MaxZhao Posted March 23, 2017 Share Posted March 23, 2017 (edited) @SkalouWhat stock texture does this mod use?? Since I have Ven's Stock Revamp and its pruner used it would be helpful to know which ones to enable again for this to work. NVM, found it in the config file, it's Squad/Parts/Aero/HeatShield/heatshield and Squad/Parts/Aero/airbrake/Airbrake if anyone wants to know Great idea by the way, good looking too! Edited March 23, 2017 by MaxZhao Quote Link to comment Share on other sites More sharing options...
Skalou Posted March 23, 2017 Author Share Posted March 23, 2017 1 hour ago, linuxgurugamer said: It's now in CKAN Cool! ,thank you again Quote Link to comment Share on other sites More sharing options...
Skalou Posted June 3, 2017 Author Share Posted June 3, 2017 (edited) Works with KSP v1.3.0 (but not translated) Edited June 3, 2017 by Skalou Quote Link to comment Share on other sites More sharing options...
felcas Posted June 12, 2017 Share Posted June 12, 2017 WWWWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Quote Link to comment Share on other sites More sharing options...
sjbuggs Posted June 26, 2017 Share Posted June 26, 2017 Love the idea of this, how hard would it be to use a different texture than the stock? Something black to fit in with some of the landing leg and heat shield options in the Kerbal Reusability Expansion would be slick. Quote Link to comment Share on other sites More sharing options...
Skalou Posted June 30, 2017 Author Share Posted June 30, 2017 On 26/06/2017 at 11:26 AM, sjbuggs said: Love the idea of this, how hard would it be to use a different texture than the stock? Something black to fit in with some of the landing leg and heat shield options in the Kerbal Reusability Expansion would be slick. It's not currently planned, maybe one day Quote Link to comment Share on other sites More sharing options...
Skalou Posted October 8, 2017 Author Share Posted October 8, 2017 This thread is NOT quite old. Please DO NOT consider starting a new thread rather than reviving this one. v0.3.0 is out, works with KSP 1.3.1 (and previous) Quote Link to comment Share on other sites More sharing options...
Human Person Posted October 8, 2017 Share Posted October 8, 2017 This is so useful!! I need this for my heavy Mars missions. Quote Link to comment Share on other sites More sharing options...
joebopie Posted October 8, 2017 Share Posted October 8, 2017 Just like to say love the mod thanks. Quote Link to comment Share on other sites More sharing options...
Kolago Posted March 18, 2018 Share Posted March 18, 2018 (edited) I like this mod, I hop thats not dead! Edited March 18, 2018 by Kolago Quote Link to comment Share on other sites More sharing options...
Skalou Posted March 19, 2018 Author Share Posted March 19, 2018 Na, it's still alive! I can confirm this mod Ablative-Airbrake (v0.3.0) still works for KSP 1.4.x Quote Link to comment Share on other sites More sharing options...
3PoundsOfFlax Posted April 28, 2019 Share Posted April 28, 2019 On 3/19/2018 at 12:32 PM, Skalou said: Na, it's still alive! I can confirm this mod Ablative-Airbrake (v0.3.0) still works for KSP 1.4.x Will it work on 1.7? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 30, 2019 Share Posted April 30, 2019 On 4/28/2019 at 2:36 PM, 3PoundsOfFlax said: Will it work on 1.7? Of course it will. Quote Link to comment Share on other sites More sharing options...
Skalou Posted May 4, 2019 Author Share Posted May 4, 2019 (edited) Ablative-Airbrake v0.3.0 still works for KSP version 1.7 and should work for many future versions Thanks for reporting here a new working (or not) ksp version. Edited May 4, 2019 by Skalou Quote Link to comment Share on other sites More sharing options...
3PoundsOfFlax Posted May 5, 2019 Share Posted May 5, 2019 14 hours ago, Skalou said: Ablative-Airbrake v0.3.0 still works for KSP version 1.7 and should work for many future versions Thanks for reporting here a new working (or not) ksp version. I discovered your mod after upgrading to 1.7, so I don't know if this was the case before. The ablator level does not subside or go down during re-entry into Kerbin. Infinite ablator does make the it easier to play the game, but it sorta feel like cheating. Haven't tested on Eve or ultra-speed re-entry into Kerbin, but normal 2,300 m/s atmospheric re-entries do not deplete the ablator in these airbrakes. Maybe it's just me, but I'm curious if this is happening to anyone else. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted August 2, 2019 Share Posted August 2, 2019 Glad I found this again, this mod is definitely a one-trick pony but it's a very useful trick. I've been battling with large booster recovery in a 2.5x game, and this will definitely help. But that's not all, this airbrake is useful for pretty much any atmospheric recovery regardless of size, when I had it before I almost always used it as I found that properly placed they not only significantly increase braking force, but they also add considerable stability in most cases, you could turn SAS off and vehicles would still track dead retrograde. And with the increased braking force you can use higher reentry periapses, making the whole process less exciting, something that's good when you're talking about falling at mach 15. And it's just a nice looking and well-made part. Thanks for keeping this working. Quote Link to comment Share on other sites More sharing options...
