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


Tiberion

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I would but I can't, I'm making a list of mods to get when I get my own computer. The computer I'm using know can't run KSP with ANY mods, at all.

OK, then be patient and get your own decent computer. I could tell you all the mods I use, cherry-picked and whole cloth, but that won't mean a thing until you decide what manner of space programme you want to run.

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Yeah, most people who tries both KW and NP usually end up using them both - because they don't overlap too much.

Sadly, there is no DRE compatibility for NP pods. I've tried to make a config, but it's kinda hard to make a proper one for Odin and its landing legs.

- Low-profile engines

- Several pods (with service modules)

- A set of segmented SRBs in several sizes

- Inline NERVAs (2 sizes)

- Big structural adapters (like 3.75 to 7x1.25 - perfect for cluster launches)

Thanks, Your the only person who actually answered my question!

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I've noticed that in v2.07, the Orbital Bertha engine is defined as having a gimbal, but it doesn't look like it can actually USE it:


MODULE
{
name = ModuleGimbal
gimbalTransformName = Engine_Nozzle
gimbalRange = 0.0
}

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I noticed a few parts have the wrong node size (well the VAB icons seem to say so anyways) or different node size between top and bottom when they're not adapters

-All the Pods apart from the Odin OTV: Bottom node is different from top node. It'sfine for some of them but not all

-HH adapter 125-25: Bottom node should be size 2, cfg has no size definition so defaulted

-K1 Heavy Lifter (2.5m long tank): node size changes while the part doesn't

-MPM 250 and 375 reaction wheels have size 1 nodes, the 5m probably doesn'thave it either, defaulted to size 1 in the configs

Those are a few i spotted, but i'm not far into my tech tree...

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-MPM 250 and 375 reaction wheels have size 1 nodes, the 5m probably doesn'thave it either, defaulted to size 1 in the configs

This is intentional. Defining node sizes for SAS modules produce some strange behavior - your ship can become unstable. Stock 2.5m SAS also lacks node size in its config.

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  • 2 weeks later...

How do I delete the fairings in the SLS-250 Bearcat Series Two Liquid Engine (NP_lfe_25m_BroncoSingle)? Prefereably via a MM-patch. Simply putting !MODULE[ModuleJettison]{} in a patch doesn't help.

I don't understand how that module works. Is it about just hiding them, but keeping the module itself?

Edit: Figured it out.

@MODULE[ModuleJettison]
{
@isFairing = false
}

Edited by ThorBeorn
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The fairing activates when the node it is configured for is attached to something (typically the _bottom node, which is why it says 'bottom'

You'll need to create a dummy node named something like node_stack_dummy and set it so that its above the bottom node (so parts don't snap to it easily.

Then change modulejettison to point to "dummy" instead of bottom.

If the node you specify doesn't exist, the module freaks out and the whole part breaks; if you just remove the module then the fairing is always visible.

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The fairing activates when the node it is configured for is attached to something (typically the _bottom node, which is why it says 'bottom'

You'll need to create a dummy node named something like node_stack_dummy and set it so that its above the bottom node (so parts don't snap to it easily.

Then change modulejettison to point to "dummy" instead of bottom.

If the node you specify doesn't exist, the module freaks out and the whole part breaks; if you just remove the module then the fairing is always visible.

Thanks. The solution I posted seems to work atm though. But maybe it causes some errors after all you say?

Your solution of adding one more node will increase drag in FAR if I'm not mistaken. Maybe I'll just move node_stack_bottom inside the model - my cfg for this engine makes it a first stage engine anyway. :)

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  • 2 weeks later...
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