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


Tiberion

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NovaPunch Price Balance Patch for 0.24.2

Requires Module Manager

Usage: Download and put into your GameData folder

Patch notes:

- I balanced all parts with stock and KW Rocketry in mind

- Most engines are in-between (except some low-profile engines, like Mothers line. Miniaturisation isn't cheap)

- fuel tanks are balanced according to stock (and KW) proportions - price of LF+OX = 23% price of tank

- Some parts don't have direct counterparts - so I've improvised

- Some parts (stack chutes, for example) may feel too expensive when compared to stock - that's because these parts are way more useful than their stock analogs

- Thor, Odin and Freyja: there might be some inbalance, waiting for your suggestions

Also, if you use ATM, be sure to grab config for NovaPunch 2.05 - without it, new parts would look wonky. Put into BoulderCo\ActiveTextureManagerConfigs (Strange, but rbray didn't include it into latest ATM release.)

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How do you assemble the NP Docking Ring CDP Adapter with a CDP?

Figured out the Odin Docking Port Adapter (Clamp-o-tron) is 2 sided. One side for CDP the other for ODP.

Edited by Gristle
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I'm using Realchute 1.2.2.2 and am wondering if it's causing the HH-77b Nosecone + parachute to not fully deploy. The animation stops at the semi-deployed position and although the vessels slows down and you can hear the sound of the chute opening up, the animation never actually does it. I've waited a bit to see if restarting the game would fix it. But it continues to do the same thing each time. At least it works, just doesn't look like it works. Any ideas?

Just noticed the Realchute update. I'll try that

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the NP Parachutes were incredibly broken before my last update, I don't know when chris updated to account for the new workings chutes. If it doesn't work after the last patch then you'd probably be better off asking in the realchutes thread.

And I don't implant or require other mods or plugins, ever

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the NP Parachutes were incredibly broken before my last update, I don't know when chris updated to account for the new workings chutes. If it doesn't work after the last patch then you'd probably be better off asking in the realchutes thread.

And I don't implant or require other mods or plugins, ever

I'll ask over there then. Yeah, it's still not animating correctly. Thanks for the quick reply!

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Hello,

One question:

I'll have to delete the old version of NP? or just a change configs?

Not sure what did you meant by that.

Usually it's the best way to delete old version just to minimize possible bugs. If there is something save-breaking (parts changed\deleted), this can be seen in release notes.

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Okay, so I finally got the update for the Shuttle Mod out, so now its on to Novapunch.

My goals are:

1. Cost balancing for career mode plus any tweaks to science nodes required.

2. Adding a Novapunch contract agency and setting up testing contracts for a subset of NP parts, so they'll show up (There's already a Tiberdyne and KSA agency in the shuttle mod, I'll probably include all three, and you'll just pick one copy of the Agencies folder to install if you happen to run both mods together)

3. Also maybe a really cool thing, if its done before everything else for the update. Shameless, non-specific teaser!

Also: I would like a "Novapunch LLC" company logo/flag appropriate for the contracts window. I would like it to be stylized like the stock logos (broadly) and don't have any color or other requirements (aside from white/transparent background) - if you want to use it, the font I have used for any NP images is Neuropol, and the Tiberdyne font is Bombardier, but they are not required. Flags are 256x160 (as are the logos in mission control) though you can just deliver a source image larger than that.

Feel free to PM me for more info, bounce ideas or whatever. You'll be given full credit for being a novapunch contributor of course :)

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I just finished inputting the fuel tank and RCS tank data and setting up the scaling equations, working on engines right now, so I don't know yet. It's easier to input everything first and then compare it rather than trying to do it ingame. I'll publish them once I am done and you can see for yourself. I'll also be able to see how the ISPs stack up too.

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If I use some but not all Novapunch parts, will contracts show up for only the parts I install or would I have to edit a .cfg somewhere?

The contract trigger is in each part config, so only installed parts will trigger them (and not every part, only those I add a contract module to) - you will need to install the agency folder I think, since it looks for a agency matching the name of the "manufacturer" of each part and assigns it that way) - that is only a config file and a couple of images though.

