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


Tiberion

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They might be a little more powerful, but I wouldn't say that labeling them Overpowered is fair. Most of the time, when they get more thrust, they suffer an ISP penalty (especially when they're an engine intended to be a 1st stage OR an orbital engine) or a Mass penalty. I'm not going to claim its 100% on par with stock, because I tuned it on the side of "fun" rather than frusration when trying to launch the "Novapunch style" rockets, but its marginal

So, total rebalance? Not planning on it for a while; if someone has some specific things they think are really bad, I'll certainly listen though.

Ok, I made this little spreadsheet to easily compare engines.

https://docs.google.com/spreadsheet/ccc?key=0AiUparUI542wdGxQWkZWZGU4dmtXSGdHTkJXdXhzZEE&usp=sharing

And I take my words back - your engines are not overpowered, they actually have pros and cons when compared to the stock ones :)

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Well, you could have my Mun landing rocket thing if you wish. The lander could use some improvements and I'll have to remove the Kerbal Engineer and an RLA mini-RTG, but it's pretty good.

zng.png

The lander can kind of be seen off in the distance. It's the only picture I have, sorry.

j538.png

Heck, I think I'll just replace the lander with the thor or odin or whatever it's called lander.

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www.imgur.com

Upload it there, and after its done there will be boxes with different URLs and tags on the right side, Find the one labeled BBCOde with the IMG tags and copy that. Paste it into your post and it'll show up.

You can also upload it to any image or file host and grab the Direct Link for the image (ie: http://i.imgur.com/g2aBfqe.jpg ) and then wrap it in IMG tags manually in your post

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I having issues with NovaPuch 2.02b download from Spaceport: actually some of the mods there are not well uploaded or the same spaceport is corrupting it during users download. (trying now your mirror download)

Actually this issue is also displayed by Bobcat's Soviet Pack

Edit1: download from mirror worked flawlessly... just testing now on game :P

Edited by Araym
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screenshot27.png

Jeb, Bill, Bob, Jedner, Lodrie, Genevey, Seecal, Milcott, Thombart, Jorble, Shelfred, Philbart, Obley, Seanfield, Matt and Dogard Kerman all send their thanks from the surface of the mun, as they stand next to the Colossus 1 Moonbase- which never would have left the ground without this awesome mod. Thanks guys!

(This mod made the entire rest of the launch vehicle, which can't be seen. >.< )

[edit] changed image hosting services as Dropbox decided to screw up.

Edited by Tassyr
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Gimme a minute to reload it. It was actually so b ig I had to refuel once I got it in orbit, just to get it to the Mun. But it MADE it, so!

screenshot27.png A bit hard to see, but there's two stages in there under the 'lander,' not counting the separation stage for the boosters. And yes, that's eight boosters. The 'second' stage had to be refueled in orbit because I really flubbed the delta-v setup. Thankfully the KAS mod has those place-able connectors... so I quickly made a fuelship.

Edited by Tassyr
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Example crafts? Example crafts.

These are all stock+NP, or at least I think so. They all comprise an interplanetary ship system that can handle utility modules, additional fuel, additional landers, et cetera. Each launcher can reach orbit, and most have enough spare fuel to replenish the main vessel's fuel tanks.

The designs are meant to be used as ships comprising the payload and the second stage, which performs on-orbit maneuvers to boost the payload and dock it to the core module. The ship is, in all, composed of two utility vessels, one crew module, one core module, two landers, and two player-built utility modules, which should be built with clamp-o-tron juniors on either side, one for manipulation by the utility vessel, and one for attachment to the core module.

All the systems are based on a common inline launcher architecture, and are easily modifiable as needed. The entire system was designed to teach new players the most possible about RCS alignment, docking, station architecture, and the use of proper mission planning for interplanetary missions. The framework is extensible, with optional fuel modules for different mission profiles. For example, the core+crew module is suitable for munar transfer and, with the optional addition of a lander and a counterweight, munar landing. With the substitution of the nuclear propulsion module for the conventional propulsion module, the system can reach Duna. The addition of a fuel module (Launched empty alongside the core module and fueled by the leftover fuel in the component tanks) should allow the system to traverse the entire Kerbin system.

The album showing a partial system can be found here and the craft files for a complete system are here and here, on an alternative file host.

Edited by tripcode
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srXRREi.jpg

my saturn V made with parts from KW, NP2, and procedural fairings, flies wonderfully, actually i think the only part i used from KW was the black 3m 3rd stage tank, unless the escape tower is from KW, i cant remember where all my parts come from LOL

Edited by hellion13
to make picture
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tripcode: looks cool. The 4shared download isn't working here; can you throw it on another host, maybe dropbox or something? (feel free to PM it if you need to keep the URL private)

hellion; its awesome when random things like that happen isn't it?

edit: Hellion, out of curiosity, what parts from KW are you using? I see the black half-tank, anything else? (I think there's an NP tank that's just about that size - not enough fuel?)

