Motokid600 Posted April 1, 2014 Share Posted April 1, 2014 http://i.imgur.com/SxzGHJb.pnghttp://i.imgur.com/6Dd9nTJ.pngI imagine you mean something like this.That exactly, but it'd be nice if the IS adapter could function like that so it can be edited. Either that or if I can just tweak the cfg so thrust can pass through it that'd work well enough. I'm trying to emulate the SaturnV stage separation perfectly. Stage1 burnout>decouple,ulage motors>Stage2 ignite>IS drop. And onward.. The problem is.. since I can't thrust through the IS adapter the rocket loses too much momentum before the IS is clear. Link to comment Share on other sites More sharing options...
Azimech Posted April 1, 2014 Share Posted April 1, 2014 OP already said there would be no hollow shapes. Oval tanks already exist, just use two bezier cones.I mean oval like the Mk2 tanks, those are not possible with bezier cones.About the hollow shapes: I REALLY hope someone will reconsider. Building a gas turbine or a reciprocating engine is a very cumbersome and time consuming stuff this way, even with all the mods.It's like gearheads are shunned or something, and everyone's focused on the macro stuff. Rocket parts enough but try to find a coil spring. I've been asking for months for a simple bearing and a cylinder, because I can see where KSP can expand once people are tired of building spaceships, planes and seeing dancing kerbals on empty planets. Someday a genius freak will build a working fluid dynamics simulation, everyone will want to build a working rocket engine and they'll find they can't find parts for building valves or a turbopump. Someday stacking tanks won't be enough anymore. The hardliners will have ships 10K+ parts, with working electrical, hydraulic and mechanical systems designed by themselves. It will bring whole new magnitudes in realism and enjoyment. Link to comment Share on other sites More sharing options...
Uberdude9001 Posted April 1, 2014 Share Posted April 1, 2014 (edited) I mean oval like the Mk2 tanks, those are not possible with bezier cones.About the hollow shapes: I REALLY hope someone will reconsider. Building a gas turbine or a reciprocating engine is a very cumbersome and time consuming stuff this way, even with all the mods.It's like gearheads are shunned or something, and everyone's focused on the macro stuff. Rocket parts enough but try to find a coil spring. I've been asking for months for a simple bearing and a cylinder, because I can see where KSP can expand once people are tired of building spaceships, planes and seeing dancing kerbals on empty planets. Someday a genius freak will build a working fluid dynamics simulation, everyone will want to build a working rocket engine and they'll find they can't find parts for building valves or a turbopump. Someday stacking tanks won't be enough anymore. The hardliners will have ships 10K+ parts, with working electrical, hydraulic and mechanical systems designed by themselves. It will bring whole new magnitudes in realism and enjoyment.10,000 part ships aren't practical with KSP's engine. This mod has much more important issues that need dealing with, like the mass update issue. Edited April 1, 2014 by Uberdude9001 Link to comment Share on other sites More sharing options...
jsimmons Posted April 2, 2014 Share Posted April 2, 2014 I see the mass update issue has been fixed as well as a few other bugs. Sawmp Ig could you do another minor release. Link to comment Share on other sites More sharing options...
HoneyFox Posted April 2, 2014 Share Posted April 2, 2014 That exactly, but it'd be nice if the IS adapter could function like that so it can be edited. Either that or if I can just tweak the cfg so thrust can pass through it that'd work well enough. I'm trying to emulate the SaturnV stage separation perfectly. Stage1 burnout>decouple,ulage motors>Stage2 ignite>IS drop. And onward.. The problem is.. since I can't thrust through the IS adapter the rocket loses too much momentum before the IS is clear.Try the hollow interstage adapter I uploaded in the ProcFairings thread... it has dedicated collider that will not block the engine's thrust. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 2, 2014 Author Share Posted April 2, 2014 Yeh tis all working. Just been trying to get RF working nicely.It's going now, so just a bit of config tweaking for balance and hopefully will release when I get home from work today. Link to comment Share on other sites More sharing options...
