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


Tiberion

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Those winglets... I know there are control surfaces attached to them but are they new parts I don't recognize them :o

Else those look gorgeous, awesome work :)

Because the fairings on the bearcat 5x flair out at an angle I had to make new winglets that would flair out by the same amount.

I also put the attach point inside the model so they would work on both the angled fairings and strait ones (like you saw me testing in the 3X picture previously).

I didn't include them in the model because the do provide a lot of added stability as an aero part rather than just including them in the model.

fxpJIiR.jpg

Edited by frizzank
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thats awesome, hard to believe though that the ONLY manned apacecraft to ever break low earth orbit was designed 40-50 years ago, and that to do it again the rocket being designed now is almost a direct copy, but as i always say if it aint broke dont fix it

also did the fist rocket fly?

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thats awesome, hard to believe though that the ONLY manned apacecraft to ever break low earth orbit was designed 40-50 years ago, and that to do it again the rocket being designed now is almost a direct copy, but as i always say if it aint broke dont fix it

also did the fist rocket fly?

44 years ago tomorrow we landed on the moon.

Also yes want to see fist rocket punching the sun!

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44 years ago tomorrow we landed on the moon.

kinda why i like this pack so much, it doesnt try to make the game entirely too easy, uses parts that might have been made IRL at some point, and instead of trying to add some convoluted propulsion system that may or may not work, uses reality based rockets, Nerva motor aside, that actually got tested once or twice IRL

also that fist rocket needs its craft file uploaded LOL i wanna punch the VAB....

Edited by hellion13
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K2 re-skin, I fixed some of the seems and added some shading, also gave it a proper normal and spec map. Its a 1.25m engine now so I down sized the texture to save on room. Also Gave it the same fairing as all the other new ones.

Old one

CkIBAci.jpg

New one

Ova9qNz.jpg

k7XXKep.jpg

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Any tips for getting the example rockets from the pack into orbit? No matter what I do, even up to massive changes that involve absurd numbers of struts, they always flex and wobble all over the place and eventually go badly off course. Or just break horribly. They tend to end up upside-down even before 10 km.

Aside from this, though, I'm loving the pack. I've made some pretty good things of my own, and I especially adore the emergency abort nose-cones.

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Can you post a pic of your rocket

First instinct is its probably has too many stages or too tall.

Step one reduce the number of stages. If you have more than 5 its too many.

Add aero fins to the bottom and turn off gimble on your engine.

Add more struts?

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There's 2 strong struts in the pack (strong and REALLY strong) - and they should be used in the supplied craft files.

I find that either disabling the gimbals or flying manually without ASAS during the 1st stage (perhaps 2 stages) allows them to fly properly. Hopefully things will be improved if not fixed by the next KSP patch.

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yeah me too; but when I tried to import the old DAE version through unity, I could not make them function in game at all - so I don't have a way to edit the texture anymore. (I tried the hex editor trick on the MBM with no luck too)

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