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[1.0.5] FASA 5.44


frizzank

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I hate to break this too you but your monitor needs to be re-calibrated.

From phoshop the color value of the pod is R-220 G-220 B-216 Which means its actually should be a little bit yellow, not blue. The white in the Gemini fuel tank is 214 212 205, its slightly darker (About 6 points) but still yellow. The white legs use the same texture as the white pod so there is no difference there.

If your talking about the moire pattern from the texture, I reduced it some in the latest.

Download it and see if it helps your problem.

FASA 3.3

http://www./download/qi...j0/FASA3.3.zip

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I hate to break this too you but your monitor needs to be re-calibrated.

<snip>

If your talking about the moire pattern from the texture, I reduced it some in the latest.

Download it and see if it helps your problem.

FASA 3.3

http://www./download/qi...j0/FASA3.3.zip

Actually Photoshop RGB is a touch off of the US federal (and EU) standards for color but that is besides the point (Does not line up with D65 white or "Neutral" if you are looking at an interior design pallet.) The Issue Color wise is more apparent in the VAB than in actual flight.

I will try the new file tonight.... Looking forward to the final release of it.

Thanks as always for the quick reply and please keep up the GREAT work! By far the best parts mod in the game!

Pappystein

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I miss understood, I thought you were seeing blue parts and it was looking weird.

It is suppose to be "Off" white, and is intentionally slightly yellow. I was trying to simulate real life looking paint where it rarely looks perfect.

You are correct as to there being a difference in value between the pod and the engine casing, but if 6 points of difference is causing errors on your screen as well as a blue tint I assumed there was something wrong with your monitor. This was an assumption on my part as I can't actually see your screen.

Other things that effect color, there are colored lights in the VAB (Only slightly but would still affect it to the degree your talking about), but I am pretty sure the sun is pure white though.

The planet your on does color your ambient light value. Its red-ish on Duna for instance. Still I think its neutral on Kerbin.

I did darken the pod texture some to better match the casing in the next update. If it's not enough, or you need it now, you can open up the texture and adjust it to your needs.

Edited by frizzank
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I think we are on opposite ends of the explanation of the same thing. The Sun (directly overhead at standard Atmospheric conditions) is pure white (D65, Neutral, 6487/6500Kelvin whatever other standard you want to call it.) Anyway, so I don't get into the scientific discussion about WHY most colors are named poorly at best, let me just say it was probably the Moire pattern that you adjusted already. If there are issues with the release I will let you know

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I searched the thread to see if anyone else noticed this, (so far no) But the MIRV are to big to fit all 9 on the plate, they clip into each other.

Also do the MIRV have a explosion radius? With the announcement of the Multiplayer I have plans to troll the crap out of my friend with all the weaponized mods I have found.

Edited by Lostami
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Hey Frizz, just testing the 3.3 pre-release you posted earlier. Thanks btw :) I'm not sure if it's intentional on your part, but you have the reaction wheels in the command pods set to use monopropellant, not electric charge? Really makes holding on to your RCS fuel difficult. I usually stick a couple of RTG's "inside" the Gemini so I don't have to use the fuel cell too much, unless I'm sending data. I've only noticed the "picture getting really huge" bug on the Rescue big G and the Centaur SM tank, it goes away when I switch pages in the VAB, but it comes right back. Doesn't seem to be causing me any trouble though, other than making me think a pod is flying at me out of nowhere sometimes... lol

On the plus side, the MOL and the Rescue Big G look awesome! Haven't noticed any other issues so far, still playing around :cool:

Edited by UltraVires
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How much MonoPropellant do the reaction wheels consume?

It is a lot lower, I did this so it would simulate the RCS system that was on the original craft.

you have the reaction wheels in the command pods set to use monopropellant, not electric charge? Really makes holding on to your RCS fuel difficult

Yes, yes it does.

Gemini has actual RCS thrusters but they dont do much for the rotation of the craft. So for Gemini and Mercury I changed the reaction wheels to the Mono fueled to simulate it having working attitude and roll thrusters. Putting rcs thrusters on the pod don't work so well on such a small craft, for what ever reason.

If you right click the pod and click the right arrow on the mono fuel bar it will disable the fuel flow for the pod using the other mono tanks first. I usually do this as a preflight thing.

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For Gemini, I found that the included RCS thrusters are more than enough for 3-axis control. For Mercury, I think it'd be really nice to have an RCS system instead of reaction wheels. It can't dock, so you may not worry about lack of translation.

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Frizz, I'm not sure what you mean about RCS not doing much for the Gemini. When I play it, it seems to me RCS is good and the reaction wheels are weak. When your still hooked up to a launcher, or other cargo, the reaction wheels can barely move the Gemini, so I always use RCS. If you have just the Gemini by itself, then the R wheels are fine for maneuvers, but I still usually use RCS on fine control (if you don't switch to fine controls, the rcs is a little too powerful for just the pod by itself)

The problem I'm running into now is that the r wheels are using monoprop pretty much all the time. Example: I parked a Rescue big G in orbit, and by the time I got back with another Gemini pod to dock there, the Big G was completely out of monoprop, and I had no way at all to move the big G around, or even point it at anything. I finally managed to dock up, and them went back to the Vab to see what was wrong... can you see where this is going? When I came back to the Gemini I had just docked... it was out of fuel too.... :confused: lol

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I tried it as a pure RCS system, it didn't work so well. Pitch and yaw work great, its the roll that needs some help. For what ever reason I cant get enough torque from them to rotate the craft with out making them way over powered.

