drtedastro Posted May 8, 2016 Share Posted May 8, 2016 Why would you need a 'reason'.. Just the shear idea and all of the possible ways to fry / fly kerbals would be enough for such a worthy item... Cheers. Quote Link to comment Share on other sites More sharing options...
C04L Posted May 8, 2016 Share Posted May 8, 2016 Hi SI, just wanted to know if you were aware that the Mk3 fuselage X-Junction and the Mk3 fuselage T-junction wont node to node snap on or connect at all in a certain orientation.. see pic. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 9, 2016 Author Share Posted May 9, 2016 M3X 1.11 update is now up, contains fixes for various issues; grab it from SpaceDock. Changelog: Spoiler Version 1.1.02 ================================= -Fixed Turboramjet tech node placement -Fixed Texture for cockpit windows -Fixed T hub node alignment -Fixed IFS mesh/fueltank setup not syncing for fuselage extensions -Fixed Hades NTR NoAttach collider Quote Link to comment Share on other sites More sharing options...
White Owl Posted May 9, 2016 Share Posted May 9, 2016 I love all these parts! SuicidalInsanity, your work always gets installed in my game alongside Nertea's and Necrobones'. Big mods, full of beautifully modeled parts, all carefully designed to work together and with stock. Love it. Quote Link to comment Share on other sites More sharing options...
C04L Posted May 9, 2016 Share Posted May 9, 2016 agreed, im totally dependant on these parts, they let me make the awesome planes, crazy! Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted May 9, 2016 Share Posted May 9, 2016 Couple slight fixes for the next version: 1. The CLEAVER engine's attach node needs a size: @node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 3 (?) 2. The 2.5m Elephant engine also needs a node size. Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 10, 2016 Share Posted May 10, 2016 (edited) Something is wrong with the "M3X_InlineDockingPort" nodes. I can only stack on either side. Edited May 10, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted May 12, 2016 Share Posted May 12, 2016 LOG Error when loading game: [LOG 00:42:26.756] Load(Model): Mk3Expansion/Parts/Engines/Elephant/Model [ERR 00:42:26.762] Texture 'Mk3Expansion/Parts/Engines/Elephant/model004' not found! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 12, 2016 Author Share Posted May 12, 2016 M3X hotfix Update 1.1.03 is up, which fixes the various issues that have been brought up. Changelog: Spoiler Version 1.1.03 ================================= -CLS MM patch tweaked: Crew Fuselage Extension now surface passable -Fixes issue with Mk3 docking ports -Fixes 'Elephant' Jet Engine -fixes CLEAVER node size -Fixes Elephant node size Quote Link to comment Share on other sites More sharing options...
Rushligh Posted May 14, 2016 Share Posted May 14, 2016 fyi, there seems to be some problems with the MK2/3 expansion parts and the stock bug fixing module for lifting surfaces. if any of you are having lifting problems; that's why. also, what im using your parts for :3 just thought i'd let you know. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 21, 2016 Share Posted May 21, 2016 hey, will there be interstellar extended support? for the nuclear parts, like the nuclear ram jet and nerva, and etc. so they use the KSP IE style of a fission reactor, and a thermal nozzle part module in 1 part. u can look at the KSP IE parts for a example, such as the module manager patches for the stock nerva, and how it modifes the stock nerva too have a fission reactor and thermal nozzle (i think) Quote Link to comment Share on other sites More sharing options...
W_Z Posted May 22, 2016 Share Posted May 22, 2016 Hello. Mk2 Aligned Docking Port can't dock with stock clamp-o-tron. There is collision with protruding piece (misalignment of collision model). Collision moment: Forced with wheels retraction: Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 23, 2016 Author Share Posted May 23, 2016 @123nick: Possibly? ABZB is the go-to person for KSP-I integration, though I'm not sure if M3X is on the agenda for the Mk2-KSPI mod. If it isn't, I can try taking a shot at an integration patch, but I'm totally unfamiliar with its system, so I'm not sure how well my attempts at balancing stuff to the rest of KSPI would go. @W_Z: Thanks for bringing this to my attention. Apparently the collision plate for the standard docking port is larger than the model; shouldn't be too difficult to fix the mk2 port to fit around it. Quote Link to comment Share on other sites More sharing options...
ABZB Posted May 23, 2016 Share Posted May 23, 2016 4 minutes ago, SuicidalInsanity said: @123nick: Possibly? ABZB is the go-to person for KSP-I integration, though I'm not sure if M3X is on the agenda for the Mk2-KSPI mod. If it isn't, I can try taking a shot at an integration patch, but I'm totally unfamiliar with its system, so I'm not sure how well my attempts at balancing stuff to the rest of KSPI would go. Yeah, I've been really busy the last few months with work (busy season) & grad. school. I'll have the time to update everything to the latest versions of everything starting Thursday. I hope. Quote Link to comment Share on other sites More sharing options...
