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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015


Kickasskyle

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The alpha channel in the mbm is the specular map. Photoshop is basically taking the alpha channel and using it to messing around with the png transparency (it's a pain to try and unscrew this up). Ideally you could try converting to a format that handles alpha channels abit better then do what you want from there.

Use SuperPNG plugin. It makes life so much easier by supporting alpha in PNG

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I need to disable auto-fairings on an engine. Can I do this in the .cfg?

From the OP:


----NON AUTO SHROUD CONFIGS----
For non-automatic engine shrouds you have to extract the GameData folder contained
within the Extras/NoAutoShroudConfigs folder after having previously installed
KW Rocketry as above.You should merge and overwrite the parts files when prompted
and this should mean your engines no long have automatic shrouds.

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I saw that in the OP, but if I have to use a new part file will that corrupt my craft using the engines?

The configs override the existing ones. Find the config for the engine you want and copy it over the current one. It shouldn't adversely affect any of your VAB craft files (apart from removing the fairings obviously), I don't know what it would do to currently in progress flights if I'm honest.

Use SuperPNG plugin. It makes life so much easier by supporting alpha in PNG

Last time I tried to use superPNG it had troubles with the 64bit version of PS. I'm also currently on CS5, I thought it was for CS2? or 3?.

I have a request for a few parts:

1: a 1 meter version of the sidetanks

2: a 1 meter version of the side mounted reaction wheels

That's all folks.

The side mounted reaction wheels are really to get over the structural weirdness that inline 2/3m reaction wheels cause, I don't see a reason to have them other than aesthetics. That's why I didn't bother making them to begin with and that is also the reasoning for not having the 1m side tank as well.

But you're more than welcome to mess around with the .cfgs yourself and make them, I'd be more than happy to chime in if you want any help but it shouldn't be too hard to accomplish.

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The side mounted reaction wheels are really to get over the structural weirdness that inline 2/3m reaction wheels cause, I don't see a reason to have them other than aesthetics. That's why I didn't bother making them to begin with and that is also the reasoning for not having the 1m side tank as well.

But you're more than welcome to mess around with the .cfgs yourself and make them, I'd be more than happy to chime in if you want any help but it shouldn't be too hard to accomplish.

Ok, it shouldn't be to hard to rescale, I have don this before with stock parts, but balancing out the fuel and weight might bring some trouble, as it is hard to balance things good. Also if i do made some parts using the .cfgs, may I upload the file containting these two parts (and any other parts that I make with the .cfgs,)? I will give credit for everything to you, and give the link to the download for KW.

One more sugestion: Command pods that look AMAZING! :cool:

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Last time I tried to use superPNG it had troubles with the 64bit version of PS. I'm also currently on CS5, I thought it was for CS2? or 3?.

I just tried it, and its pretty amazing. Makes editing alphas in PNGs a breeze. And works just fine in CS6

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3.75m expanded fairing madness!!! I am trying to put a 3.75 expanded fairing on my ship and it's making me crazy! When I add a 1/3 section it just refuses to add the other two sides. What frustrating as hell is if I touch section to the main dot on the right I get only one side no matter what I do! If I touch it to either of the other dots I get three sides but they are rotated incorrectly! It's MADDENING!

http://i181.photobucket.com/albums/x185/ctbram/ksp%20stuff/kwrocketry%20fairing%20maddness/th_2014-02-13_00004_zps8a51a40e.jpg http://i181.photobucket.com/albums/x185/ctbram/ksp%20stuff/kwrocketry%20fairing%20maddness/th_2014-02-13_00005_zpsc6a7202f.jpg

rotate using shift + Q or E

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  • 3 weeks later...

Alright, so I've been playing around with this addon for a long time, but I've only just begun launching lighter payloads - that is, only a few tons. I've noticed that there is one specific engine that's lacking from both the stock parts, and pretty much every single addon: an engine with about 1000 kN of thrust. I've simply been unable to find such an engine. Is there any chance of getting an intermediate of the Vesta VR-9D and the Maverick-V? It would be really, really useful.

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Alright, so I've been playing around with this addon for a long time, but I've only just begun launching lighter payloads - that is, only a few tons. I've noticed that there is one specific engine that's lacking from both the stock parts, and pretty much every single addon: an engine with about 1000 kN of thrust. I've simply been unable to find such an engine. Is there any chance of getting an intermediate of the Vesta VR-9D and the Maverick-V? It would be really, really useful.

StarShine Industries has 950 and 1200 kN stock-alike engines.

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Kickass Kyle & Winston, could you please send me the mesh for the SPS engine? I want to try and make the small bell Apollo CSM engine from eyes turned skywards, which looks like so:

apollo_block_iii_vanilla_small.png?w=750&tok=f96ef2

Or, alternatively could you whip up a quick rescale for the nozzle? No need to do the cfg work, I'll do that. Thank-you in advance.