You can test this by turning off the Reaction Control on Gemini and try to roll it compared to pitch. The reaction control wheel only assists you for roll on Gemini.

Edited by frizzank
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The problem I'm running into now is that the r wheels are using monoprop pretty much all the time. Example: I parked a Rescue big G in orbit, and by the time I got back with another Gemini pod to dock there, the Big G was completely out of monoprop, and I had no way at all to move the big G around, or even point it at anything. I finally managed to dock up, and them went back to the Vab to see what was wrong... can you see where this is going? When I came back to the Gemini I had just docked... it was out of fuel too.... :confused: lol

When you leave your car in the parking lot do you leave the engine running? If your leaving your space craft you dont need to have SAS or the reaction control system on. If your docking with it then switch to it, turn it on for docking, and then off again when you leave. In a pure electrical system you would run out of power as well if you only had batteries.

Gemini and Mercury didn't have reaction control wheels (Gyros), and my hack is that it uses mono instead of electricity faking RCS thrusters. Its a game mechanic, they are more primitive craft and you have to use good resource management to fly them correctly.

All of these systems are switchable in game. They are just on by default.

If you really hate it, open up the .cfg and change the reaction control resource from monopropellent to electricity.

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Could you please solve me this one? Thank you!

Not sure if it's only me but the 3.3 link appears to be broken. Did I miss something or is it really broken? (it copies the link as it is written, with the "..." on the ID)

Checked all the pages and every single link has the 3 dots instead of the download ID and that kills the download page. I also didn't find anything implying you don't want the link to be downloaded

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I don't hate it Frizz, and I understand what you were going for in doing it, it's a good idea... I just wasn't expecting an extra layer of difficulty. And I kinda thought it was a bug at first, but now that I know whats happening: Bring it ON!!!!!

I'm an old School Throttle Jockey from way back, if it's got Engines and a Stick... I can fly it. :cool: I'm up for the challenge, let's light this candle!

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New .23 pre release

3.31 - Added MOL Science, and Equipment module, 7 segment SRB,

Added new tweakables to parts that use them,

Removed 0 electricity from parts.

Increased gimble on some engines

Tweaked textures to lower moire pattern on high detail textures. Some are now .tga for better mip mapping.

Decreased the crash tolerance on all the pods and other parts that were unrealistically high. Be careful now!

http://www./download/lyesunsaxs6q946/FASA3.31.zip

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All I needed were the 6 segment SRBs. I just stretched the 2nd stage of the Titan like someone said earlier in here. I got the Gemini MOL into an 80km orbit, and then used what was left in the Titan 3rd stage to raise the orbit to a 150km orbit.

tumblr_my0wvt96lP1rpsnwro1_1280.png

tumblr_my0wvt96lP1rpsnwro2_1280.png

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I found out why my icons were exploding in the vab.

If you have a liquid fuel, oxidizer and mono in the cfg, without engines defined, the part icon scales uncontrollably in the VAB.

Removing the MonoPropellant resource or defining a engine fixes the problem.

PART
{

// --- general parameters ---
name = FASAGeminiLFTMonoAdpt
module = Part
author = Frizzank

// --- asset parameters ---
MODEL
{
model = FASA/Gemini2/FASA_Gemini_Engine_Fuel2/Gemini_LFT_Mono_Adapt
}
rescaleFactor = 1.0
scale = 1.0

// --- node definitions ---
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.2, 0.0, 0.0, 1.0, 0.0






// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 1200
cost = 650
category = Propulsion
subcategory = 0
title = GeminiSmall Fuel Pack
manufacturer = FASA
description = This small fuel pack provides extra fuel for the gemini capsule in the Gemini-Centaur configuration. The engines have been removed and more fuel added.



// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
breakingForce = 120
breakingTorque = 120
maxTemp = 3600
explosionPotential = 1.0

stageOffset = 0
childStageOffset = 0



RESOURCE
{
name = LiquidFuel
amount = 270
maxAmount = 270
}

RESOURCE
{
name = Oxidizer
amount = 330
maxAmount = 330
}

RESOURCE
{
name = MonoPropellant
amount = 100
maxAmount = 100
}

}

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Anyone else having issues with Mercury Motor? It seems to be stuck to the launch pad... And I don't unlock the staging clamps until much later...

I have already tried a wipe and reinstall. I can confirm this with latest release as well as 3.31 pre release.

Thoughts?

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It's a consequence of having a tiny rocket with a heavy load, the collision gets pressed through the ground sometimes.

You can make a rudimentary launch clamp, put a small decoupler under the engine and add 4 of the structural trusses to the side of it for balance. Instant launch clamps.

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The Gemini Lander Legs, they will not deploy. I have fixed them in my install by performing the following changes in the part.cfg

change 'module = HLandingLeg' to 'module = Part'

remove 'animationName = Lander_Legs'

and adding:

MODULE

{

name = ModuleLandingGear

animationName = Lander_Legs

}

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Just reporting in, I also found a bug, when you unlock the Gemini Pods in Career Mode, you get the Rescue G first, which would not be bad, but all the other stuff you get is for the regular Gemini... Not really a big problem, but it does make for some odd looking ships... :wink:

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