linuxgurugamer Posted March 28, 2021 Author Share Posted March 28, 2021 2 hours ago, IvanBatura said: Something seems to be wrong with Mk2 Essentials' part aerodynamics. Looks like they can't fully occlude other Mk2 parts, thus creating extra cross-sectional drag where there shouldn't be. Below is a comparison between stock Mk2 Drone Core and Mk2 Reaction Wheel Module It's rather hard to follow when the left part of the picture has the two windows overlapping. 2 hours ago, IvanBatura said: Another problem is that all mod Mk2 parts have lower max temperature than stock Mk2 parts (2000K vs 2500K) Well, it is an old mod. Quote Link to comment Share on other sites More sharing options...
IvanBatura Posted March 28, 2021 Share Posted March 28, 2021 (edited) Oh sorry, it is kind of distracting, so here's a rocket showcasing the issue: Craft file (Steam ) And the issue is that it appears as if game treats Mk 2 reaction wheel, decoupler and separator like they're slightly smaller than Mk 2 sized. The batteries are fine. The temperature thing is obvious, I can fix it for myself, but I really have no idea about aerodynamics. I see that, unlike battery, they have quite detailed collision models, maybe changing them to more basic ones will help? Edited March 28, 2021 by IvanBatura Quote Link to comment Share on other sites More sharing options...
IvanBatura Posted March 28, 2021 Share Posted March 28, 2021 (edited) So I changed SAS, separator and decoupler models to battery's one and that did the trick. As an added bonus, they look much better than before. So now I have to try and make a new model, I guess? Can I use battery's model as a base for that? Edit: here's modified files, if you want to fix it quickly Edited March 28, 2021 by IvanBatura Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 28, 2021 Share Posted March 28, 2021 1 hour ago, IvanBatura said: So I changed SAS, separator and decoupler models to battery's one and that did the trick. As an added bonus, they look much better than before. So now I have to try and make a new model, I guess? Can I use battery's model as a base for that? Edit: here's modified files, if you want to fix it quickly While what you have there *is* a sort of fix... its moar of a "band-aid fix"... I dont want to sound negative, or discourage you, as you've taken a good first step into how the game files work, and you did come up with a *possible* fix This seems to be moar an issue that the drag cubes are not being calculated properly for those parts. The proper fix, is to fix any issue with the model(s) itslef, if there *is* any issue there. Then the other would be to troubleshoot the drag cube calculation that is happening.. if its wrong, it can be addressed with editing the drag cube definitions in the cfg(s). I dont know exactly why swapping to the battery model would "make the parts look better...", but that can also be looked at, rather than ignoring the reason why there may be seperate models for these parts in the first place. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 28, 2021 Author Share Posted March 28, 2021 (edited) 5 hours ago, IvanBatura said: So I changed SAS, separator and decoupler models to battery's one and that did the trick. As an added bonus, they look much better than before. So now I have to try and make a new model, I guess? Can I use battery's model as a base for that? Edit: here's modified files, if you want to fix it quickly I'll have to look at this. There is a good chance that this will be a reasonable fix, if they are close enough What I'm going to do is install your modified config alongside the existing ones with a slightly different naame and see what differences, if any, there are 3 hours ago, Stone Blue said: While what you have there *is* a sort of fix... its moar of a "band-aid fix"... I dont want to sound negative, or discourage you, as you've taken a good first step into how the game files work, and you did come up with a *possible* fix This seems to be moar an issue that the drag cubes are not being calculated properly for those parts. The proper fix, is to fix any issue with the model(s) itslef, if there *is* any issue there. Then the other would be to troubleshoot the drag cube calculation that is happening.. if its wrong, it can be addressed with editing the drag cube definitions in the cfg(s). I dont know exactly why swapping to the battery model would "make the parts look better...", but that can also be looked at, rather than ignoring the reason why there may be seperate models for these parts in the first place. If I recall, these came from several different mods. It does look like they can all use the same model. However, the textures need to be fixed for the correct model, the fix he did ignored the different textures, so all three in his patch look the same. Edit: The textures don't match the model, so the fix isn't that good, unfortunately. I might just patch the drag cubes Edited March 28, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 28, 2021 Author Share Posted March 28, 2021 New release, 0.2.0.3 Adjusted drag cubes in the Mk2Essentials: SAS, separator & decoupler Adjusted maxTemp in all Mk2Essentials to 2500 to match stock Quote Link to comment Share on other sites More sharing options...
