DoctorDavinci Posted October 28, 2017 Share Posted October 28, 2017 @linuxgurugamer - just thought that Id bring to your attention that the Mk2 Lightning cockpit is in BDMk22 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2017 Author Share Posted October 28, 2017 4 hours ago, DoctorDavinci said: @linuxgurugamer - just thought that Id bring to your attention that the Mk2 Lightning cockpit is in BDMk22 By the same name? Quote Link to comment Share on other sites More sharing options...
gilflo Posted November 13, 2017 Share Posted November 13, 2017 It looks like the Bulb engine is heating very much more than when it was running on 1.2.2 !! Quote Link to comment Share on other sites More sharing options...
LameLefty Posted November 16, 2017 Share Posted November 16, 2017 Holy crap am I glad to see AtomicAge recycled! Thanks, linuxgurugamer! Have some rep (like need it, but still ...) Quote Link to comment Share on other sites More sharing options...
agrock Posted November 18, 2017 Share Posted November 18, 2017 Would by chance the most recent release be compatible with KSP 1.3 ? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 18, 2017 Author Share Posted November 18, 2017 42 minutes ago, agrock said: Would by chance the most recent release be compatible with KSP 1.3 ? Yes, it's a parts-only mod Quote Link to comment Share on other sites More sharing options...
GantradiesDracos Posted November 29, 2017 Share Posted November 29, 2017 @linuxgurugamer im running a dmp server using a kitchen-sinkish modpack atm, just saw this was a thing- would you recommend a clean start if i swapped out atomic age ect for recycled? im..guessing the id's ect would be different? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 29, 2017 Author Share Posted November 29, 2017 No, the ids are the same. Of course, do a backup first, just in case. Quote Link to comment Share on other sites More sharing options...
gurkmeja Posted December 6, 2017 Share Posted December 6, 2017 Great mod! I love to see these parts resurrected! One question, think is it compatible with KSPIE? I notice that it modifies AtmIntake which KSPIE also use, and yes I'm aware KSPIE have pretty much equivalent atomic engines as this mod , with the same graphics even. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 10, 2017 Author Share Posted December 10, 2017 (edited) New release, 0.1.2: Fixed some heat related values in the Atomic Engines to bring them in line with stock Added missing attach nodes in Atomic Engines Updated tags Added Kommitz's mods: LVN_Clusters and two versions of the FTMN Nuclear Engines Added TRR patch for the LVN engines, thanks to @MeCripp for it Added tags to all of Kommitz's engines Added RSCapsuledyne mod Note that the Quadpoodle engine in the RSCapsuledyne mod doesn't have the heat glow working due to an issue with the model, so it's disabled for now Edited December 12, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted December 10, 2017 Share Posted December 10, 2017 5 hours ago, linuxgurugamer said: New release, 0.1.2: Fixed some heat related values in the Atomic Engines to bring them in line with stock Added missing attach nodes in Atomic Engines Updated tags Added Kommitz's mods: LVN_Clusters and two versions of the FTMN Nuclear Engines Added TRR patch for the LVN engines, thanks to @MeCripp for it Added tags to all of Kommitz's engines Added RSCapsuledyne mod Note that the Quadpoodle engine in the RSCapsuledyne mod doesn't have the heat glow working due to an issue with the model, so it's disabled for now Thanks for the new release and parts! I have a question, though, do we need to leave in the Space Tux Industries icons for Filter Extensions if we aren't otherwise using that mod? Or can we just transfer over the main mod folder? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 10, 2017 Author Share Posted December 10, 2017 No need for those icons, the ne FE will include them Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 10, 2017 Author Share Posted December 10, 2017 New release, Skalou Update, 0.1.2.1 Thanks to forum user @Skalou, the quadpoodle engine is now working properly Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 10, 2017 Share Posted December 10, 2017 Are the FTMN nuclear engines meant to use both LF and Ox? The Nerv uses only LF, wasn't sure if the difference was by design or due to copying ModuleEnginesFX stuff from elsewhere (or something like that). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 Minor update, 0.1.2.2 Updated attachment nodes on the new nuclear engines, the bottom nodes were backwards Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 Ill check it this evening,probably not Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 Believe it or not, the original mod has it that way :-( I'll get them updated to use the same fuel as the LV-N this evening, if not sooner Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2017 Author Share Posted December 11, 2017 New release, 0.1.2.3: Removed oxidizer from atomic engines The oxidizer was in the original mod, and when I was updating, I missed removing it Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 11, 2017 Share Posted December 11, 2017 18 hours ago, AccidentalDisassembly said: Are the FTMN nuclear engines meant to use both LF and Ox? The Nerv uses only LF, wasn't sure if the difference was by design or due to copying ModuleEnginesFX stuff from elsewhere (or something like that). 10 minutes ago, linuxgurugamer said: New release, 0.1.2.3: Removed oxidizer from atomic engines The oxidizer was in the original mod, and when I was updating, I missed removing it In early/earlier versions of KSP, nuclear engines are known to consume LFO. It's a simple matter of discovering a legacy practice and dealing with it. It's just like this. Quote Link to comment Share on other sites More sharing options...
