OrbitalBuzzsaw Posted June 1, 2016 Share Posted June 1, 2016 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 Quote Link to comment Share on other sites More sharing options...
Kolago Posted June 13, 2016 Share Posted June 13, 2016 (edited) 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 June 13, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted June 14, 2016 Share Posted June 14, 2016 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: Quote Link to comment Share on other sites More sharing options...
Kolago Posted June 14, 2016 Share Posted June 14, 2016 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! Quote Link to comment Share on other sites More sharing options...
CarnageINC Posted June 16, 2016 Share Posted June 16, 2016 Just found your newest venture SI, I must say its very impressive and a much needed addition to the community. Bravo and thank you for your contributions to KSP! Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted June 20, 2016 Share Posted June 20, 2016 @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. 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. Quote Link to comment Share on other sites More sharing options...
Rho-Mu 34 Posted June 26, 2016 Share Posted June 26, 2016 I'm surprised that nobody reported this by now, but mk3 "Sievert" engine is unusable due to some collider weirdness. Quote Link to comment Share on other sites More sharing options...
Christian Michael Posted June 26, 2016 Share Posted June 26, 2016 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. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 29, 2016 Author Share Posted June 29, 2016 @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. Quote Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted July 9, 2016 Share Posted July 9, 2016 (edited) @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 July 9, 2016 by OrbitalBuzzsaw Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 10, 2016 Author Share Posted July 10, 2016 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? Quote Link to comment Share on other sites More sharing options...
Titan 3000 Posted July 11, 2016 Share Posted July 11, 2016 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. Quote Link to comment Share on other sites More sharing options...
Esquire42 Posted July 12, 2016 Share Posted July 12, 2016 Could you possibly add some additional Big-S control surfaces? I always get frustrated trying to use the stock ones with your wing segments. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 16, 2016 Author Share Posted July 16, 2016 @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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Titan 3000 Posted July 17, 2016 Share Posted July 17, 2016 Now I am going to sound like a total idiot but where do I put this in the KSP folder? Presumably in the game data folder but where exactly? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 17, 2016 Author Share Posted July 17, 2016 Progress! 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. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 18, 2016 Author Share Posted July 18, 2016 Big-S wings rework WIP:I 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. Quote Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted July 19, 2016 Share Posted July 19, 2016 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 Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted July 21, 2016 Share Posted July 21, 2016 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. Pretty minor stuff. And again, thanks for the NFE support and the rest. Cheers. Quote Link to comment Share on other sites More sharing options...
ChobitsCrazy Posted July 23, 2016 Share Posted July 23, 2016 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. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted July 24, 2016 Share Posted July 24, 2016 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? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 25, 2016 Author Share Posted July 25, 2016 @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. Quote Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted July 25, 2016 Share Posted July 25, 2016 @SuicidalInsanity would Hyperedit do it? or Mechjeb (not active and not on the spacecraft) (OMG Sentient Mechjeb!) Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 25, 2016 Author Share Posted July 25, 2016 @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. Quote Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted July 25, 2016 Share Posted July 25, 2016 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 Quote Link to comment Share on other sites More sharing options...
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