Geordie: Erm..... soon?

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Hah. The next step would be going back to 6.25m parts. My 5m partsused to be that size but they were just too massive (literally) for KSPs physics engine to handle.

I don't think I'll be adding them again - they didn't add stack nodes bigger than 3.75m, which means joints on parts bigger than that start getting overwhelmed again. You can see it slightly on 5m parts already. Also, they're just.. big. Not too useful on a planet as small as Kerbin, its more of a thing for Real Solar System and such.

I dunno, I might play with them and test it out, but that's all I could promise. I already have a lot of things planned to work on.

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Soon has been and gone. We're into.....'sometime later' now

Unless you are planning on paying Tiberion, you should wait patiently and be happy when he gets it done, speaking as a fellow modder of sorts, putting demands on someone who does it for free is just plain unsavory and uncouth.

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Before I say anything else: Porkjet is awesome.

So, Novapunch 2.06 is out.

Grab it from KerbalStuff

Changelog for 2.06

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

Added 5 segment 2.5m Solid Booster

Tweaked ISP for SLS-250 and 4x800 engines

Tweaked masses for all fairing walls and nosecones. Boy were those broken.

Tweaked mass of unguided control system (probe can)

Changed the cost of every part in the pack to adjust for the new part costs mechanic in 0.24s career mode. They are mostly balanced against the stock parts with some adjustment for gameplay purposes

Added 5 agencies that will give out contracts in career mode, both part tests and normal contracts. Part manufacturers in the configs changed to match these agencies. The agency logos are placeholder. If you design logos or graphics and want to contribute, please contact me (Tiberion)

Added test contract modules to various parts. Definitely not all of them, but a good assortment.

Oh... and Porkjet made a superb IVA/Interior for the Freyja command module (3.75m, 6 kerbal capacity) Enjoy!

Lots of config tweaks and mathematics going on in this update. Keep an eye out for broken things or bugs and let me know. Also, please leave any feedback on how the contracts and costs numbers are working for you if you play in career.

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(I know some will want to see it, so here's the spreadsheet for cost stuff

Probably not completely accurate. I obviously hand-balanced some things just so they make sense. Other things are balanced against 1 or more stock counterparts. I haven't even had time to compare it to biohazard's MM config so I don't know how they compare.

As always, leave feedback, suggestions about it and it can be changes with another pass.

Edited by Tiberion
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Great IVA! RPM config, anyone? (DRE config also would come handy)

Comparing official costs to my patch:

1) Fuel tanks: as I said in patch release notes, I balanced them according to "LF price+OX price=23% overall price" formula (this is true to Rockomax and Kerbodyne stock tanks, and KW tanks), and I did not took into account dry weight and other numbers. I feel that "official" cost is somewhat too high - for example, HH-125-B and FL-T800 has the same cost (1600), but the latter holds almost 20% more fuel. So what's the point using HH-125-B? Sometimes, costs rival these of KW (KW tanks hold more fuel than NP tanks)

2) Engines: I balanced them with KW in mind; also, I've accounted for size (of the engine itself, not its node size) - low-profile engines are more expensive in my version, because they offer more design flexibility (that's why Bertha Mini Quad costs more than small K-2X, although the latter has better stats). In general, "official" is cheaper, sometimes way more than they should (AHL costs less than NASA KS-25? I agree that NASA engines are too expensive, but this is really strange pricing!)

3) SRBs: as with engines, "official" is cheaper. BTW, why is Mk7 PAM costs more than 0.675 ASRB PAM?

4) Pods: these looks fine, although Freyja is kinda expensive.

5) Structurals and other stuff:

- ASRB nosecones: I fail to justify these pricetags. 2500 for 2.5m nosecone? It's made from finest unobtanium?

- Stack-mounted chutes: as with low-profile engines, these are far more useful than their stock counterparts, and should be more expensive (2x than corresponding stock chutes in my patch)

- 3.75x1.25 plates: I feel they should cost more, due to their usefulness

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