SuicidalInsanity Posted July 25, 2016 Author Share Posted July 25, 2016 Then something is happening that I'm missing in the tests and test vessels I've tried. Can you post reproduction steps and craft file? Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted July 25, 2016 Share Posted July 25, 2016 I'll check with the same shuttle on my new install. Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 28, 2016 Author Share Posted July 28, 2016 Made more progress on the Big-S overhaul and got some Big-S elevons made Also started on a Big-S scale WiP Airbrake. Current plan was to make 1 or 2 large airbrakes for wings, and another one or two medium airbrakes for fuselage placement/smaller craft as well. Link to comment Share on other sites More sharing options...
Andem Posted July 28, 2016 Share Posted July 28, 2016 On 7/28/2016 at 3:35 AM, SuicidalInsanity said: Made more progress on the Big-S overhaul and got some Big-S elevons made Also started on a Big-S scale WiP Airbrake. Current plan was to make 1 or 2 large airbrakes for wings, and another one or two medium airbrakes for fuselage placement/smaller craft as well. Expand Does that mean that the Big-S parts will match the stock parts now? Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 28, 2016 Author Share Posted July 28, 2016 More or less; the reworked and expanded M3X Big-S wing parts will now work like (and with) the stock C-7 wing boards. I should have a dev release up in a day or so so people can fool around with them. Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 29, 2016 Author Share Posted July 29, 2016 M3X dev/test update 1.2 is now up, for all of you who want to fool around with the new wings / stress test their configuration options.when building non-standard wing shapes. Changelog: Reveal hidden contents Version 1.2 ================================== -Model Rework; CLEAVER now has fairing, bottom attach node -Model Rework: Concentric Aerospike now has fairing, bottom attach node -Model Rework: Linear Aerospike now has fairing, bottom attach node -Model Rework: Hades NTR now has fairing -Model Rework: Big-S wing segments now standardized, configurable, stock compatible -New part: Big-S small Delta Wing -New part: Big-S large Delta Wing -New part: Big-S Elevon C -New part: Big-S Elevon D -new Part: Big-S Elevon E Link to comment Share on other sites More sharing options...
Frankenfinger308 Posted July 29, 2016 Share Posted July 29, 2016 I'm having trouble with the SIEVERT engines, it always says that the intakes are atmosphere deprived despite being open and having spammed multiple intakes, what am I not doing right? Other than that I love the mod. Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 30, 2016 Author Share Posted July 30, 2016 @Frankenfinger308: It's a mistake on my end; i forgot to include the necessary Module Manager patch to make the Sievert function. I've re-uploaded a fixed version of M3X 1.2 which contains it; alternatively you can copy the following code into a text document and save it as a .cfg somewhere in your Kerbal Space Program/Gamedata folder: Reveal hidden contents @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!RESOURCE[IntakeAtm]]:NEEDS[!WarpPlugin] { +MODULE[ModuleResourceIntake]{ @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir]{ @name = IntakeAtm } } Link to comment Share on other sites More sharing options...
Guest Posted August 11, 2016 Share Posted August 11, 2016 (edited) Heya, got a few things to report. Mk3E's linear aerospike's smoke trail effect comes out sideways from the nozzle. I compared its config file to the Mk2 version and found it lacks the "localRotation = 1, 0, 0, -90" line under the smoke effects section. I tried adding this and it fixed the issue. The Mk3 Short Truncated Saddletank doesn't orient correctly in mirror symmetry. Mk3-2 Cockpit's description still says IVA isn't ready, but it seems to be complete (but maybe another mod I'm using like RPM adds one for it instead). AASRBs with jettisoning staged are jettisoned at the same time they're activated, rather than when they run out of fuel. The suspension of the SPL Heavy-Duty Landing System from Mk2E doesn't seem to work; it provides no resistance once deployed and the craft just drops to the ground. Edited August 11, 2016 by Guest Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 13, 2016 Author Share Posted August 13, 2016 -Huh. How did I miss that? It'll be fixed next update -Truncated saddletanks not mirroring is a known issue, stems from KSP being unable to properly mirror non-symmetrical parts -Looks like I forgot to update the mk3-2's description when I added the IVA, i'll fix it for next update -The radial AASRBS work like the 10m inflatable heatshield, and by default they shouldn't be jettisoning when staged - did you switch them from 'Jettison Not Staged' to 'Jettison Staged' in the SPH/VAB? 'Jettison Not Staged' they will activate when staged, and decoupled via action group; 'Jettison Staged' they will activate via action group, and decouple via staging. -Mk2 Landing leg broken suspension is a known issue, I'm working towards getting them fixed. Link to comment Share on other sites More sharing options...
