Jump to content

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


Tiberion

Recommended Posts

I am prepping 2.02 right now, the new engines and SAS updates for the new reaction wheels, hopefully sometime this evening.

Craft files should mostly work, though the ASAS pieces are going away, so you might need to leave the 2.01 ASAS pieces in until you can remove them from crafts and such.

Link to comment
Share on other sites

The new part height is different than the old ones. I made the heights of the engines more sensible numbers like 2.5m instead of 2.456217863m. Also the tops of all the engines I made so far should be at 0.0.

You will simply have to detach the engine and re-attach them in the VAB to fix the weird gap, and anything attached to the bottom of them.

Link to comment
Share on other sites

Why are you taking the ASAS' out? Wouldn't it be more sensible to convert them into the new SAS type, so that there's more than just the 1.5m stock SAS thingy to choose from.

The old SAS modules could be converted into reaction wheel modues, making larger crafts easier to turn without RCS.

Is at least what I've done here on this end. :P

Anyways. Keep up the great work guys.

Link to comment
Share on other sites

hopely someone puts out how to add the new sas function to existing command pods. i tried putting the code fromt he stocks .cfg file into other command moduels from mods but didnt work. it would only show up in description but not use the new asas

Link to comment
Share on other sites

The NP pods will have SAS in them, and all of the flat 'old sas' modules will have both SAS and reaction wheels in them. Reaction Wheels are toggleable, so if you don't want the powerdrain/extra torque you can turn it off.

You would only need an SAS-only module in a few cases where you arent using one of the pod or command pieces that has one built in (like a probe body) - we might look into solutions for that later.

Link to comment
Share on other sites

Okay guys.. the spaceport is not working (can't login, so I can't upload the new version)

So we'll have to go with Mediafire for now: http://www./?gbaybdv4v6q6561

Let's consider this a test version of NovaPunch 2.02

Here's the changelog:

Changelog for 2.02:

------------------------

Updated engine models for several of the NP engines. Some texture tweaks for those not swapped yet. (You will need to load up old craft files and re-attach the engines properly before launching)

Added SAS computer modules and reaction wheels as appropriate to all Command Pods and Unmanned control units.

Added a new winglet to fit the Bearcat 5x engine as Saturn style stabilizers. Use incremental rotations to align it properly. It will also work on any other attachable surface)

Converted previous SAS modules into a combo SAS Computer/Reaction Wheel module - available for all diameter sizes. (Note you can disable the reaction wheel if you do not want added torque)

Tweaked some SRB balance numbers (thanks to Qerbal for the input)

Removed the old "ASAS" parts from the folder - If you used them on a craft file you'll need to remove them and resave before deleting the NP_ASAS* folders inside of GameData/NovaPunch2/Parts/SAS/

Test it out, find the broken things I missed, tell me how things are working now.

Some notes:

The new SAS is pretty amazing, the oscillation is vastly reduced. Unfortunately, its not 100% gone. On large rockets (typically consisting of 5m parts) and engine gimbals enabled, the SAS will still have a bit of back and forth input when holding course. Having spoken with a dev about it, this is actually the fault of the same thing which has plagued the large parts in the past; the mathematical errors which occur when the Mass of Unity parts goes past a certain threshold. So the same thing which makes tanks dance on their engines or just snap off affects the SAS trying to figure out the velocity of the rocket to correct it.

Using proper strutting will certainly keep the oscillations from breaking the rocket, and if you can fly the 1st stage without SAS or without Gimbals, you shouldn't have any trouble afterwards. And on the whole SAS control is really awesome now. Let me know your experiences.

Also try out the Odin RCS performance. It has been plagued with some RCS imbalance issues causing it to drift when translating - there should be some fixes for that in place in KSP now. Just enable FINE CONTROL MODE when using RCS to translate/dock and you should see a big difference.

Link to comment
Share on other sites

I haven't tried NovaPunch for a long while (because of excess parts I'd never use), this is looking really good.

It seems that all the decouplers are incredibly heavy compared to the stock ones. KW has this problem too. Any plans on making them a bit lighter?

Link to comment
Share on other sites

Just tested this in 0.21, first rocket was an 5 meter with four 3.5 meters boosters, lifted 100 ton to LKO with no wobble so I'm very happy. Needed very few struts to, normally I would need clost to 100 for an so heavy load.

Link to comment
Share on other sites

Okay uploading the new version to Spaceport now. I went ahead and tweaked the decoupler mass values before uploading, but that's the only change. I am labeling that file 2.02b and will update the mediafire mirror soon too. I'll also upload a small file with the updated configs so you guys won't need to re-download the whole mod package.

Link to comment
Share on other sites

Thanks for keeping this running. It seems that KW Rocketry may be dead now. They're thread has been closed for over a month, and there seem to be problems with it in 0.21. I am going to miss those KW engines... I always like NP better anyways though! :P

Edited by simmy2109
Link to comment
Share on other sites

Okay uploading the new version to Spaceport now. I went ahead and tweaked the decoupler mass values before uploading, but that's the only change. I am labeling that file 2.02b and will update the mediafire mirror soon too. I'll also upload a small file with the updated configs so you guys won't need to re-download the whole mod package.

The spaceport description lists it as for 0.20.2 I think it goofed on ya, smack it around.

Link to comment
Share on other sites

this sucks kinda, ive had five minutes to even look at the parts today (busy busy) gonna rectify that situation right now

edit: situation rectified, new engines look amazing, and idk if its the new sas or what, but just a slapped together wannabe saturn V made it to orbit and the Mun and back with little to no strutting(8 holding the bearcat 5x on to the tank)

Link to comment
Share on other sites

I'm actually amazed at how not-wobbly these rockets are. Even if I did go a little overboard on the strutting :P

sz2i.png

Edit - is there any way to make fearing decoupling a little less messy?

vq04.png

Edited by mushroomman
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...