skeevy Posted September 21, 2014 Share Posted September 21, 2014 Is the 1.7 on Bitbucket ready for use or is it for testing? Either way, I'm installing after I post this. Just curious if there's anything to worry about. And you almost owe me a new keyboard. I was reading the readme and this line -- All jet engines given pseudo-realistic Isp and Speed curves. Its not AJE, but at least its not fairyland. -- had me laughing so hard I nearly spilled my water. Link to comment Share on other sites More sharing options...
Taverius Posted September 21, 2014 Author Share Posted September 21, 2014 Sorry, was trying to work with the curse guys on why it kept timing out my uploads.1.7 is up on Curse, Kerbalstuff, Bitbucket:The stock drag model is now unsupported. While parts will balanced, FAR|NEAR are now considered a dependency.Update ModuleManager to v2.4.4.Recompile KineTechAnimation with KSP v0.24.2.Cost fixes everywhere.Redone mass/capacity for fuselages.Fixed numerous errors in NTBI .cfg.Clean up MM code, detect NEAR where appropriate.Add FireSpitter git a99fc36c.Use FSfuelSwitch in fuselages.KSP-AVC support.Replace basic prop script with FireSpitter alternative.Customized ModularFuelTanks|RealFuels support.Deprecate and hide extra fuel-type specific spaceplane fuselages.Tweak turbojet velocity curve.Increase gimbal range on turbofan and turbojet.Fix drag on Radial/Nacelle body.Remove custom RAPIER curves introduced in v1.6.2 - the ones in FAR|NEAR are similar enough.Moved MKx adapters to propulsion category.Updated DA BallShark plugin.Add ModuleManager patch to bring Spaceplane+ in line with TVPP and B9.Add FSwheelAlignment to stock wheels.Add Deadly Reentry support.Add CrossFeedEnabler support to TVPP conformal tanks.Redone torque and steering curves, resource usage on all stock wheels.Set mass of landing gear to 0 since its hard-coded to physics-less.DA TJ100 now only works when model is visually deployed.There will be bees, please let me know when you find them Link to comment Share on other sites More sharing options...
Mekan1k Posted September 21, 2014 Share Posted September 21, 2014 (edited) Small Fuscelage tank and small turbojet both have errors.Pic to demonstrate:Both are connected by nodes to the engine.Also, in previous versions of 1.7 on the hub, the engine body and intake came with fuel. Can you put that back? Edited September 21, 2014 by Mekan1k Link to comment Share on other sites More sharing options...
Taverius Posted September 22, 2014 Author Share Posted September 22, 2014 Small Fuscelage tank and small turbojet both have errors.Pic to demonstrate:http://i.imgur.com/aGKi3ab.jpgBoth are connected by nodes to the engine.Not here. Looks like the stock parts redo edits the scale value for no good reason whatsoever, I'll get it later.Also, in previous versions of 1.7 on the hub, the engine body and intake came with fuel. Can you put that back?It does have fuel if you have FAR. If you don't, they don't because then the drag of the intakes would be 100% higher when the tank is full. Link to comment Share on other sites More sharing options...
Taverius Posted September 22, 2014 Author Share Posted September 22, 2014 1.7.1 is out on KerbalStuff and BitBucket, CurseForge keeps timing out and will come later.@Mekan1k: should fix your node issue. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 23, 2014 Share Posted September 23, 2014 1.7.1 is out on KerbalStuff and BitBucket, CurseForge keeps timing out and will come later.@Mekan1k: should fix your node issue. Issue is still Present. Unknown why this is.... Link to comment Share on other sites More sharing options...
Taverius Posted September 23, 2014 Author Share Posted September 23, 2014 Something else you have is editing the nodes, gimme your list of mods, ill take a look. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 23, 2014 Share Posted September 23, 2014 Something else you have is editing the nodes, gimme your list of mods, ill take a look.Sure. Here you go. Link to comment Share on other sites More sharing options...
Taverius Posted September 23, 2014 Author Share Posted September 23, 2014 Oh dear lord, that's a lot of mods I don't recognize D: Link to comment Share on other sites More sharing options...
Mekan1k Posted September 23, 2014 Share Posted September 23, 2014 Oh dear lord, that's a lot of mods I don't recognize D:To be honest- I have forgotten what half of them even do. However, I do know that the only one that might interact with node edits on those parts are the stock part revamp (http://forum.kerbalspaceprogram.com/threads/92764-Stock-Part-Revamp-%28Redone-Plane-Parts!-and-more!%29), and the Kerbal Joint Renforcement mod (http://forum.kerbalspaceprogram.com/threads/55657-0-24-2-Kerbal-Joint-Reinforcement-v2-4-3-7-25-14). Link to comment Share on other sites More sharing options...
Taverius Posted September 23, 2014 Author Share Posted September 23, 2014 Well, I have both of those and the nodes are fine, so its something else. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 26, 2014 Share Posted September 26, 2014 Can you post a variant of the files that contains ONLY the TurboJet and small fuel-tank components? Link to comment Share on other sites More sharing options...