SpaceCommanderNemo Posted August 14, 2016 Share Posted August 14, 2016 Just a mild bug report; the mk 2 tricoupler with the 0.625m's doesn't flow fuel right. I don't even know if this would be something you could fix or if those parts have coded limitations. Oh, and uh... If you need any ideas... There don't seem to be any good mk 2 bomb bays. Maybe one with hideaway doors? Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 16, 2016 Author Share Posted August 16, 2016 It's a stock bug/issue/coding limitation; the stock Mk2 Bicoupler exhibits the same fuel flow issue, as does every other n-coupler I tested. Not sure what I could do about it, but fuel lines do 'fix' the fuel flow. Link to comment Share on other sites More sharing options...
varbles Posted September 14, 2016 Share Posted September 14, 2016 Can I offer some help making models for you? This is a great mod and more parts would be awesome. I know blender well and I'd love to put some effort in, but I haven't done anything specifically for KSP yet. Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted September 17, 2016 Share Posted September 17, 2016 the two mods don't work for me? I have them installed, but when I open KSP, they arent there. what shall I do to fix this? Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 17, 2016 Author Share Posted September 17, 2016 (edited) @varbles:: No prior KSP modeling experience? Hmm... While help would be appreciated, I'd prefer to know what sort of skill you have before saying yea or nay. How about you make an example mk3 part so I can see what you can do, and then I'll give you a definitive answer. @Grand Ship Builder:: Are they installed to the correct location? Both Mk2and Mk3 Expansion should be in the Kerbal Space Program/GameData folder; if they're outside that location the game won't see them and won't load them. Edited September 17, 2016 by SuicidalInsanity Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted September 18, 2016 Share Posted September 18, 2016 On 9/17/2016 at 9:12 PM, SuicidalInsanity said: @Grand Ship Builder:: Are they installed to the correct location? Both Mk2and Mk3 Expansion should be in the Kerbal Space Program/GameData folder; if they're outside that location the game won't see them and won't load them. Expand yes i put all my mods in the GameData folder. When I load ksp, the parts arent there. Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 18, 2016 Author Share Posted September 18, 2016 @Grand Ship Builder:Can you post your Kerbal Space Program/KSP_Data/Output_Log.txt? Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 29, 2016 Author Share Posted September 29, 2016 There was a request in the Mk2 thread for a mk2 fairing; while I don't think the stock fairing modules permit a non-circular cross-section, I was able to kludge together a very, very wip pseudo-procedural fairing: While technically functional, it isn't really optimized, and i'm not sure how well it would work with FAR, so, before I put more time into what potentially is a bondoggle, how much of an interest is there in Mk2 fairings? Link to comment Share on other sites More sharing options...
cpt.Iskander Posted September 29, 2016 Share Posted September 29, 2016 I'm having trouble with the SIEVERT engine, thrust is a zero, although IntakeAtm is fully supplied, and all the effects work there. I'm sorry if this question has already been set, English is not my language (Google Translate). Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 30, 2016 Author Share Posted September 30, 2016 @cpt.Iskander: I'm guessing you have Near Future Electrical installed? If so, the Sievert has a NFE reactor module added via MM - you need to manually start the reactor core before the engine produces thrust; alternatively, remove the Mk3Expansion/Patches/M3X_NFE_Functionality.cfg Link to comment Share on other sites More sharing options...
Mekan1k Posted September 30, 2016 Share Posted September 30, 2016 So.. Dumb question, but will the 1.2 version work on ksp 1.1.3? I'm asking because of the 1.2 prerelease.... And I already have enough mods that my game takes forever to load. Link to comment Share on other sites More sharing options...
cpt.Iskander Posted September 30, 2016 Share Posted September 30, 2016 On 9/30/2016 at 12:51 AM, SuicidalInsanity said: @cpt.Iskander: I'm guessing you have Near Future Electrical installed? If so, the Sievert has a NFE reactor module added via MM - you need to manually start the reactor core before the engine produces thrust; alternatively, remove the Mk3Expansion/Patches/M3X_NFE_Functionality.cfg Expand Many thanks! ))) I'll try ) Link to comment Share on other sites More sharing options...
plausse Posted September 30, 2016 Share Posted September 30, 2016 On 9/29/2016 at 8:01 AM, SuicidalInsanity said: There was a request in the Mk2 thread for a mk2 fairing; while I don't think the stock fairing modules permit a non-circular cross-section, I was able to kludge together a very, very wip pseudo-procedural fairing: While technically functional, it isn't really optimized, and i'm not sure how well it would work with FAR, so, before I put more time into what potentially is a bondoggle, how much of an interest is there in Mk2 fairings? Expand Positively hyped about this. Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 30, 2016 Author Share Posted September 30, 2016 @Mekan1k M2X/M3X are parts mods, so they have fairly good backwards/forwards compatibility. However, stuff that is plugin driven - mesh switching for the configurable parts or additional functionalities added via Module Manager - will need versions of those plugins that are compatible for the version of KSP being used. Link to comment Share on other sites More sharing options...
steve_v Posted October 1, 2016 Share Posted October 1, 2016 On 9/29/2016 at 8:01 AM, SuicidalInsanity said: While technically functional, it isn't really optimized, and i'm not sure how well it would work with FAR, so, before I put more time into what potentially is a bondoggle, how much of an interest is there in Mk2 fairings? Expand Count me as much interested. Link to comment Share on other sites More sharing options...
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