Jump to content

[1.0.5] FASA 5.44


frizzank

Recommended Posts

Great. Are you gonna ditch the temporary model, or use it as a H-1 variant?

It was the same model and texture as the H1, just scaled for J2 size. No there will not be a variant.

Actually, to be accurate to scale while still being in the stockalike size progression series, IIRC, the S-IVB and S-IB should be 5m parts, and the S-IC and S-II should be 6.25m parts (the Saturn V had a base diameter of 10m IRL!), with the Apollo CSM being 3.25m parts (this also matches with the intention of having "Big G" be a direct drop-in replacement for the Apollo CSM on the Saturn boosters). However, that's Frizzank's decision, not mine.

Also, Frizz, you might want to check the collider mesh and node placement on the new S-IB thrust structure, the one with separate fins; the old one was steady as a rock, but the new one jumps around like a Rockomax-8 with a Mainsail under it and a Jumbo-64 on top; I'm having to "staple" it down with struts to keep it from having the booster slowly and inexorably tip over during ascent due to the wobble.

You answered your own question as to why it is scaled to 3.75m and 5m. As things get bigger the physics engine has more and more issues. As you can see by the jumpy engine block. This is not a bug on my end it is a bug with Unity physics joints.

The nodes and collision has not changed I only removed the wings. A workaround is Reload your rocket and sometimes it resets the joints, minimizing some of the effects. You can also try messing with the physics time scale in the main menu options.

This bug is the reason why I am not releasing Saturn V until .24 comes out. It will have a fix for physic joints, making large rockets like this less jumpy.

Edited by frizzank
Link to comment
Share on other sites

It was the same model and texture as the H1, just scaled for J2 size. No there will not be a variant.

You answered your own question as to why it is scaled to 3.75m and 5m. As things get bigger the physics engine has more and more issues. As you can see by the jumpy engine block. This is not a bug on my end it is a bug with Unity physics joints.

The nodes and collision has not changed I only removed the wings. A workaround is Reload your rocket and sometimes it resets the joints, minimizing some of the effects. You can also try messing with the physics time scale in the main menu options.

This bug is the reason why I am not releasing Saturn V until .24 comes out. It will have a fix for physic joints, making large rockets like this less jumpy.

When .24 comes out any fixes.thise problems, will you consider a re-scale?

Link to comment
Share on other sites

It was the same model and texture as the H1, just scaled for J2 size.

Yeah, and with the duct and the lower "nozzle jacket" removed. Coincidentally making it identical to what an inboard H1/RS-27 would look like. That's why I asked, you pretty much have the model ready for this engine, and those things are nice to have in mods like Realism Overhaul.

Link to comment
Share on other sites

Frizzank's Realism Rant....

Whether or not the numbers match up exactly with the real one is irrelevant, it's a simulation, in a game..... It just needs to feel like Saturn V and more importantly be fun to play with. My changes are not random mess ups that come about through careless research or neglect. All of the edits to scale, weight and power are deliberate and intentional.

I start with the real thing, gather tons of reference and stats, then I play with those. Only problem is that realism is often frustrating and difficult to work with. One part doesn't fit with the other without a specific adapter that only those two parts use.

You say "Thats great I want more parts that are super realistic". Until your game crashes because you have too many parts. When it does run, the only rockets you can build are the exact copies of the originals, and they fly like poo because KSP can not handle the real values.

I know there are people that really want exactly this. This is what the realism mod is for and why I gave them permission to use FASA anyway they like.

BUT.... this is NOT what I want.

I want a mod that looks and feels like Kerbals took the NASA design plans and made their own versions.

The rockets I create are versatile, easy to use, and have a relatively low impact on performance or memory. Most importantly the rockets are fun to fly and fit nicely in the Kerbal universe. The rest of you, much like the Kerbals in the rocket, are just along for the ride.

That being said I am not entirely selfish. I do incorporate ideas and suggestions from the community where they fit, and I hope that the community appreciates that.

Edited by frizzank
Link to comment
Share on other sites

For me just like to say your doing a hell of a job love all your work thanks for all of it and your time that you put in to it so we can spend are time on playing and as some we get grumpy and like to vent, but thanks to all the modders out there for spending your time doing code and texture's and all the work and time that go's in to making this mod's THANKS.

P.s. Hope you modder get to play alittle bit and enjoy what you have given us to enjoy.

Link to comment
Share on other sites

Frizzank's Realism Rant....

Whether or not the numbers match up exactly with the real one is irrelevant, it's a simulation, in a game..... It just needs to feel like Saturn V and more importantly be fun to play with. My changes are not random mess ups that come about through careless research or neglect. All of the edits to scale, weight and power are deliberate and intentional.