Rushligh Posted May 23, 2016 Share Posted May 23, 2016 22 hours ago, ABZB said: Yeah, I've been really busy the last few months with work (busy season) & grad. school. I'll have the time to update everything to the latest versions of everything starting Thursday. I hope. on a similar note, i made a little tweakscale patch for most of your mk2 parts:https://www.dropbox.com/sh/1rom8ghl3x1yshm/AAD-dssmYhyrlx2wLXCbPyKia?dl=0 use it if you want. i took me like, 3 minuets to type XD tweakscale gives scalability to all stock parts: including mk2. i made this so i can rescale all my mk2 parts and make some nice custom hull shapes. i have yet to do the mk3 parts, OPT and quiztechs parts. anyway, stick that cfg in the mk2 expansion/patches folder. Quote Link to comment Share on other sites More sharing options...
ThePixeledFox Posted May 24, 2016 Share Posted May 24, 2016 2 hours ago, Rushligh said: on a similar note, i made a little tweakscale patch for most of your mk2 parts:https://www.dropbox.com/sh/1rom8ghl3x1yshm/AAD-dssmYhyrlx2wLXCbPyKia?dl=0 use it if you want. i took me like, 3 minuets to type XD tweakscale gives scalability to all stock parts: including mk2. i made this so i can rescale all my mk2 parts and make some nice custom hull shapes. i have yet to do the mk3 parts, OPT and quiztechs parts. anyway, stick that cfg in the mk2 expansion/patches folder. what mod did you use for writing on ship hulls ? Quote Link to comment Share on other sites More sharing options...
Rushligh Posted May 24, 2016 Share Posted May 24, 2016 it's listed here somewhere. i need to re-install it actually. i hope that was the correct dropbox file XD Quote Link to comment Share on other sites More sharing options...
ThePixeledFox Posted May 24, 2016 Share Posted May 24, 2016 (edited) 14 hours ago, Rushligh said: it's listed here somewhere. i need to re-install it actually. i hope that was the correct dropbox file XD i checked your post and checked every mod you listed the writing mod wasnt there Edited May 24, 2016 by ThePixeledFox Quote Link to comment Share on other sites More sharing options...
Rushligh Posted May 25, 2016 Share Posted May 25, 2016 (edited) 11 hours ago, ThePixeledFox said: i checked your post and checked every mod you listed the writing mod wasnt there second to last line of last post: ASP paint. i don't think it works in 1.1.2. it barely worked in 1.0.5 (kinda buggy. no symmetry) Edited May 25, 2016 by Rushligh Quote Link to comment Share on other sites More sharing options...
Kolago Posted May 27, 2016 Share Posted May 27, 2016 (edited) On 12.5.2016 at 10:01 PM, SuicidalInsanity said: M3X hotfix Update 1.1.03 is up, which fixes the various issues that have been brought up. Changelog: Hide contents Version 1.1.03 ================================= -CLS MM patch tweaked: Crew Fuselage Extension now surface passable -Fixes issue with Mk3 docking ports -Fixes 'Elephant' Jet Engine -fixes CLEAVER node size -Fixes Elephant node size Mk3 Clamp-O-Tron Docking Port (inline) Nodes are still buggy. I can only use a node on either side. Edited May 27, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted May 28, 2016 Author Share Posted May 28, 2016 @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? Quote Link to comment Share on other sites More sharing options...
THE HOLY BLUGER Posted May 30, 2016 Share Posted May 30, 2016 I think you should make a VTOL part for the mark 3. Quote Link to comment Share on other sites More sharing options...
SciMan Posted June 1, 2016 Share Posted June 1, 2016 (edited) On 5/30/2016 at 4:52 PM, THE HOLY BLUGER said: I think you should make a VTOL part for the mark 3. Are we talking rocket engine VTOL or jet engine VTOL? If a VTOL rocket engine is what you want, I'd say it should have pretty high thrust at sea level (even if the ISP isn't great and doesn't improve much in vacuum). Basically a M2X R-44 "Mongrel" Vertical Lift-off/Landing Engine with (much) higher thrust and less ISP, in the Mk3 fuselage form factor. Probably include some LFO storage as well because engines are relatively short compared to the height of the Mk3 fuselage cross-section (lots of extra room for fuel/ox tanks). If a VTOL jet engine is what you want, I'd say it should have high thrust, not be terribly useful beyond 0.5 mach, low ISP (about the same as a RAPIER or Whiplash), and VERY FAST response time especially when throttling up. By fast response time I mean 0.5s to go from idle to full throttle, and 0.75s to go from full throttle to idle. VTOL jet engines need to be able to respond very quickly to the throttle, or you end up either bouncing off the runway or slamming into it. This is why I've never been able to make a stock VTOL jet that I can pilot, the engines don't respond quickly enough. Rocket VTOL works much better for me because throttle response is instant. While we're on the subject of requests, a Mk3 pre-cooler to go with the intakes would be much appreciated by those of us who use KSPI-E, and would probably look quite nice as well. Edited June 1, 2016 by SciMan Quote Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted June 1, 2016 Share Posted June 1, 2016 (edited) @SuicidalInsanity WHY IS THE NUCLEAR ROCKET (BOTH MK2 AND MK3) LH2 POWERED AND NOT LF POWERED WHY?? Edited June 1, 2016 by OrbitalBuzzsaw Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 1, 2016 Author Share Posted June 1, 2016 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 Quote Link to comment Share on other sites More sharing options...
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