Skalou Posted December 12, 2017 Share Posted December 12, 2017 On 11/12/2017 at 6:08 PM, linuxgurugamer said: New release, 0.1.2.3: Removed oxidizer from atomic engines The oxidizer was in the original mod, and when I was updating, I missed removing it on engines from atomic age, or in an other mod? the LANTR from it has oxidizer in the afterbunner mode for extra thrust at the cost of a lower ISP, porkjet probably tried to make it look likes this: LANTR: LOX-AUGMENTED NUCLEAR THERMAL ROCKET. This concept involves the use of a "conventional" hydrogen (H2) NTR with oxygen (O2) injected into the nozzle. The injected O2 acts like an "afterburner" and operates in a "reverse scramjet" mode. This makes it possible to augment (and vary) the thrust (from what would otherwise be a relatively small NTR engine) at the expense of reduced Isp. http://www.zamandayolculuk.com/nukleermotorlar.htm Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2017 Author Share Posted December 12, 2017 (edited) 34 minutes ago, Skalou said: on engines from atomic age, or in an other mod? the LANTR from it has oxidizer in the afterbunner mode for extra thrust at the cost of a lower ISP, porkjet probably tried to make it look likes this: Ummm, I took care of it in Kommitz's mods (the FTmN mods) I'll have to review the LANTR engine The LANTR still has the afterburner mode The FTmN parts don't have an afterburner mode Edited December 12, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 12, 2017 Share Posted December 12, 2017 @Skalou @linuxgurugamer LOX augmented rocket mode is a legit thing. Nertea's Kerbal Atomics and/or Cryogenic Engines possess this same secondary mode. No need to remove it from the legacy engines here. If anything, their configs just need some polish. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2017 Author Share Posted December 12, 2017 30 minutes ago, JadeOfMaar said: @Skalou @linuxgurugamer LOX augmented rocket mode is a legit thing. Nertea's Kerbal Atomics and/or Cryogenic Engines possess this same secondary mode. No need to remove it from the legacy engines here. If anything, their configs just need some polish. Maybe for afterburner, but the engines in FTmN didn't have afterburner. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 15, 2017 Share Posted December 15, 2017 (edited) Small issue with one of the patches in AtomicAge: in SpaceTuxIndustries\RecycledParts\AtomicAge\IntakeAtm.cfg, the patch that adds IntakeAtm to all parts isn't checking to see if the resource IntakeAtm is already present in the part. When other mods are installed that do the same thing, the result is a duplicate ModuleResourceIntake. I think this modified patch will avoid the problem (and also stop from defining the IntakeAtm resource if CRP is installed): RESOURCE_DEFINITION:NEEDS[!CommunityResourcePack] { name = IntakeAtm density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } // This adds the modules to those parts which have both ModuleResourceIntake // and the resource IntakeAir // This is needed so the Nuclear jet Engine will work in atmospheres // which don't have oxygen // Parts affeced are any part which has an intake // This dupliates the existing Module and changes the new one with the IntakeAtm // values @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!RESOURCE[IntakeAtm]]:NEEDS[!WarpPlugin|!GTI] { +MODULE[ModuleResourceIntake] { @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir] { @name = IntakeAtm } } Edited December 15, 2017 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 15, 2017 Author Share Posted December 15, 2017 New release, 0.1.2.4, the Heat update: Fixed heat production of LV4N, it was way too low Reduced the heat production of the FTmN40 Increased heat production of FTmN-160 Increased heat production of the FTmN-280 Reduced heat production of the LtBY 18K Reduced heat production of the BL-40n Increased heat production of the FTmN-80 Increased heat production of the FTmN-180 Increased heat production of the FTmN-400 Reduced heat production drastically on the KANDL Reduced heat production on the LANTR Increased heat production on the NuclearJetEngine Increased heat production of the taurusNuclearEngine Changed secondary engines to conventional engine (Fuel+Ox) on taurusNuclearEngine Quote Link to comment Share on other sites More sharing options...
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