Skalou Posted October 7, 2019 Author Share Posted October 7, 2019 (edited) On 5/5/2019 at 2:25 AM, 3PoundsOfFlax said: I discovered your mod after upgrading to 1.7, so I don't know if this was the case before. The ablator level does not subside or go down during re-entry into Kerbin. Infinite ablator does make the it easier to play the game, but it sorta feel like cheating. Haven't tested on Eve or ultra-speed re-entry into Kerbin, but normal 2,300 m/s atmospheric re-entries do not deplete the ablator in these airbrakes. Maybe it's just me, but I'm curious if this is happening to anyone else. Hello, i tried to tune it so it starts to deplete the ablator a bit higher (in temperature) but then a bit faster than normal ablator (for SSTO on ascent), I tried it on Eve, laythe etc... (also Kerbin but it's not the main goal as it's easier) You can also change how much ablator u put on in the hangar, even at zero it will resist a bit more than the classic airbrake but will still be heavier and more expensive, it's also unlockable late in the tech-tree. Also, like the other parts it depends WHERE you put it on the ship, if it's behind the shock cone generated by other parts (of a heatshild for example) then it will heat a lot less. For the balance or idea I'm open to suggest P.S: this mod still works for the KSP version 1.7.3 Edited October 7, 2019 by Skalou Quote Link to comment Share on other sites More sharing options...
Skalou Posted April 11, 2020 Author Share Posted April 11, 2020 (edited) Hello, Still not dead ! Even better, a new version 1.0.0 is available with A dark version! at least compatible up to KSP v1.9.1 Check the online changelog for more details. This part is now localized, Translators are welcome for untranslated languages ! (for now only in English and French) Enjoy Edited April 11, 2020 by Skalou Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted April 11, 2020 Share Posted April 11, 2020 (edited) @Skalou @LisiasThe dark variant modifies the weight and cost of the part. This is currently Kraken bait for TweakScale. Changing either of these in part variants is a no-no for use with TweakScale. TweakScale currently just can't handle scaling variants when the cost or mass are modified as part of the stock variant system. TweakScale logs an error that the ablative-airbrake fails its sanity checks during load but doesn't fully disable TweakScale on this part. Just adding the part to a craft throws exceptions. Two different scaling sliders appear in the PAW menu, but neither are correct for the free_square type. Trying to change one of the TweakScale sliders on this part (in either variant) causes the part to disappear in the VAB for me and more exceptions get thrown. Tested in a new clean install of 1.9.1 with just Ablative AIrbrakes, TweakScale and ModuleManager. To deal with the issue I just deleted the mass and cost changes in the variant definition and it works fine with no errors. Edited April 11, 2020 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
Skalou Posted April 11, 2020 Author Share Posted April 11, 2020 34 minutes ago, Tonka Crash said: @Skalou @LisiasThe dark variant modifies the weight and cost of the part. This is currently Kraken bait for TweakScale. Changing either of these in part variants is a no-no for use with TweakScale. TweakScale currently just can't handle scaling variants when the cost or mass are modified as part of the stock variant system. TweakScale logs an error that the ablative-airbrake fails its sanity checks during load but doesn't fully disable TweakScale on this part. Just adding the part to a craft throws exceptions. Two different scaling sliders appear in the PAW menu, but neither are correct for the free_square type. Trying to change one of the TweakScale sliders on this part (in either variant) causes the part to disappear in the VAB for me and more exceptions get thrown. Tested in a new clean install of 1.9.1 with just Ablative AIrbrakes, TweakScale and ModuleManager. To deal with the issue I just deleted the mass and cost changes in the variant definition and it works fine with no errors. Thank you for the report , strange bug as this is a stock feature, can you report it to the tweakscale mod? In the mean time, i made an updated compatibility patch for tweakscale, it seems to work, can you replace it with it and check on your side too please? // Module Manager patch for "Ablative-Airbrake" to be compatible with "TweakScale". // Needs the mod "Module Manager" to work. //Author:Marcelo Silveira, Skalou @PART[AblativeAirbrake]:FOR[Ablative-Airbrake]:NEEDS[TweakScale] { MODULE { name = TweakScale type = free_square } // Remove cost and mass modifier for part variants when TweakScale is installed because of bugs. @MODULE[ModulePartVariants] { @VARIANT,* { -cost = dummy -mass = dummy } } } Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted April 11, 2020 Share Posted April 11, 2020 19 minutes ago, Skalou said: Thank you for the report , strange bug as this is a stock feature, can you report it to the tweakscale mod? In the mean time, i made an updated compatibility patch for tweakscale, it seems to work, can you replace it with it and check on your side too please? The modified TweakScale patch works fine, thanks. Lisias, that maintains TweakScale, is aware of the issue with part variants. I pinged him above when I posted my bug report here. It's been discussed in his thread quite a bit, so I knew what to look when I ran across the bug. Quote Link to comment Share on other sites More sharing options...
Skalou Posted April 11, 2020 Author Share Posted April 11, 2020 11 minutes ago, Tonka Crash said: The modified TweakScale patch works fine, thanks. Lisias, that maintains TweakScale, is aware of the issue with part variants. I pinged him above when I posted my bug report here. It's been discussed in his thread quite a bit, so I knew what to look when I ran across the bug. Ok, as this is really a TweakScale specific bug, @Lisias could add a patch like this for the checking all the parts until this bug is fixed. I will integrated this patch in the meantime however. Quote Link to comment Share on other sites More sharing options...
Skalou Posted April 11, 2020 Author Share Posted April 11, 2020 v1.0.1 is out. at least compatible up to KSP v1.9.1 Check the online changelog for more details. Quote Link to comment Share on other sites More sharing options...
Skalou Posted January 24, 2021 Author Share Posted January 24, 2021 v1.0.2 is out. at least compatible up to KSP v1.11.0 Check the online changelog for more details. Quote Link to comment Share on other sites More sharing options...
Apelsin Posted January 24, 2021 Share Posted January 24, 2021 Any plans to add a CargoPart module? Would be nice to be able to use this with the stock EVA building system. Quote Link to comment Share on other sites More sharing options...
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