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


Tiberion

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Heh, sorry for the delay, I spent some time playtesting and bumping some engine numbers around (just the 3.75 and 5m engines) - nothing too drastic. It seems like the new stock engines will not be seeing an adjustment any time soon, so I have tried to strike a happy medium. Let me know if you see any issues.

Here's the changelog:

Changelog for 2.03.5:

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

This is an incremental release for compatibility with KSP's ARM patch (KSP version 0.23.5)

Disabled tweakables on engine alternator settings to stop random NaN errors

Fixed collision detection on several fuel tanks

Adjusted stack node sizes to be properly scaled, so they benefit from the new reinforced joints. 2.5m parts should all be size2 and 3.75 and 5m parts are size3.

Tweaked some 3.75 and 5m engine stats. Engines still will not meet the new "stock" 3.75m part efficiency settings because they're simply overpowered at this point, but the NP engines should be usable alongside them now. The tanks are and have been scaled against the stock tanks and are completely interchangeable.

Added the VAB "icon" scaling fix from the previous hotfix download.

I didn't tweak the LES because I still don't know what the issue was. Anyone who uses Kerbal Engineer or MJ or whatever, let me know if you're still seeing mass/thrust errors (and make sure you're updated to versions compatible with the new patch)

Edit: link removed, see later posts for newer test versions (or check front page for official release)

If there are no issues, I'll upload this to spaceport later on and update the 1st page.

Edited by Tiberion
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TD-180 Bronco Quad: thrust 300 kN :) (I suppose it should be 3000)

No NaN bug so far (I'm using MJ, latest dev build)

Rockets are more rigid now, thanks for the fixes. (By the way, that wobbly rocket on my screenshot - still somewhat wobbly, two struts from 2nd stage to boosters completely fixed that)

Strange thing: all NP engines on my rockets that I built before 2.03.5 update retained tweakable ElectricCharge, so they're still susceptible to this bug. Saving and reloading doesn't help, so you need to delete engine and attach it again - then it will work as intended and won't cause NaN bug.

Edited by biohazard15
some more info about NaN MJ bug
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Haha, and I already know how that happened. I remember closing the text editor and it asking to save some changes, must have hit undo at some point.

Its re-uploading now, it should be over-writing the old file, so give it 20 mins and the link should work. No other changes aside from the extra zero.

And yeah, you're right about the saved vessels; all of the options for those are copied into a save file rather than loading them from the config each time, so only new engines will be affected.

Edit: I did find that 5m parts still wobble a bit if not strutted, even with size3 nodes. They're just so massive. Luckily only need simple struts now, and now lots like before. KJR might also still help.

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Edit: I did find that 5m parts still wobble a bit if not strutted, even with size3 nodes. They're just so massive. Luckily only need simple struts now, and now lots like before. KJR might also still help.

Can you call them size 4 and have the system handle it, or are the 'size' descriptors hardcoded things instead of procedural?

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They are coded in, there is no size4+

I wouldn't doubt that a plugin could add that, but thats no guarantee that it would make 5m parts super stable since a lot of their issues are weight related.

The fix is uploaded for the Bronco 4x engine config, the URL in the other post is valid: https://www./?3c4265qb49978b7

if you downloaded it before this post, you might need to grab it again.

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I've encountered a really weird bug with 2.03.5.

I like to use SAS modules as engine radiators - they are light, they are pretty, and there is added bonus in form of, well, SAS. Almost all my heavy rockets include SAS modules between 1st stage engine and fuel tank.

Now, the bug:

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I've tried to disable reaction wheels before launch - nothing changes, the rocket still turning. Turning SAS on\off also doesn't help.

I have no idea what can cause that. This started after I've updated NovaPunch from 2.03 to 2.03.5, before that I've made a successful launch with 3.75m SAS-radiator on a first stage. All possible perpetrators - Mechjeb, KJR, other mods (although I haven't any mods that somehow alter SAS behavior, except MJ) were updated earlier, and worked completely normal with NP 2.03.

Smaller SAS (1.25m and 2.5m) doesn't suffer from this problem.

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Try strutting across the SAS module with the NP heavy strut. I had the same thing happening on the included Odin/Thor launcher when I was testing. I was pulling off the struts to test wobble and the rocket was doing exactly that - I reloaded the saved version with struts and it flew true. I am guessing its the mass mismatch between the massive tank and the comparitively light SAS module causing attach node imprecision.

Another test could be putting the SAS on top of your test rocket instead of between the engine and tank to see if it still does it.

Sadly, if that's the cause, there is not much I can do to stop it. I could make the part super heavy, but that makes it a lot of dead weight and not optimal for actual use.

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Try strutting across the SAS module with the NP heavy strut. I had the same thing happening on the included Odin/Thor launcher when I was testing. I was pulling off the struts to test wobble and the rocket was doing exactly that - I reloaded the saved version with struts and it flew true. I am guessing its the mass mismatch between the massive tank and the comparitively light SAS module causing attach node imprecision.

Another test could be putting the SAS on top of your test rocket instead of between the engine and tank to see if it still does it.

Sadly, if that's the cause, there is not much I can do to stop it. I could make the part super heavy, but that makes it a lot of dead weight and not optimal for actual use.

I found what caused this - size 3 attachment nodes on big SAS modules. I've changed it to 2 - suddenly it flies perfectly :confused: I'll try to test size 3 versus size 2, not sure if there would be noticeable difference with KJR.

EDIT: Size 2 flies ALMOST straight, perfectly straight if you turn SAS on. Struts does help in both cases (size 3 and 2). If I put SAS on top - it flies straight, but using Little Mother without SAS-radiator tends to be very hot and pretty short :)

There is no noticeable difference in wobbling between sizes (to me, at least; didn't tried it without KJR)

Ultimately, this IS a weight problem. But looks like SAS does not have to be heavy as hell to be usable. All testing was done on size 3.

3.75m: Something between 2.25t and 2.5t, most likely about 2.4t (2.25t flies almost straight, perfectly with SAS on. 2.5t flies perfectly without SAS)

5m: 4.5t seems good to me, maybe slightly less (but more than 4t)

Sure, it will add some weight to your rocket, but we're talking about hundreds-of-tons very heavy lifters, so 2-3t is almost nothing. Besides, we have increased thrust.

Edited by biohazard15
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I suppose it couldn't hurt to release it. Doesn't look like I am going to find an IVA artist anytime soon.

edemlama: seems to be working here, I'd try reinstalling that folder form the zip file (or re-downloading the zip itself, you may have grabbed it when I was updating it last night)

biohazard: That isn't such a harsh increase, can give it a try and see what people think.

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I need to add a fairing for the bottom of the service module to cover the engine nozzles when stacked on a rocket, and I need to export and set up the standalone engine (0.625m) then I'll drop a test version, and hopefully release it with the final version of 2.03.5

So everyone still has time to find bugs and tweaks needed as well.

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