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


Tiberion

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Hmm, weird. If you want to try something, reinstall it and open that folder, then open and re-save shield.cfg in a text editor compatible with your OS - it could be a weird encoding issue.

Specifically it seems to have errored out when loading the parts Cost parameter, which should be:

cost = 1995

Not sure why that would error out other than a file format issue. Maybe retype the line as well, add a proper carriage return from your OS to see if that makes a different.

Also, Might be a bad download too, so you might try downloading it fresh 1st.

Could have been a CKAN download issue then. I got the mod fresh from KerbalStuff and now it works.

I did make a new carriage return though which was stupid, so I don't know if it was the download or CR that worked... By brain isn't in debugging mode today.

Thanks for the help and keep up the great work with the mod. Really appreciate it!

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  • 2 weeks later...

I'm having a weird problem with the M50 engine.

I have a contract to test it, so I put a Stayputnik (happens with any pod, though) and then try to attach the M50 below it.

Immediate game crash.

This is running on a Linux system with about 10 gig of memory. I have a lot of mods, but this happens when I do it at startup. I tried uninstalling and then reinstalling, but no luck.

Unfortunately, the game doesn't seem to record a crash dump here, and when I watched the log file (KSP.log), no entries were made as a result of this.

Any ideas?

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Does this have an RO config?

Thanks for replying (and Happy Valentine's Day!),

Astrofox

Most of the engines are supported in the configuration packs, but the rest of the gubbins in the mod isn't as there isn't a good real world equivalent.

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  • 2 weeks later...

nerva.jpg

Bad Nerva! Bad!

(To be fair I can't make too much fun of it since in NP2 the engine *is* at least actually called NERVA, unlike where people decide they're going to call the LV-N, or indeed all nuclear thermal rockets, NERVAs just because.)

Gonna need more info then that though. Logs? Pic? Other mods?

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  • 2 weeks later...

Hey, I've noticed after seeing some wierd mechjeb behavior and when I spotted the problem with RCS build aid, three of the engines have BADLY unbalanced center of thrust. So, is there a fix available or does anybody know how to fix?

Heres an imgur album showing what I mean

Edit: How do I make the album thing show up??

https://imgur.com/a/efvMq#0

Edited by smjjames
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Well, all of those engines have multiple thrust transforms, one for each nozzle, so if one of them is a fraction off of "square" compared to the others it'll show the imbalance.

The only fix will be to open them up in unity and re-rig the transforms. They actually updated the engine/thrust system a few updates ago so that thrust and FX aren't tied together, so I can actually go back and make one thrust transform for the whole "part' with the separate FX trails for each nozzle. The tradeoff would be loss of gimbal control, since it takes 2 or more thrust transforms along an axis to enable gimbal for that axis, having just one transform would stop that.

I'll put it on the list to fix. I'm not really working on much right now though, pretty much waiting to see what 1.0 breaks before I continue.

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Err which old fairings? It has the same fairings in it that it always has.

If you mean will I update those to work in 1.0... I don't know. I'll have to see how the fairing/aero system works and see if its possible, or even worthwhile given the stock fairings - I might just be able to roll some upscaled configs for those.

Also a little worried about the functionality of all of those new Odin-thor fairings.

So all of that... To be Determined.

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  • 3 weeks later...
I'm having a weird problem with the M50 engine.

I have a contract to test it, so I put a Stayputnik (happens with any pod, though) and then try to attach the M50 below it.

Immediate game crash.

This is running on a Linux system with about 10 gig of memory. I have a lot of mods, but this happens when I do it at startup. I tried uninstalling and then reinstalling, but no luck.

Unfortunately, the game doesn't seem to record a crash dump here, and when I watched the log file (KSP.log), no entries were made as a result of this.

Any ideas?

Just the M50? And only when directly below a pod?

That is a weird one. I'll have to look into it to see whats what.

Can anyone else reproduce this?

While I haven't had a crash related to the M50 and I just tested linuxgurus problem and no crash there, I've been having a different issue, whenever I attach the engine with symmetry on, there is always a several second delay in lag while other engines don't cause a lagspike that long, at most one second, but with the M50, it's like over five seconds. So, what's up with that? It's the only engine that I've had that issue with, so it's not my computer.

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  • 2 weeks later...

Let's stop worrying here folks, shall we? There are MANY new variables in configs. The previous balance was all but destroyed. Stock textures is now DDS (thank the almighty!).

That means any part mod is basically a set of shiny models now. The configs, the textures, the balance - all must be done basically from scratch.

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Yeah lots of work to be done here, and I didn't get a chance to work on it much during testing.

Engines and tanks are going to need total re-balance. Given how 'quick' launching from Kerbin is now its going to be a delicate matter to balance them.

I'm not sure we can make the clamshell fairings work properly. Might have to abandon them for stock fairings only (perhaps some alternate textures, for now the stock ones should scale enough to work with NP)

DDS textures should be pretty swell though. Though a bit tedious to make the change over.

More info later. :)

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Might have to abandon them for stock fairings only (perhaps some alternate textures, for now the stock ones should scale enough to work with NP)

The stock "fairings" are basically the WORST fairing implementation I've ever seen. They look and behave too unrealistic even by stock standards (which is quite hard to achieve).

They can be useful, though - if you want to simulate a frag grenade.

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No I mean there's likely no way to make the Novapunch or KW style multi-part fairing systems work as a cargo enclosure to shield parts from aerodynamics, since they are by default not of a standard size. haven't investigated it too much but people smarter than I didn't think so.

The main issue with fairings should be fixed I hope, and they are pretty flexible so I should be able to config some that work pretty well.

This evening I got all of the bottom nodes tweaked in the config files so they work again, and all parts seem to be attaching. All parts/textures do load fine, so converting to dds isn't going to be mandatory right away. I'll hopefully still do it (and if anyone else wants to do it they are more than welcome to contribute :) )

I also started playing with thrust and Isps. The old settings are... amusingly overpowered.

So todo list -

Major stuff:

Engine reconfig (new curves, rebalance, config tweaks)

Parachute fixing (not sure how they'll need to change)

Resetting temperature tolerances for all parts

Do something about fairings

See if the auto-fairings for Odin payloads will actually function

Minor stuff:

Maybe convert to DDS

Probably a lot of other things.

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Protip on the chutes: If you copy from the stock chute cfgs, you'll get to deal with tuning the drag modifier modules. Any time you change a drag modifier, you need to delete PartDatabase.cfg in the KSP folder, that will make KSP regenerate the file and use the new multiplier.

Fairings could probably be made usable with a relatively simple plugn (note, not volunteering, sorry).

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I'm surprised that the fairings don't work with the new aero since they worked fine with FAR and to my understanding FAR is similar to the stock Aero now. Is it that they won't attach or won't shield parts because that sounds like its just not being calculated at all if that's the case

Either way I'd suggest asking E-dog since procedural fairings are already updated

Also I've been following this mod since .19 (when I started playing) and just wanted to say thank your for continuing to be awesome years later!

Edited by LORDPrometheus
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Hey Tiberion,

I just finished updating all the part configs for my personal use, and I was going to offer up my part config tweaks for everyone, but I see you are on the ball. Thanks for keeping one of my favorite mods going.

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