udkudk Posted April 3, 2021 Share Posted April 3, 2021 Thanks for all those recycled mods! I have a problem with Farscape mod. In CKAN, this mod depends on KSP Wheel mod. But, that mod shows not compatible with KSP 1.11? Is KSP Wheel mod works with no problem? Or Will I have to wait for an update of that mod? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 3, 2021 Share Posted April 3, 2021 1.8.1 was the last major Unity update for KSP... if no one has complained about major issues with KSP Wheel in later versions, it should work. Just mar it 1.11.x compatable in CKAN, and give it a try in a fresh sandbox save, first. Quote Link to comment Share on other sites More sharing options...
udkudk Posted April 3, 2021 Share Posted April 3, 2021 Thanks for your answer. I tried, and right now it's working. If I encounter any problem, I would post it in KSP Wheel's Github bugs. Quote Link to comment Share on other sites More sharing options...
Michaelo90 Posted April 10, 2021 Share Posted April 10, 2021 I really like the taurus capsule from rs capsuledyne, but I feel like it could use a little update. First off, it lacks inventory slots, but I see that the current version is originally made for 1.8, so I understand why. Second, it feels a little too heavy, but that might just be my opinion. I don't mind these two things too much, I can fix that myself. But my big problem is with the abort motors. I really don't like having them in the staging menu, I'm afraid I'll trigger them accidentally. I wish we could toggle the staging on or off to avoid this. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 1 minute ago, Michaelo90 said: I really like the taurus capsule from rs capsuledyne, but I feel like it could use a little update. First off, it lacks inventory slots, but I see that the current version is originally made for 1.8, so I understand why. Second, it feels a little too heavy, but that might just be my opinion. I don't mind these two things too much, I can fix that myself. But my big problem is with the abort motors. I really don't like having them in the staging menu, I'm afraid I'll trigger them accidentally. I wish we could toggle the staging on or off to avoid this. Regarding inventory slots, look at the mod : re the mass, compare the mass to the mk1-3, as a ratio of the number of kerbals. Also, don’t forget that making it lighter might make it unstable on recently, you should check that. If you do come up with a reasonable revised mass, let me know and I may use it. Re. The abort motors, if they aren’t in the staging, then they can’t be activated quickly, as you need to do in an abort. If there are engines I don’t want to use, I just move them to the top of the staging list to avoid accidental staging Quote Link to comment Share on other sites More sharing options...
Michaelo90 Posted April 10, 2021 Share Posted April 10, 2021 11 minutes ago, linuxgurugamer said: Regarding inventory slots, look at the mod : re the mass, compare the mass to the mk1-3, as a ratio of the number of kerbals. Also, don’t forget that making it lighter might make it unstable on recently, you should check that. If you do come up with a reasonable revised mass, let me know and I may use it. Re. The abort motors, if they aren’t in the staging, then they can’t be activated quickly, as you need to do in an abort. If there are engines I don’t want to use, I just move them to the top of the staging list to avoid accidental staging Ooh, I didn't know about that mod, I would use that if I hadn't manually modded my parts already The mass of the 3-man pod is 2,72t, 0,9 per kerbal. Taurus is 7,9 without solid fuel, 1,6 tons "too heavy", which still feels a bit too heavy for the abort motors. Empty separatrons with the same thrust is 0,55t. For comparison, the amalthea 7 crew capsule from near future spacecraft, in lander version with abort engines and prop turned down to similar delta-v, weighs 6,9t for a slightly bigger capsule with full rcs built in. I feel like taurus could lose at least half a ton, I will do some reentry testing. For aborts, I would rather use the abort action group than change the staging around to use it. Disabling staging wouldn't disable that, right? It doesn't for decouplers at least. As I said, it should be an option, so if you want to abort using the staging, you still could. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 2 minutes ago, Michaelo90 said: Ooh, I didn't know about that mod, I would use that if I hadn't manually modded my parts already The mass of the 3-man pod is 2,72t, 0,9 per kerbal. Taurus is 7,9 without solid fuel, 1,6 tons "too heavy", which still feels a bit too heavy for the abort motors. Empty separatrons with the same thrust is 0,55t. For comparison, the amalthea 7 crew capsule from near future spacecraft, in lander version with abort engines and prop turned down to similar delta-v, weighs 6,9t for a slightly bigger capsule with full rcs built in. I feel like taurus could lose at least half a ton, I will do some reentry testing. For aborts, I would rather use the abort action group than change the staging around to use it. Disabling staging wouldn't disable that, right? It doesn't for decouplers at least. As I said, it should be an option, so if you want to abort using the staging, you still could. Good points. I’ll review the mass of the separations & the Taurus, but sounds like I might drop the mass by 1 ton. Quote Link to comment Share on other sites More sharing options...
