linuxgurugamer Posted August 26, 2017 Share Posted August 26, 2017 (edited) Reviving some old but good mods here. (missing intro image here) SpaceTux Industries is happy to announce that it has acquired the assets of a number of defunct manufacturers. This eclectic collection consists of the following: PorkWorks LV-RTG "KANDL" SKALOU.v2 Radioisotope Rocket LV-Nx "LANTRN" Atomic Engine CCGC-7.2 "Lightbulb" Atomic Engine Wrap-Around Radiator (3.75m) Wrap-Around Radiator (2.5m) Wrap-Around Radiator (1.25m) LV-Tx "Torch" Skalou-v5 Atomic Turbojet Bahamuto Dynamics MK2 Lightning Cockpit Clockwork Industries CW-AT40 5-Degree FuelTank (1.25m) CW-AT64 15 Degree FuelTank (1.25m) CW-AT512 15 Degree FuelTank (2.5m) OX-C100 Oxidizer Tank CW-RAI-003 AirRam & Compressor Intake MK3 NAU Aerospace KAL9000 IASA Farscape Hetch Drive Engine Farscape Engine Farscape Fuselage Farscape Landing Gear (by Nasai, left, right, & nose) Farscape Wings (left and right) C7 Aerospace Division Mk2 KIS Container 4000L Mk2 KIS Container 8000L Zaltonic Electronics Mk2 Battery (two variants) Mk2 Solar Battery 1k Mk2 Solar Battery 2k STEADLER Engineering Corps Mk2 Stack Decoupler Mk2 Advanced Reaction Wheel Module O.M.B. Demolition Enterprises Mk2 Stack Separator Nucleonics Ltd (from @Kommitz) FTmN Atomic Rockets FTmN-40 FTmN-160 FTmN-280 LtBY 18K FTmN Atomic Rockets Improved BL-40n FTmN-80 FTmN-180 FTmN-400 LVN Clusters LV-2N LV-4N R&S Capsuledyne Taurus Orbital Engine Taurus Nuclear Engine SAS & Battery Taurus HitchHiker Taurus Science Bay Taurus HCV Orgami Foldable Assets NAU ORI69GM antenna NAU ORI350GM antenna Has RemoteTech configs for both of these Availability Download: https://spacedock.info/mod/1507/Recycled Parts Source: https://github.com/linuxgurugamer/RecycledParts License: See below, each of the included mods is covered by it's individual license This is a revivial of the following mods, with the licenses each are covered by and a link to the original threads: Atomic Age - CC-BY-NC-SA 4.0 https://forum.kerbalspaceprogram.com/index.php?/topic/94519-105-atomic-age-nuclear-propulsion-red-hot-radiators/ Lightning Cockpit - CC-BY-NC-SA 3.0 https://forum.kerbalspaceprogram.com/index.php?/topic/87259-mk2-lightning-cockpit-for-b9-aerospace-v13-far-drag-fixed/ Clockwork Industries - GPLv3 https://forum.kerbalspaceprogram.com/index.php?/topic/96792-090-clockworks-spare-parts-v100-15th-jan-2015/ KAL9000 - GPLv2 https://forum.kerbalspaceprogram.com/index.php?/topic/88687-104-kal9000-a-ã¢â‚¬å“stick-it-where-you-like-itã¢â‚¬â-command-unit-now-with-kas/ Farscape - ARR, permission granted to re-release https://forum.kerbalspaceprogram.com/index.php?/topic/121858-farscape-module-104/ Mk2 Containers - CC-BY-NC 4.0 (no forum link found) Mk2 Essentials - MIT https://forum.kerbalspaceprogram.com/index.php?/topic/89875-104-m Mk2 Solar Batteries - MIT (no forum link found) FTmN Atomic Rockets (thanks to @Kommitz for permission to change the license) (https://forum.kerbalspaceprogram.com/index.php?/topic/24259-20112014025-ftmn-atomic-rockets/) Two versions, old and new LV-2N & LV-4N Nuclear Engine Clusters (thanks to @Kommitz for permission to change the license) (https://forum.kerbalspaceprogram.com/index.php?/topic/99202-20052015-lv-2n-lv-4n-nuclear-engine-clusters/#post1723988) Taurus HCV - 3.75 m CSM System (https://forum.kerbalspaceprogram.com/index.php?/topic/67992-121-taurus-hcv-375-m-csm-system-v153-july-1-2014/&) Each of these mods is a folder inside the SpaceTuxIndustries/RecycledParts folder. They are standalone, meaning that each can be removed without any impact to any of the other mods There are a few ships packaged along with the mod,these are in the Ships/SPH folder To install, copy the GameData AND Ships folders into the main KSP folder. The files in the GameData should be merged with the current GameData folder, and the files in the Ships folder will be merged with the files in the stock Ships folder Regarding CKAN, there will be an overall RecycledPart entry which will install everything, and then there will be individual entries for each of them, so you will be able to install each by itself without all the others Dependencies Mk2 Lightning Cockpit B9 Aerospace Props Farscape KSPWheels PatchManager Atomic Age CommunityTechTree (recommended) ModuleManager Taurus HCV Either BahaSP or Deployable Engines (from @Nertea) Known Issues none Future Plans Any parts mod that I adopt in the future will most likely be added to this collection. When I do, the OP title will be updated as well as the new data added to the OP. Regarding any of the parts in these mods, please let me know if you have any issues with them Special Note