Edited by Tiberion
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there are a bunch of decouplers, on the fairing stage, one of which is the KW 2.5m to 3m hollow thing(that thing is so useful) i use the black KW tank with the little mother because combined with that much mass on top of it she runs out of fuel right when i hit around 25-30km Munar PE after my Munar injection( or 10km if im going to minmus) after that i might have mixed the struts from both packs lol nice thing about the Procedural fairings is that i can place the mounting rings with out the actual fairings, strut everything down tight and then put the fairings on makes for a real tight upper stage, OH i almost forgot, im using the KW 2.5m pancake tank for my landers fuel with the stock poodle engine( i could use the stock one, they have generally the same fuel levels but i dont like the bolted on look that it gives my lander), now if only KSP allowed me to transfer crew with out having to EVA id use the crew management mod but for some reason i lose some part icons in my VAB when i use it

edit: ive stopped using Mechjeb with the NP2 parts seems to make it entirely too wobbly and will fold my rockets at some point after launch, and at any rate with the new SAS its a hell of a lot easier to fly the rockets

also got another KSP build with the real fuels mod attempting to recreate the different fuels each stage used but thats been problematic

Edited by hellion13
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This or KSPX?
Did you update to MJ2.0.9? .8 had some major issues with KSP 0.21

this!!!!!!! KSPX is slowly getting implemented in the Stock KSP game(the KSPX dev got hired as a part time Squad Dev) , altho there are some parts that havent made it yet there are analogs to them in this pack

Did you update to MJ2.0.9? .8 had some major issues with KSP 0.21

yes i check the dev builds page daily for updates, i think its something to do with the amount of thrust the big engine puts out along with having gimballing(not a bad thing!)but when mechjeb gets ahold of it it wants to torque it around to keep the big rocket on an arrow straight path and unless i fry my CPU with 10,000 struts it folds the rocket, with out it tho, counter intuitively, if i start a very slight gravity turn around 1km she stays together and i decouple the lift stage around 10-12km at around 250m/s sitting directly on the 45degree angle mark, the 5m matriarch is enough to keep it going all the way to ~100km, the rest is easy

it ALMOST flies along the REAL Saturn Vs flight path it was grav turning almost directly after launch as well which is what im going for, i dont want leftover fuel in tanks that need to be jettisoned or run out of fuel and have to use tanks i need for later and im sorry ive tried i really have, to get the same kind of thing going with pure NP2 but the 3m tank is just slightly too heavy for an effective 2nd stage to get it to ~100km without having to burn fuel in the 3m tank to get there(altho there is more than enough fuel in it to get to orbit and burn for the Mun), again tho im going for a pure Saturn V experience

Edited by hellion13
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Ah yes I have had that issue with MJ before; try setting your ascent curve differently, sometimes MJ flips out trying to do gravity turns at weird times.

Nah lol, ill use it for other things, dV calculations , space station building, going places other than the Mun or Minmus, but just launching i can pull off on my own now, my next project is getting a Duna rocket in the SLS or Aries style. Thinking i want a manned Duna free return, much like NASA is wanting to do in 2018 i guess is the last i heard, it would be possible for a land and return mission but if i wanna keep it NASA style id have to have a lander waiting in orbit, parts we have now i cant feasibly make a rocket with the lander and keep it inline with the SLS or ARIES lander would be too heavy to launch and still keep the 2 stage plus solid boosters to orbital altitude the SLS and aries had the third stage being orbital operations and Mars/Duna burn IDK im getting off topic LOL

also want to know if some of the older parts (the 3m bearcat sls engine mostly) are available anywhere? . I lost all the old NP part packs in a drive fail i had a while back had .16 compatible and on, on that drive i was bummed(i liked to play the older versions sometimes)

didnt wanna double post.....but i just found this and i laughed at it, it eventually got 63 Kerbals to the moon and back all at once it was hilarious altho i have no pics of itfpmdWZH.jpg

Edited by hellion13
adding stuff
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I think the 'CaptMorgan Launcher' needs to be renamed....its misleading.

I hopped in, darn thing blasted me into orbit!.....I thought it was gonna take me to the liquor store. Now I have 2 green dudes stranded in space..and even worse, NO SCOTCH!!

On a serious note I'd like to say how much I enjoy what you have done with NP recently. Its always been one of my favorite part pack, the new look just adds to that. Thanks for the continued work on these great parts =)

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For MJ you can also try to activate "Smooth Throttle" in the Utilities tab. It helps with the large engine of NP.

im honestly starting to grow out of mechjeb, it was nice when i had no idea what i was doing but thanks to the Mr. Scott Manley ive figured out how to use the nodes, the only thing i really use it for now is quick dV numbers and Ion engine burns so i can alt tab out, and let MJ fly the burn and let the alarm clock lemme know when its done, because screw sitting there tapping WASD for a hour and a half

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The largest engine in Nova Punch causes the nav ball to spin when using Mechjeb 2.0.9 tried it with no reaction wheels and tried it with many of them it still spins. The smaller engines of NP have no problems with mechjeb.

With the largest engine pluss some NP reaction wheels if I take off with mechjeb on it spins but if I deactivate Mechjeb and then activate SAS the rocket flys very smooth.

From all this it looks like Mechjeb 2.0.9 needs to be programed to make use of the reaction wheels that get added.

launching manual with SAS and mechjeb start turn set to 30k to I fly it to 30k I get a smooth ride then activate mechjeb when I'm on the second stage this works great. NP is a great mod thanks.

Edited by LMA
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Thanks for all the praise. Im glad everyone likes the new parts I made. The Bearcat 5x was fun to do and I think the new tanks look great.

What do you guys think about making the NERVA a fusion engine? That way its not so weird that it uses H2 as fuel and LOX as coolant or something.

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