I start with the real thing, gather tons of reference and stats, then I play with those. Only problem is that realism is often frustrating and difficult to work with. One part doesn't fit with the other without a specific adapter that only those two parts use.

You say "Thats great I want more parts that are super realistic". Until your game crashes because you have too many parts. When it does run, the only rockets you can build are the exact copies of the originals, and they fly like poo because KSP can not handle the real values.

I know there are people that really want exactly this. This is what the realism mod is for and why I gave them permission to use FASA anyway they like.

BUT.... this is NOT what I want.

I want a mod that looks and feels like Kerbals took the NASA design plans and made their own versions.

The rockets I create are versatile, easy to use, and have a relatively low impact on performance or memory. Most importantly the rockets are fun to fly and fit nicely in the Kerbal universe. The rest of you, much like the Kerbals in the rocket, are just along for the ride.

That being said I am not entirely selfish. I do incorporate ideas and suggestions from the community where they fit, and I hope that the community appreciates that.

I can see the point of view of the realism people, however, I agree with Frizzank in that this is a game. Frankly, I think it's amazing that I can take little Kerbals up in a Gemini capsule that looks this amazing at all and I slap that sucker on several rockets that resemble in no way the Titan series just to see what I could come up with. To me, if he can come up with something that somewhat resembles the Saturn V and performs the same task of putting a CSM and LEM into space to send to the Mun I'll be happy. I'd honestly rather he stayed with the agreed on standard of Kerbal sizes with the 2.5, 3.75, and 5m parts so that there is a possibility of combining them with other mod parts instead of just a dedicated Saturn V.

Link to comment
Share on other sites

-rantsnip-

One way that both groups could be satisfied would be with three seperate downloads. There'd be the normal download, the real proportions (0.64) download and the real scale (RSS) download. The configs for the real proportions and real scale downloads could be community made - the only work you'd have to do would be to create adapters with different proportions, which can't be done with cfg edits.

Oh, and a suggestion: make the Saturn V first and second stages be 6.25 meters. This would be closer to the real proportions, and it would conform to the standard 1.25m step size. Of course, should it be made this way, it would also need a 6.25m to 5m adapters, so that players could use the parts in their own creations. I'm just worried that the Saturn V would look weird with a 5m S-IC and S-II. Why am I worried about that? Because the NovaPunch Saturn V workalike looks weirdly proportioned, and it uses 5m first stages.

Link to comment
Share on other sites

All that realism mods would be happy with would be adapters. An Atlas adapter tank with 3:2 ratio (NathanKell could give you exact numbers), Apollo CSM adapter fairing with a proper size ratio, S-IVB interstage with a proper ratio. That's 3 parts, everything else can be done config-side. As long as the proportions are right, making RSS-suited, 100% realistic replicas is exclusively config work. Oh, and KSP will soon be better suited for large parts in general. It can already handle 10m rockets with plugins, but the next update is gonna bring better joints which could make stock monsters of that size workable.

Link to comment
Share on other sites

One way that both groups could be satisfied would be with three seperate downloads. There'd be the normal download, the real proportions (0.64) download and the real scale (RSS) download. The configs for the real proportions and real scale downloads could be community made - the only work you'd have to do would be to create adapters with different proportions, which can't be done with cfg edits.

This is already kind of the case if you use NathanKell's RO config of FASA (found here). Though what Dragon01 said about part scale is true too. The other problem is frizzank is releasing parts faster than Nathan can rescale them!

Link to comment
Share on other sites

I can see the point of view of the realism people, however, I agree with Frizzank in that this is a game. Frankly, I think it's amazing that I can take little Kerbals up in a Gemini capsule that looks this amazing at all and I slap that sucker on several rockets that resemble in no way the Titan series just to see what I could come up with. To me, if he can come up with something that somewhat resembles the Saturn V and performs the same task of putting a CSM and LEM into space to send to the Mun I'll be happy. I'd honestly rather he stayed with the agreed on standard of Kerbal sizes with the 2.5, 3.75, and 5m parts so that there is a possibility of combining them with other mod parts instead of just a dedicated Saturn V.

Just so you know, what I said about re-scaling after .24 was meant to the CSM-3.75m etc suggestion. Once the .24 update solves the large-rocket-problem this would be feasible, at least for consideration at least. The 5m adaptor suggestion is also, IMHO, a good idea if the re-scale is implemented.

Keep on with the good work Frizzank!!!