regarding the Farscape Mod This mod is highly OP, especially with the hetch drive installed. I've toned down the rocket engine to make it more stock-alike, in that it's isp is mostly inline with stock. So you can use it as a reentry rescue vehicle. If you install the optional patch, the rocket becomes hugely efficient, to the point that you can go interplanetary with it and return. Always fly in atmosphere with SAS on!!!! I am aware of the odd behaviour when climbing the outside of the ship. If someone would like to take a look, I'd be happy to accept an updated model. But it doesn't affect the craft itself. ================================================================================== Acknowledgements I am extremely grateful to the following people who provided invaluable assistance in updating some of the parts: Forum user @Skalou Skalou redid the models for the Atomic Age engines, to fix both the gimboling AND the nozzel on the end of the Nuclear Jet engine. I don't know what he did, but it works now. He also added some new emissions to the jet @Skalou did it again for me with the Quadpoodle engine, it's now working properly Forum user @theonegalen Theonegalen looked at one of the IVAs to assure me that it was working well, and pointed out a dependency which I was not aware of Forum user @Shadowmage Shadowmage redid the wheels for the Farscape mod Forum user @Mecripp for converting a number of images to DDS format If I missed anyone, please let me know and I'll get this updated ASAP Edited May 7, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Nightside Posted August 27, 2017 Share Posted August 27, 2017 Wow cool! Great idea to gang all these orphaned mods together. Quote Link to comment Share on other sites More sharing options...
Dman979 Posted August 27, 2017 Share Posted August 27, 2017 Moved to Add-on Releases. Congratulations! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2017 Author Share Posted August 27, 2017 (edited) Before anyone asks, CKAN is in the works, but this is a somewhat complicated setup, so it may take a day or so to get it set up properly. Edited August 28, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Skalou Posted August 28, 2017 Share Posted August 28, 2017 Great news, congrats for this teamwork! Quote Acknowledgements [...] @Skalou Skalou redid the models for the Atomic Age engines, to fix both the gimboling AND the nozzel on the end of the Nuclear Jet engine. I don't know what he did, but it works now. He also added some new emissions to the jet After importing the model to blender, i reworked the whole model and rebuilt the animations specially for the tricky nozzle with gimbal. for interested people, you can find the reworked blender's models in the sources link given in the 1st post. Quote Link to comment Share on other sites More sharing options...
Nicias Posted September 26, 2017 Share Posted September 26, 2017 You might want to post in the threads for the mods this continues. I didn't know this was available since I was expecting a post in the Atomic Age thread. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 26, 2017 Author Share Posted September 26, 2017 4 hours ago, Nicias said: You might want to post in the threads for the mods this continues. I didn't know this was available since I was expecting a post in the Atomic Age thread. Good idea, thanks Quote Link to comment Share on other sites More sharing options...
gilflo Posted September 26, 2017 Share Posted September 26, 2017 Thank you for that, especially for Atomic age Quote Link to comment Share on other sites More sharing options...
Nicias Posted September 28, 2017 Share Posted September 28, 2017 Would switching to this from Atomic Age break vessels currently in flight? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 29, 2017 Author Share Posted September 29, 2017 On 9/28/2017 at 8:58 AM, Nicias said: Would switching to this from Atomic Age break vessels currently in flight? Most likely not, but if I were you, I'd copy the entire game directory and then update the copy and test it. Quote Link to comment Share on other sites More sharing options...
Nicias Posted September 29, 2017 Share Posted September 29, 2017 Thanks, I think I'll do that as part of my 1.3 upgrade this weekend. Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted October 1, 2017 Share Posted October 1, 2017 Thanks for the mod! I'm only having problem with two engines: LV-Nx "LANTRN" Atomic Engine CCGC-7.2 "Lightbulb" Atomic Engine The first don't have a flame animation on the afterburn mode, and both of them don't overheat or glow red. Quote Link to comment Share on other sites More sharing options...