Ronjoe Posted May 2, 2021 Share Posted May 2, 2021 Hey linuxgurugamer, Could you please consider rolling Baha's Mk22 cockpits into this, alongside the existing Mk2 Lightning? The Mk2 Lightning on its own is pretty useless since it uses the B9 cross-section instead of the stock Mk2, which these parts do. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 2, 2021 Author Share Posted May 2, 2021 34 minutes ago, Ronjoe said: Hey linuxgurugamer, Could you please consider rolling Baha's Mk22 cockpits into this, alongside the existing Mk2 Lightning? The Mk2 Lightning on its own is pretty useless since it uses the B9 cross-section instead of the stock Mk2, which these parts do. I'll have to check to see if anyone else has already incorporated this. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 5, 2021 Author Share Posted May 5, 2021 New release, 0.2.1 Added Mk22 Cockpits from user @BahamutoD Added tags to cockpits Cleaned up formatting Updated code for KSP 1.8+ Added AssemblyVersion.tt Added installChecker.cs Quote Link to comment Share on other sites More sharing options...
Ronjoe Posted May 5, 2021 Share Posted May 5, 2021 Thanks, you da best! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2021 Author Share Posted October 2, 2021 New release, 0.2.1.1 Fixed Install_Loc stanza in version file Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 26, 2021 Share Posted October 26, 2021 (edited) I have some changes on the way for Atomic Age: Mainly I'm bringing the wrap-around radiators up to par with Nertea's Heat Control. Also, I've noticed that the nuclear jet has an obscenely high heat production value and I wonder if that's on purpose. It's pretty quick to overheat for me (at least, with patches I have that add characteristics to it). If other folks have the overheat issue, I'll reduce this and add it to my PR when it happens. Edited October 26, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 26, 2021 Author Share Posted October 26, 2021 4 hours ago, JadeOfMaar said: I have some changes on the way for Atomic Age: Mainly I'm bringing the wrap-around radiators up to par with Nertea's Heat Control. Also, I've noticed that the nuclear jet has an obscenely high heat production value and I wonder if that's on purpose. It's pretty quick to overheat for me (at least, with patches I have that add characteristics to it). If other folks have the overheat issue, I'll reduce this and add it to my PR when it happens. That's great, I'll add them as soon as you get them to me. While I haven't used the jet that much, I wouldn't object to lowering the heat output. My main use of it was a number of years ago during one of the holiday challenges, I built a plane for Eve with a couple of the jets, and remember that I did have to add a number of radiators. More than expected, but then again, I figured it _was_ a nuclear engine, after all. I didn't think too much about the fact that most of the heat would probably be sent out the exhaust. Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted November 8, 2021 Share Posted November 8, 2021 Hi all. I need advice : is it possible to install ONLY one part ? Especially the quadcuddle from taurus hvc. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2021 Author Share Posted November 8, 2021 8 hours ago, LTQ90 said: Hi all. I need advice : is it possible to install ONLY one part ? Especially the quadcuddle from taurus hvc. Well, yes, but it's a manual process. First, use CKAN to install only the RSCapsuledyne part of the Recycled Parts mod. You can also install it by hand, if you want Second, would have been helpful to give the correct name, the "Quadroodle" is what I think you are looking for. Third, in the following directory: GameData\SpaceTuxIndustries\RecycledParts\RSCapsuledyne\Parts delete all directories except for the Engine directory Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted November 9, 2021 Share Posted November 9, 2021 Thanks a lot ! and sorry for the name. I very like this engine. 13 hours ago, linuxgurugamer said: Well, yes, but it's a manual process. First, use CKAN to install only the RSCapsuledyne part of the Recycled Parts mod. You can also install it by hand, if you want Second, would have been helpful to give the correct name, the "Quadroodle" is what I think you are looking for. Third, in the following directory: GameData\SpaceTuxIndustries\RecycledParts\RSCapsuledyne\Parts delete all directories except for the Engine directory Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted November 17, 2021 Share Posted November 17, 2021 Question, can you package the Atomic Age parts by themselves? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 17, 2021 Author Share Posted November 17, 2021 5 hours ago, AtomicTech said: Question, can you package the Atomic Age parts by themselves? no need. Just delete the other directories inside. Or, use CKAN to only install the Recycled Part - Atomic Age Quote Link to comment Share on other sites More sharing options...
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