Link to comment
Share on other sites

Would ya people give Frizz a break, so he can do what he want. And at the mean time waiting for his next great release, i will do whatever DIY needed to make my rocket looks KoOL, there are tons of cool stuff here that can archive the goal. Let's say a procedural fuselage painted for Saturn.

ScreenShot-20140226-012315001.jpg

Link to comment
Share on other sites

-SNIP-

I know there are people that really want exactly this. This is what the realism mod is for and why I gave them permission to use FASA anyway they like.

BUT.... this is NOT what I want.

I want a mod that looks and feels like Kerbals took the NASA design plans and made their own versions.

The rockets I create are versatile, easy to use, and have a relatively low impact on performance or memory. Most importantly the rockets are fun to fly and fit nicely in the Kerbal universe. The rest of you, much like the Kerbals in the rocket, are just along for the ride.

-another snip -

This sums up why I love your work, frizzank. I'm big into the theoretical possible pasts of the various space programs, and your mods allow me to explore them in their diverse permutations. If I want to fly a switch for switch high-fidelity simulation, there's always Orbiter with NASSP or AMSO. But right now I'm having a hell of a lot of fun with KSP thanks to you. Keep up the fantastic work, please!

Link to comment
Share on other sites

To be honest, I think this is the most fun and versatile approach. Exact replicas seem tempting, but are probably a lot less fun than expected for reasons explained by Frizzank. I was never really into the early US space program, but I must say that this mod had certainly changed that for me (together with the NASA exhibition I saw).

Link to comment
Share on other sites

Once .24 comes out I can play with larger sized rockets. Until then the physics joint bug makes larger rockets impossible to fly (without mods). So I am sticking with the 5m plan until then. Scale is an easy fix.

Awesome, cant wait!!!!

Link to comment
Share on other sites

sorry to be annoying again but nothing works for me and i so want this mod, it looks amazing. please can you tell me exactly how you installed it so i can follow step by step, thanks

1. Download

2. Open zip file

3. Open the folder inside (FASA version 3.whatever)

4. Copy all folders (drag n drop) into the KSP folder

5. When asked to copy n replace Game Data and Ships folder, click yes

6. Ta da

Link to comment
Share on other sites

If nothing is working, something is seriously broken with KSP or you ran out of memory

Start with a fresh instal of KSP. If you like you can copy the previous install somewhere else as a backup first.

If your using steam, right click on the name in the library and click delete local files.

After its done double click the Kerbal Space Program name in your list of games and select install.

If its a regular version of KSP. Delete KSP and then re-install it.

You should now have a CLEAN version of stock KSP.

Open the FASA.zip file

Copy all of its content into your main KSP directory. If you put it in the correct spot you should get a confirmation popup asking if you want to overwrite the folders and files. Say YES overwrite all folders and

files.

You should have a clean version of KSP and FASA only.

Run KSP and see if it works.

If it still crashes on load, verify that you have enough free memory to run KSP with mods.

If you have less than 2gb of RAM you are going to need to upgrade your system or install fewer parts.

Link to comment
Share on other sites

I am looking forword to finding out whats in .24.... and the reason Fazzack makes hes parts smaller is becouse of the smaller scale of ksp.. part of me hopes they make ksp 1:1 scale but I think if they where going to do that they would have done so.

how hard will to up date the stuff you have already done? I am an idiot when it comes to programing

Edited by tmikesecrist3
Link to comment
Share on other sites

this stuff looks awesome, unfortunately, I'm going to have to wait until .24 myself, because I don't think my game can handle any more awesomeness.

Actually the parts I make are 30 to 40 times more awesome than the ones I can publish on the forums and downloads.

I have a special rig that is able to handle all of the awesomeness I create. By using special conversion software I can safely disseminate my awesomeness in proportions that most people and computers can handle.

If you were able to somehow get the raw awesomeness on your computer and display "The Awesome" in its raw form, it would surely, almost instantaneously, melt your computer and explode your display. Then for the fraction of a second that it did display"The Awesome" and you happen to stare directly at it, well.

Your retinas would start to burn as your body convulsed into a grand mal seizure. Your neurons would miss fire on mass as your synapses started to break down and reorganize themselves to cope with the flash of awesomeness.

If you somehow managed to survive the event you would be forever changed by the experience. You would no longer see the world as it is, but instead it would be broken down into its components as meshes, materials and textures. Everything would be perceived as wireframes models and ambient occlusion renders. People and human connections would no longer have any meaning for you as you obsessively tried to convert the physical world into its digital components. You would become lost in the digital world in a sort of reverse version of The Matrix. There you're only desire is to become encapsulated in the digital world. To become free of your earthly boundaries. The only place where "The Awesome" can exist in its raw and purest form.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...