Skalou Posted October 2, 2017 Share Posted October 2, 2017 (edited) On 01/10/2017 at 3:17 AM, kerbalfreak said: Thanks for the mod! I'm only having problem with two engines: LV-Nx "LANTRN" Atomic Engine CCGC-7.2 "Lightbulb" Atomic Engine The first don't have a flame animation on the afterburn mode, and both of them don't overheat or glow red. your are right for the 1st bug, easy to fix: @linuxgurugamer it's a typo in the config (LANTR.cfg): line 87: Quote MODEL_MULTI_PARTICLE { modelName = SpaceTuxIndustries/RecycledParts//AtomicAge/FX/LANTR_small ... } should be: (remove 1 / before AtomicAge) Quote MODEL_MULTI_PARTICLE { modelName = SpaceTuxIndustries/RecycledParts/AtomicAge/FX/LANTR_small ... } for the 2nd bug, i just tested it and don't have it myself (on KSP version 1.3.0): for the LANTR: I haven't reworked this model ( only converted the textures to .dds) and for the Lightbulb: i reworked it with 2 independent thermal animation: (and many other things ) - the 1st linked to the throttle: more throttle/ time of burn = more glow - the 2nd linked to the internal part's temperature: hotter = more glow Edited October 2, 2017 by Skalou Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2017 Author Share Posted October 2, 2017 Ok, will release fix this evening Thanks Quote Link to comment Share on other sites More sharing options...
Skalou Posted October 2, 2017 Share Posted October 2, 2017 (edited) @linuxgurugamer , everyday KSP , thank's@kerbalfreak, the LANTRN takes time to glow, also if the engine is linked to a huge thermal mass or radiator etc... it's possible that you will never see it glowing ( the engine could be not enough hot to reach the glowing temperature) Edited October 2, 2017 by Skalou Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2017 Author Share Posted October 2, 2017 New release, 0.1.0.1: Fixed a typo in the LANTR config Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted October 2, 2017 Share Posted October 2, 2017 (edited) Hey @linuxgurugamer, thank you for reviving these parts!! There is something weird about the node on the MK2 Lightning Cockpit, I believe it is rotated 180° It will only accept connections from the reverse side. Is there a way to fix this in the cfg? I tried, but node definitions baffle me BTW this was reported in the original thread, but never addressed. Edited October 2, 2017 by TheKurgan Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 3, 2017 Author Share Posted October 3, 2017 59 minutes ago, TheKurgan said: Hey @linuxgurugamer, thank you for reviving these parts!! There is something weird about the node on the MK2 Lightning Cockpit, I believe it is rotated 180° It will only accept connections from the reverse side. Is there a way to fix this in the cfg? I tried, but node definitions baffle me BTW this was reported in the original thread, but never addressed. It's a cfg setting, I'll take a look at it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 3, 2017 Author Share Posted October 3, 2017 1 hour ago, TheKurgan said: Hey @linuxgurugamer, thank you for reviving these parts!! There is something weird about the node on the MK2 Lightning Cockpit, I believe it is rotated 180° It will only accept connections from the reverse side. Is there a way to fix this in the cfg? I tried, but node definitions baffle me BTW this was reported in the original thread, but never addressed. Fixed. New release, 0.1.0.2: Fixed node direction in Lightning cockpit Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted October 3, 2017 Share Posted October 3, 2017 Thank you, you are awesome. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted October 3, 2017 Share Posted October 3, 2017 thanks you to revived theese mods!! i loved the mk2 essentials and now i can use it again for the KAL9000, it can be used as mechjeb? or is only a probe core? Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted October 8, 2017 Share Posted October 8, 2017 @Skalou, @linuxgurugamer First, a grateful thanks for the work on Atomic Age. I don't use much from it, but I abuse the crap out of the KANDL for small probes and commsats. That said, something I want to ask @Skalou regarding the KANDL: Have you looked at the shroud set-up for it? Most other engine fairings/shrouds I've seen in KSP either stick with the decoupler/separator or split and eject sideways. The KANDL's seems to be a single separate physical entity that kinda gets flung off due to collision on staging. I bring this up because in prior versions, it would get explosively ejected when staged. I wound up always having to disable the shroud. (Otherwise I'd risk damaging my vessel or shifting the orbit a bit. I've lost solar panels to this a couple of times, at least.) I just checked this version with KSP 1.3.0 and the same issue seems to persist. Though I admit, it doesn't seem as bad as before. This was tested with zero ejection force on the decoupler (to rule that out). No shroud = safe and gentle (no shifting), as expected. With shroud = forceful ejection, causing a spin and orbital shifting. This was a very small test vessel with low mass. Something about the size and mass you'd expect for use with the KANDL, if not a little lighter. This mostly a minor thing with a workaround I know about (I think I defaulted the config file to disable/hide the shroud), so it's not something I expect to be addressed quickly. Just something you might want to be aware of. (The lack of a shroud kinda kills the immersion when I go for practicality over aesthetics.) Quote Link to comment Share on other sites More sharing options...
Skalou Posted October 9, 2017 Share Posted October 9, 2017 thank's for the bug report i can take a look at it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 11, 2017 Author Share Posted October 11, 2017 New release, 0.1.1: AtomicAge: Fixed shroud in the KANDL engine Cleaned the Lightbulb folder Removed Firespitter dependancy Updated .version file Quote Link to comment Share on other sites More sharing options...
Terwin Posted October 19, 2017 Share Posted October 19, 2017 That lightbulb engine is a hard thing to set aside for someone who makes excessive use of ISRU like I do, thanks for making it a play-style decision instead of a technical issue. Quote Link to comment Share on other sites More sharing options...
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