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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update


Tiberion

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Also, IIRC, ending normals in _NRM has some significance to Unity itself. I don't remember the details, but it was a generally recommended naming scheme.

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Well, did we decide that the weird shading on the tanks and SRBs was just due to ATM?

I've been working on Odin a little bit, but its quite a bit away, and I've been a little busy doing some other things.

According to the last devnote tuesday the 0.24 experimental is getting close, so I'll try to have all the bugs/tweaks done before then so I only need to make 0.24 related changes for that update. I might release a full NP release before then though, we'll see how it goes.

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Alright, so I've been playing with the Freyja a little... and it seems really light for a pod of that size. Maybe the weight (and fuel capacity) should be increased a little? Currently, it's quite easy to SSTO it. It's almost possible with a Mainsail, but not quite. With other engines, though, it's easily possible.

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Alright, so I've been playing with the Freyja a little... and it seems really light for a pod of that size. Maybe the weight (and fuel capacity) should be increased a little? Currently, it's quite easy to SSTO it. It's almost possible with a Mainsail, but not quite. With other engines, though, it's easily possible.

It's quite easy to SSTO any pod, actually :)

Its mass look OK to me. Freyja's weight is comparable to that of Taurus (6 tons vs 7.5 tons), and Taurus has built-in LES. Moreover, Freyja is designed as system (docking\RCS module + pod + trunk\engines), and it weighs 8.5 tons fully assembled.

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Thanks for the config...this should be thrown into the package for the next release!

That should be included in ATM, not in NP (I've cross-posted it into ATM topic, so I guess it might be included into next ATM release)

Also, this should be considered temporary (if Tiberion decide to change names for normals or add more parts, this config will become outdated)

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Hmmm, maybe I should just get over my obsession with always having to make large multistage rockets. I always get a feeling of disappointment when it turns out that I don't need a large rocket.

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So for some reason none of the parts seem to be working correctly for me. 3.75m capsule has an IVA but no textures and the 5m rocket engine will start up but doesn't actually do anything despite having a TWR of 2.30. Any ideas what could be going on here?

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So for some reason none of the parts seem to be working correctly for me. 3.75m capsule has an IVA but no textures and the 5m rocket engine will start up but doesn't actually do anything despite having a TWR of 2.30. Any ideas what could be going on here?

Currently Freyja has no custom IVA, it has a placeholder from Mk1-2 pod, so there may be some bugs with it. 5m engine - which 5m engine? :) And does your design include launch clamps to raise it over pad? It's a common bug when heavy rockets become stuck in the launchpad.

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Currently Freyja has no custom IVA, it has a placeholder from Mk1-2 pod, so there may be some bugs with it. 5m engine - which 5m engine? :) And does your design include launch clamps to raise it over pad? It's a common bug when heavy rockets become stuck in the launchpad.

Oh ok, no clamps so it was probably wedged in the launch pad. Never stumbled across that before. The IVA thing makes sense too, I will have to reinstall and try again, I just saw the missing textures and had the engine get stuck so figured it wasn't working fully since everything else was from KW and fired up, probably because it was on top and wasn't stuck.

Edit: You were right, I had it wedged onto the launch pad, working fine now!

Edited by Kerbonautical
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When are you going to roll the experimentals into NovaPunch itself? I've tried them out and they work great, I see no point in keeping them out.

Also, do you think you could add some "balloon" tanks into NP? Lighter than normal, but without radial attachment capability. Possibly with early Atlas-style reflective metal skin (there's a plugin that can enable reflections on parts, you could have them optionally use it). The PAM could benefit from an optional reflective skin, too, because IRL, they're also unpainted metal.

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I just need to set the new parts into their proper places in the science nodes. I've also been busy with *something else KSP related* which is also relevant to any upcoming NP update.

re: balloon tanks - probably not anytime soon. And I'm not a fan of that reflective thing in game, so I don't anticipate working on that.

Motokid: I possibly could, would just need to change the collider layout. I'll have to dig out the source files as that is a frizzank part.

Once I get back to work on modeling, the next thing I am working on is New Odin, and then Thor and its bigger brother.

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Wel I'm trying to make interestage rings that can have thrust past through them so they separate properly. But what I really need to know is.. Is it something I can do myself? Because there's a lot of couplers I'd like to make perform as such. The big part I need is the procedural fairing interstage base. So is it something that can be done in the .cfg or is it more complicated then that?

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It has been a while since I messed with it, but I think the thrust-blocking physics check is done vi the collision meshes - in most of those decouplers there is a flat 'disc" collider through the whole part even if the visual is a ring. So it requires the colliders to be remade in "pieces" so it forms a ring as well

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The Concave colliders (Things with holes in them) do add a bit of overhead to the part so whenever I could I used convex shapes (Cylinders). I never imagined that someone would need to fire through a decoupler, that is what fairings are for. I did just make a 5m decoupler for Saturn V with a hole in it for the purpose of creating that classic scene where the fairing falls away from the back of the rocket.

http://blog.digitalcontentproducer.com/briefingroom/wp-content/uploads/2011/12/Stage-Separation-Final-1.jpg

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Hi. I dont know if something messed up the configs for the 3.75m tanks, but the 9m variant for example is massless on my install. What would be its drymass so i can correct it.

Best regards

Edited by Haifi
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After some trial and error i found the mod causing the trouble, modular fuels was the troublemaker. Its Novapunch config would set the 3.75 and 5m tanks to cryogenic... Changeing that to default has done the trick. With 51 mods running it sometimes takes a bit to get to the error. Sry for bothering you.

Regards

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One thing I found a bit strange. When using the big ass 5 bearcats 5m engine, sometime and even with radial boosters (no matter the other engines and overall TWR) it takes few seconds to take of and meantime of course fuel is consumed. Randomly and barely efficient method to avoid this problem, 100% throttle on the launchpad and after vessel leaves ground, slow down.

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