Taverius Posted September 26, 2014 Author Share Posted September 26, 2014 No, remove the files you don't want. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 27, 2014 Share Posted September 27, 2014 No, remove the files you don't want.Sorry- let me be more specific with my request.I am trying to find out why the (Basic Jet Engine S) works, but the (Turbo Jet Engine S) has an offset node and smaller size.I can't read the modulemaneger files easily.I have also noticed that the (MK1 Fusalage Small -Jet Fuel) has similar node and size issues.Can you break up the respective modulemaneger files to allow me to try and fix this, or if not, could you show me how?EDIT: (Structural Fuscelage Small) Seems to have the same issue as (MK1 Fusalage Small -Jet Fuel). Link to comment Share on other sites More sharing options...
Taverius Posted September 27, 2014 Author Share Posted September 27, 2014 Uh, I can, but how will that help you find out which of your mods is messing with the nodes? I'll try to work out something later. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 27, 2014 Share Posted September 27, 2014 Uh, I can, but how will that help you find out which of your mods is messing with the nodes? I'll try to work out something later.It won't. However, it will allow me to custom-edit those parts so that they appear the right size, and have the right nodes. In other words, it will allow me to compensate for the unknown mod conflict.Hopefully. Link to comment Share on other sites More sharing options...
Taverius Posted September 28, 2014 Author Share Posted September 28, 2014 Ah. Well you want to look atzTVPP-Squad-Engine-Extra-SmallEngines.cfgzTVPP-Squad-FuelTank-Extra-SmallFuselage.cfgzTVPP-Squad-Structural-Extra-SmallFuselage.cfgDo the node fixes as an MM patch using :Final, and you should be golden. Link to comment Share on other sites More sharing options...
Mekan1k Posted September 28, 2014 Share Posted September 28, 2014 Ah. Well you want to look atzTVPP-Squad-Engine-Extra-SmallEngines.cfgzTVPP-Squad-FuelTank-Extra-SmallFuselage.cfgzTVPP-Squad-Structural-Extra-SmallFuselage.cfgDo the node fixes as an MM patch using :Final, and you should be golden.....I don't know how to write modulemanager files. I will, however, post the edits when I get them changed. (Not the files, but the edited pieces and which files they go to.) Link to comment Share on other sites More sharing options...
Taverius Posted September 28, 2014 Author Share Posted September 28, 2014 @PART[<part_name>]:Final { @node_name = values} Link to comment Share on other sites More sharing options...
Mekan1k Posted October 2, 2014 Share Posted October 2, 2014 @PART[<part_name>]:Final { @node_name = values}+PART[JetEngine]:FOR[TVPPExtra]:NEEDS[TVPP] {@name = JetEngineSmall%rescaleFactor = 0.625@node_stack_top = #$node_stack_top[0]$, $node_stack_top[1]$, $node_stack_top[2]$, $node_stack_top[3]$, $node_stack_top[4]$, $node_stack_top[5]$, 0@entryCost = 2900@cost *= 0.25@title ^= :M$:S:@description ^= :medium.$:small.:@mass *= 0.25!breakingForce = DELETE!breakingTorque = DELETE@MODULE[ModuleEngines*] {@maxThrust *= 0.25@engineAccelerationSpeed *= 2@engineDecelerationSpeed *= 2@fxOffset = 0, 0, 0.37}@MODULE[ModuleAlternator] {@RESOURCE[ElectricCharge] {@rate *= 0.25}}}+PART[turboFanEngine]:FOR[TVPPExtra]:NEEDS[TVPP] {@name = turboFanEngineSmall%rescaleFactor = 0.625@node_stack_top = #$node_stack_top[0]$, $node_stack_top[1]$, $node_stack_top[2]$, $node_stack_top[3]$, $node_stack_top[4]$, $node_stack_top[5]$, 0@entryCost = 8500@cost *= 0.25@title ^= :M$:S:@description ^= :medium.$:small.:@mass *= 0.25!breakingForce = DELETE!breakingTorque = DELETE@MODULE[ModuleEngines*] {@maxThrust *= 0.25@engineAccelerationSpeed *= 2@engineDecelerationSpeed *= 2}@MODULE[ModuleAlternator] {@RESOURCE[ElectricCharge] {@rate *= 0.25}}}I can't figure out why this keeps happening....Eh. I can't see any discrepencies, but I am not a great modulemanager writer. Link to comment Share on other sites More sharing options...
Hellbrand Posted October 8, 2014 Share Posted October 8, 2014 Any issues with this for .25? Link to comment Share on other sites More sharing options...
NathanKell Posted October 8, 2014 Share Posted October 8, 2014 Quite possibly; some of the paths changed. Link to comment Share on other sites More sharing options...
Hellbrand Posted October 8, 2014 Share Posted October 8, 2014 (edited) dude you have to be like the busiest moderator on this forum >_> and on an unrelated note does anybody know where to get the mod that makes kerbin have a similar size with landmasses analogous to earth? or atleast similar landmasses ? Edited October 8, 2014 by Hellbrand Link to comment Share on other sites More sharing options...
NathanKell Posted October 8, 2014 Share Posted October 8, 2014 Heh. I do get around.That's the 10x Kerbol system config for RSS Link to comment Share on other sites More sharing options...
Mekan1k Posted October 16, 2014 Share Posted October 16, 2014 Any news on updating this glorious pack? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now