LaydeeDem Posted September 12, 2012 Share Posted September 12, 2012 Er... that doesn't actually help... at all...I'm currently testing an upscaled version of BACE that you might like. I added a hatch to the BACE pod as well. Only problem is that the inflatable module is gigantic. Link to comment Share on other sites More sharing options...
zombiphylax Posted September 13, 2012 Share Posted September 13, 2012 I'm currently testing an upscaled version of BACE that you might like. I added a hatch to the BACE pod as well. Only problem is that the inflatable module is gigantic.You should post it when you feel you're done experimenting. I would love an updated/upscaled BACE partset, and I'm sure others would too. Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 13, 2012 Share Posted September 13, 2012 Should I double the weight of the aesthetic parts or should I keep them the same? I am doubling the weight of the main modules and doubling the fuel in the fuel tanks. Also, should the main pod have a crew capacity of 2 or three? Link to comment Share on other sites More sharing options...
Unikraken Posted September 15, 2012 Share Posted September 15, 2012 If the pod is being increased in size, the crew should be 3. Weight should be doubled as well, imho. Link to comment Share on other sites More sharing options...
togfox Posted September 15, 2012 Share Posted September 15, 2012 So I've had the BACE set for ages but the '6-way' node piece is 'invisible' in the VAB but I can click and drag it onto a craft but it shows as red 99% of the time and can't connect to anything. I know it does work sometimes - but it's hard to know what it works with. Is there a simple cfg edit to help with this? Thx. Link to comment Share on other sites More sharing options...
NovaSilisko Posted September 15, 2012 Author Share Posted September 15, 2012 If the pod is being increased in size, the crew should be 3. Weight should be doubled as well, imho.Quadrupled. If you scale something up by 2 in all three dimensions, then its mass increases by a factor of 4. Link to comment Share on other sites More sharing options...
Arrowstar Posted September 15, 2012 Share Posted September 15, 2012 If you scale a cube up by a factor of 2 in all dimensions, you get the following volume increase:2x * 2y * 2z = (2^3)*(xyz) = 8V,where V is the original volume, V=xyz. If volume increases by a factor of 8, mass also increases by a factor of 8 for constant density.Sorry, Nova. Link to comment Share on other sites More sharing options...
KospY Posted September 16, 2012 Share Posted September 16, 2012 Really interested by the working eva command pod Nutt007, I tried to do it my self but I didn't found how to add an hatch. Please release at least the command pod Link to comment Share on other sites More sharing options...
bimbo0099 Posted September 16, 2012 Share Posted September 16, 2012 So I've had the BACE set for ages but the '6-way' node piece is 'invisible' in the VAB but I can click and drag it onto a craft but it shows as red 99% of the time and can't connect to anything. I know it does work sometimes - but it's hard to know what it works with. Is there a simple cfg edit to help with this? Thx.try rotating it using w,a,s,d,q,e in the VAB. This usually solves it for me within 2 keypresses BTW its invisible in the parts list for me too. Link to comment Share on other sites More sharing options...
Spaced_Out Posted September 16, 2012 Share Posted September 16, 2012 try rotating it using w,a,s,d,q,e in the VAB. This usually solves it for me within 2 keypresses This. One press of 'w' does it, should be the same in the SPH. The invisibility is something to do with the object origin iirc. Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 16, 2012 Share Posted September 16, 2012 Today! Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 17, 2012 Share Posted September 17, 2012 Not today it seems. Got delayed by Facepunch drama. Certainly the BACE stuff will be tomorrow. Link to comment Share on other sites More sharing options...
halocon720 Posted September 17, 2012 Share Posted September 17, 2012 Nova, in the description of the BACE pack it says that docking nodes will be functional whenever docking comes out. Does that mean that you'll start working on these parts again, or possibly put them in the game? Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 17, 2012 Share Posted September 17, 2012 Nova, in the description of the BACE pack it says that docking nodes will be functional whenever docking comes out. Does that mean that you'll start working on these parts again, or possibly put them in the game?No. They are abandonware. Link to comment Share on other sites More sharing options...
Tommygun Posted September 17, 2012 Share Posted September 17, 2012 If you scale a cube up by a factor of 2 in all dimensions, you get the following volume increase:2x * 2y * 2z = (2^3)*(xyz) = 8V,where V is the original volume, V=xyz. If volume increases by a factor of 8, mass also increases by a factor of 8 for constant density.Sorry, Nova. Is that still true of hollow objects? Link to comment Share on other sites More sharing options...
Iskierka Posted September 17, 2012 Share Posted September 17, 2012 If you scale a cube up by a factor of 2 in all dimensions, you get the following volume increase:2x * 2y * 2z = (2^3)*(xyz) = 8V,where V is the original volume, V=xyz. If volume increases by a factor of 8, mass also increases by a factor of 8 for constant density.Sorry, Nova. That depends on how something is designed. Certainly with aircraft, if you increase size, skin thickness of all components stays constant. Thus, mass is only a square proportion with any given dimension. Presumably, a similar thing is true of spacecraft, given their similar requirements, and so Nova is correct, mass is 4x when all given dimensions are 2x. Link to comment Share on other sites More sharing options...
Hyratel Posted September 17, 2012 Share Posted September 17, 2012 well that also depends on the internal structural needs of a part. larger parts (say, adapters) would need larger fuel lines, more internal bracing. crew modules would have different internal needs Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 17, 2012 Share Posted September 17, 2012 I think I'll just stay with quadrupling it. Link to comment Share on other sites More sharing options...
erkha343 Posted September 20, 2012 Share Posted September 20, 2012 Probordyne Cores don't work in 0.17 :c Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 22, 2012 Share Posted September 22, 2012 Probordyne Cores don't work in 0.17 :cErm yes they do. If you want you can add this to the cfg file:// --- internal setup ---CrewCapacity = 0INTERNAL{ name = mk1PodCockpit}It makes it unmanned but controllable. Link to comment Share on other sites More sharing options...
cardgame Posted September 22, 2012 Share Posted September 22, 2012 Not today it seems. Got delayed by Facepunch drama. Certainly the BACE stuff will be tomorrow.What about today? Link to comment Share on other sites More sharing options...
gendalf Posted September 23, 2012 Share Posted September 23, 2012 can you list in thread description what parts it adds? Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 23, 2012 Share Posted September 23, 2012 What about today? Nope. BACE plugin broke. Link to comment Share on other sites More sharing options...
desolategrunt Posted September 26, 2012 Share Posted September 26, 2012 in order to scale these things up, what do I change they scale to? Link to comment Share on other sites More sharing options...
zombiphylax Posted September 27, 2012 Share Posted September 27, 2012 (edited) Go to the:scale = 0.1line and change it to:scale = 1rescaleFactor = 1and tinker with those values until you're happy with the size. Edited September 27, 2012 by zombiphylax Link to comment Share on other sites More sharing options...
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