazy said:

Love the mod, just started using the Hades engine but I can't get it to thrust. The Engine activates and you get engine trails but the thrust remains at 0.00m/s.

do you have NearFutureElectrical or KerbalAtomics installed?

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@OrbitalBuzzsaw: I still have full RCS functionality after loading some test vessels from a quick save. Do you have any mods that affect RCS/Vessel control?

@Diemos Rast: Looks like I need to go typo hunting and fix them. Thanks for the heads-up!

@ChobitsCrazy: Like Diemos said, sounds like you have NFE installed; you'll need to spool up the reactor to operating temperature before the engine will produce thrust - there should be a Start Reactor button in the Hade's right-click action menu.

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@OrbitalBuzzsaw: I have had Hyperedit muck with RCS inputs occasionally - in my case teleporting components to a multipart vessel from the launchpad into orbit, and then teleporting them from LKO into a high Munar orbit; going back to the KSC and returning via tracking station might have been involved as well - and the RCS controls would sometimes behave strangely. Resetting vessel controls by right-clicking on the probe core/cockpit controlling the vessel and clicking the Control From Here button fixed the issue.

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Just now, SuicidalInsanity said:

@OrbitalBuzzsaw: I have had Hyperedit muck with RCS inputs occasionally - in my case teleporting components to a multipart vessel from the launchpad into orbit, and then teleporting them from LKO into a high Munar orbit; going back to the KSC and returning via tracking station might have been involved as well - and the RCS controls would sometimes behave strangely. Resetting vessel controls by right-clicking on the probe core/cockpit controlling the vessel and clicking the Control From Here button fixed the issue.

Launched this one for real

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