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I've noticed that there is one specific engine that's lacking from both the stock parts, and pretty much every single addon: an engine with about 1000 kN of thrust. I've simply been unable to find such an engine. Is there any chance of getting an intermediate of the Vesta VR-9D and the Maverick-V? It would be really, really useful.

Seconded. I have been in a lot of situations where my 2nd stage would have been exactly balanced with a 1000kN engine, while we get a huge gap from 600-something to 1400 or 1600.

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Kickass Kyle & Winston, could you please send me the mesh for the SPS engine? I want to try and make the small bell Apollo CSM engine from eyes turned skywards, which looks like so:

http://wiki.alternatehistory.com/lib/exe/fetch.php/timelines/apollo_block_iii_vanilla_small.png?w=750&tok=f96ef2

Or, alternatively could you whip up a quick rescale for the nozzle? No need to do the cfg work, I'll do that. Thank-you in advance.

You should be able to dump this into your existing SPS folder and you'll have a mini nozzle variant show up, there's a little bit of stretching but that's to be expected.

https://mega.co.nz/#!AwNAnIKZ!DL0-uRg3r5sk2nac1opw75fgGBpSiOgrDltTvaDR8co

Seconded. I have been in a lot of situations where my 2nd stage would have been exactly balanced with a 1000kN engine, while we get a huge gap from 600-something to 1400 or 1600.

I can see where you're both coming from and looking at the stats layouts, I can't say you're wrong. I'll have a think about it and see if there's something I can come up with.

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I was having a look at some of the new rocket engines we'll see coming along and stats wise I can't help but think I'll have to do some reasonable amounts of tweaking around to keep everything in check with the new stuff. Fun times ahead that's for sure. After having a brief look at the statistics I could procure I feel as though they may* have made things abit too easy, but then again balance wise it remains to be seen how much things will cost etc.

As I said, fun times are ahead.

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Having the restriction-by-techTree allows later engines to be flat out better than engines available earlier, I think that's what HarvesteR said during the Squadcast anyway

So things can now be balanced against being in a certain point in the techTree, not that we're going to have many examples of that to work out how much things can improve against tech level

It would be nice if this also came with the ability to depreciate/retire engines so they no longer appeared in the VAB (but didn't affect flights in progress) when the mk2/block-2 etc became available via tech purchase. It would be great to have (for a real example) something like the rd-253 available earlier on and have it incrementally improved during tech advancement all the way through to the RD-275M without having the outdated models clutter up the VAB as you progressed

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Having the restriction-by-techTree allows later engines to be flat out better than engines available earlier, I think that's what HarvesteR said during the Squadcast anyway

So things can now be balanced against being in a certain point in the techTree, not that we're going to have many examples of that to work out how much things can improve against tech level

It would be nice if this also came with the ability to depreciate/retire engines so they no longer appeared in the VAB (but didn't affect flights in progress) when the mk2/block-2 etc became available via tech purchase. It would be great to have (for a real example) something like the rd-253 available earlier on and have it incrementally improved during tech advancement all the way through to the RD-275M without having the outdated models clutter up the VAB as you progressed

I toyed with the idea of coming in with V2 style alcohol based rockets at the start and maybe working your way through certain rocketry advancements, but like you said, cluttering the game with redundant engines isn't a good way forward. especially with the RAM crisis that's ever lurking in the background.

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@Kickasskyle Do you plan to make fairings support the new .23.5 feature, where you can toggle showing mission flag on certain parts? Like This:

IMG_5761a_Atlas-V-SBIRS_Ken-Kremer.jpg

That would be cool, if you do.

Sorry, if someone has already asked.

Edited by Magion
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Having the restriction-by-techTree allows later engines to be flat out better than engines available earlier, I think that's what HarvesteR said during the Squadcast anyway

Remember there's also one additional balance point coming up in the not too distant future: vehicle cost.

I'd consider .23.5 to be a transitional period where Squad switches away from "all parts are equal in the sandbox" towards "continual progression". Come .24 with the economic aspects, and you suddenly have an incentive to not always use the best possible parts - because they will cost more. And after people run out of cash for the first time because they built something unnecessarily over-engineered and then screwed up their launch a few times because the staging is wrong or they forgot to hit T, they'll gain a heightened awareness for previously underutilized parts. Suddenly that other engine with 10% less Isp starts looking great if it only costs half as much.

As such, if mods require rebalancing, then I'd wait until .24 if I were the author. You'll likely have to go over every single part then anyway in order to calibrate prices against stock parts, and the update will probably come at most a month after the ARM mission. I'm fairly sure the somewhat arbitrary seeming price tags in the current stock game will change in many cases.

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