Jump to content

Wobbly rockets - Now 1.09 - 2 metre parts, verniers, payload fairings, MUCH more


Sunday Punch

Recommended Posts

Thankfully that message is now redundant because there's a new version.

No new parts in this version but the collision issues are fixed for all the parts! This means small fuel tanks and RCS modules won't randomly explode, the centre node on the 5X1 coupler works properly, etc. THANK YOU oniontrain for helping track it down to a problem with exporting with the Collada format.

Look! It's not blowing up! Hooray!

*IMAGE*

Get 1.06:

http://www.multiupload.com/IVBHCQBO80

Hope you don't mind me updating the repository with the latest update:

http://ksp.victorbjelkholm.se/?p=56

Link to comment
Share on other sites

I have found the most glorious quirk with the RCS modules. When they're snapped free (or, presumably, detached in a controlled manner, should such a thing ever happen with Kerbal rockets), they carry on applying the last force you had set, including SAS forces. Given they're invulnerable, scattering some from orbit will probably leave them rolling around the terrain below you.

Here's one from an experimental big-wheel (1X3 adapter shrouds) ground vehicle enthusiastically tumbling its way back to the vehicle assembly building after the project experienced deferred success.

Link to comment
Share on other sites

I take it the parts folder is the correct folder to call MODS?

The MODS folder is a NEW folder. It's where you keep deactivated mods that are ready for activation. Organize your folders under MODS by Mod name.

KSP\MODS\Bubbas Mod\Parts\part1\<part1 files>

KSP\MODS\Bubbas Mod\Parts\part2\<part2 files>

KSP\MODS\Joes Mod\Parts\part1\<part1 files>

Then when you use GME to activate, say Bubbas Mod, it copies the files from the Bubbas Mod folder as if it were the game folder putting everything in the right place.

Link to comment
Share on other sites

having trouble with the large decoupler... it attaches fine to the bottom of a large fuel tank or engine but i cannot attach anything to the decoupler.. the tiny little decoupler isnt holding up well to the stress of a 6 stage deep space rocket with solid boosters

Edit: problem 2, i cant get anything to stick to the bottom of a 4 nozzle rocket at all in .8.5. It's showing attached in the bay but on the pad wobble wobble BOOM!

Link to comment
Share on other sites

I'm having the same problem as above with regards to the large decoupler. Also, the large 4x liquid engine will not stay connected to the fuel tank for some reason. Tried using the model from a previous version and same issue. Going to try the previous fuel tank to see if that is the culprit.

Otherwise great additions!

Link to comment
Share on other sites

Yeah that's a known issue, unfortunately I can't do anything to fix it at the moment. The link between the engine cluster fails when there's too much weight resting on it, so it snaps off. The strength of the connection between modules is fixed, so I can't alter it. You can get around this issue by making sure the 4X liquid cluster isn't the part resting on the ground on the launhpad.

Link to comment
Share on other sites

it's not breaking on the ground, it's breaking in the middle of the stack, 2 orange tanks,a adapter, and a couple fuel tanks and a medium rocket engine plus the command module with a chute

Link to comment
Share on other sites

it's not breaking on the ground, it's breaking in the middle of the stack, 2 orange tanks,a adapter, and a couple fuel tanks and a medium rocket engine plus the command module with a chute

Same issue. What ever you have above the coupler that's breaking is too heavy for the coupler. This is by design as there has to be a limit.

Link to comment
Share on other sites

The large decoupler isn't working. I can't get anything to attach to the bottom, and it used to work before.

Also, has anyone else noticed that the RCS module can get too-heavy stacks off the ground? I just wiggle it from side to side, and presto! The rocket takes off. :o

Link to comment
Share on other sites

The large decoupler isn't working. I can't get anything to attach to the bottom, and it used to work before.

Also, has anyone else noticed that the RCS module can get too-heavy stacks off the ground? I just wiggle it from side to side, and presto! The rocket takes off. :o

Really? It was working before. Maybe I broke it again :(. That thing has always kind of been a pain in the ass. And yeah the RCS will get you off the ground if you wobble your way off the pad, since the pad is 'sticky.' It's also why you spring off the pad when you slowly throttle up the engines, rather than slowly lifting off then gathering speed.

Link to comment
Share on other sites

8) New version of my parts pack 8)

New in this version:

-Small liquid engine. Useful for puttering your command modules around in orbit, it's very small and light.

-Decoupler shrouds, 3 lengths. Use these to cover up those unsightly engine bells. Comes in 3 lengths that match different engine sizes reasonably well.

-Decoupler. A bog standard decoupler, just with the same appearance as my new shrouds for visual continuity.

-A few minor tweaks to old parts.

40BGh.jpg

XayCr.jpg

Sunday Punch's parts package v 1.07 contents

*1 metre to 3 metre adapter

*3 metre to 1 metre adapter

*Aerodynamic nosecone

*3 metre decoupler

*1X3 metre to 5X1 metre coupler

*3 metre engine cluster

*Dual coupler, 2 versions

*Quad coupler

*Escape tower

*3 metre fuel tank

*Lateral coupler, 2 versions

*Medium liquid engine

*Medium solid motor

*NERVA engine

*RCS module

*Retrorocket module

*Small fuel tank

*Small solid motor

*small liquid engine

*Decoupler shroud, 3 lengths

*Decoupler matching decoupler shrouds appearance

Available here:

http://www.multiupload.com/V2CFJ1U4C8

Link to comment
Share on other sites

Sunday Punch, I love your parts! I tried building a rocket just like the one in your picture. It was pretty unstable, though. It always seemed to detach in the middle, right below that single booster. That reminds me, is there any way to modify the strength of connections? It seems like a lot of engines are too powerful and just rip rockets apart. I know that's probably more realistic but it's not as fun.

Link to comment
Share on other sites

Thanks for this new release!

Can i ask for the decoupler shrouds for your 3 meter stages / tanks next please? :D

These are awesome, but what does the new decoupler (shroud) do?

It works like a normal decoupler, but has an extra high outer wall for better visuals. In real rockets you dont see the engines for stages sticking out in the open either, so now your rocket can be nice and smooth without any aerodynamical holes for stages :)

Link to comment
Share on other sites

It works like a normal decoupler, but has an extra high outer wall for better visuals. In real rockets you dont see the engines for stages sticking out in the open either, so now your rocket can be nice and smooth without any aerodynamical holes for stages :)

Sounds awesome, thanks.

Link to comment
Share on other sites

Sunday Punch, I love your parts! I tried building a rocket just like the one in your picture. It was pretty unstable, though. It always seemed to detach in the middle, right below that single booster. That reminds me, is there any way to modify the strength of connections? It seems like a lot of engines are too powerful and just rip rockets apart. I know that's probably more realistic but it's not as fun.

I REALLY wish you could alter the properties of the joints between modules, as it would let me fix several issues with my parts. It's not possible at the moment unfortunately, hopefully that's something that will be included in a future release of KSP. That rocket does tend to snap in half if you're too violent with the attitude control, you need to be gentle :)

And yeah the shroud decouplers are just fairings to cover engines above them, functionally they're the same as normal decouplers. But they look cool!

Link to comment
Share on other sites

@SP, that's too bad. Also, with your rocket I used the retrorockets for separation, but they didn't work. The retrorockets fired BEFORE the decouplers activated so it was a total waste. Did I do something wrong with the staging?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...