OtherBarry Posted April 2, 2014 Share Posted April 2, 2014 Yeh tis all working. Just been trying to get RF working nicely.It's going now, so just a bit of config tweaking for balance and hopefully will release when I get home from work today.Yes! Thank you so much. With this and the ARM release, I don't think I'll have much of a life outside of KSP for a good few weeks. Link to comment Share on other sites More sharing options...
theSpeare Posted April 2, 2014 Share Posted April 2, 2014 Getting a lot of this:dest.radius>=0.0f(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)dest.radius>=0.0f(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)dest.radius>=0.0f(Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126)dest.radius>=0.0f(Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96)dest.radius>=0.0f(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)dest.radius>=0.0f(Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133)dest.radius>=0.0f Link to comment Share on other sites More sharing options...
swamp_ig Posted April 2, 2014 Author Share Posted April 2, 2014 OK haven't updated the first post yet, but here it is:https://github.com/Swamp-Ig/ProceduralParts/releases/tag/0.8.0I suspect there may be some munging of the configs of the SRBs for Real Fuels, I don't really use it so I've just taken a guess at how it should work. Link to comment Share on other sites More sharing options...
Uberdude9001 Posted April 2, 2014 Share Posted April 2, 2014 OK haven't updated the first post yet, but here it is:https://github.com/Swamp-Ig/ProceduralParts/releases/tag/0.8.0I suspect there may be some munging of the configs of the SRBs for Real Fuels, I don't really use it so I've just taken a guess at how it should work.How does one get this to work? It's missing ProceduralParts.dll and KSPAPIextensions.dll. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 3, 2014 Author Share Posted April 3, 2014 Ok, first post updated.Enjoy, am going camping for the weekend Link to comment Share on other sites More sharing options...
curiousepic Posted April 3, 2014 Share Posted April 3, 2014 Is there a reason the Smooth Cone's top won't go any wider than 1.25? I got excited about recreating a classic/retro rocket design but immediately hit that roadblock. It's certainly possible in Stretchy. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 3, 2014 Author Share Posted April 3, 2014 Is there a reason the Smooth Cone's top won't go any wider than 1.25? I got excited about recreating a classic/retro rocket design but immediately hit that roadblock. It's certainly possible in Stretchy.This issue is now fixed, see first post to download. Link to comment Share on other sites More sharing options...
Guest Posted April 3, 2014 Share Posted April 3, 2014 Okay, I was going to test the earlier issue for you because I figured "who needs sleep?" and, well, this happened:Also, I can't make the top of a cone bigger than the bottom, like before, which screws up a lot of my designs. I fear this save game is done for.I'll test the craft loading/rendezvous for you tomorrow when I have a little time. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 3, 2014 Author Share Posted April 3, 2014 Also, I can't make the top of a cone bigger than the bottom, like before, which screws up a lot of my designs. I fear this save game is done for.I'll test the craft loading/rendezvous for you tomorrow when I have a little time.You might find some save games work, but no promises. There's no easy way around that unfortunately - the part mass issue needs at least a relaunch to fix. I guess this is the thing with 'beta' software It's deliberate that you can't make the bottom smaller than the top on cones. It solves some aesthetic and functional issues which I won't delve into here. You can always turn the cone upside-down if you need to. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 3, 2014 Author Share Posted April 3, 2014 Hmm... Might rethink something I've done there with regards to breaking saves. Problem is that to undo it will break saves again Don't build anything until the next version is out that you want to keep! Link to comment Share on other sites More sharing options...
Guest Posted April 3, 2014 Share Posted April 3, 2014 It's deliberate that you can't make the bottom smaller than the top on cones. It solves some aesthetic and functional issues which I won't delve into here. You can always turn the cone upside-down if you need to.Sure, that just screws up craft that are in flight. Not a big deal, I get that this is in development.Hmm... Might rethink something I've done there with regards to breaking saves. Problem is that to undo it will break saves again I still have a backup of that save if you want me to test anything. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 3, 2014 Author Share Posted April 3, 2014 I still have a backup of that save if you want me to test anything.Great! cool. Will get back to you after this weekend. Link to comment Share on other sites More sharing options...
MDBenson Posted April 3, 2014 Share Posted April 3, 2014 This is working great for me so far, I've built some really great rockets with it with very few problems. Updating to 0.8.1 to test Real Fuels integration. Link to comment Share on other sites More sharing options...
Mordrehl Posted April 3, 2014 Share Posted April 3, 2014 Curious ... not at home so can't test it till later tonight, but what radius sizes does this mod create? Including the new larger stock size? Link to comment Share on other sites More sharing options...
Kolago Posted April 3, 2014 Share Posted April 3, 2014 I like to have procedural girders and octo's one day! T, L and + shaped procedural girder connectors like here:http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-esthetics Link to comment Share on other sites More sharing options...
OtherBarry Posted April 3, 2014 Share Posted April 3, 2014 Curious ... not at home so can't test it till later tonight, but what radius sizes does this mod create? Including the new larger stock size?I'm pretty sure it's infinite. I've had tanks they were 15 meters wide, so I'm sure the new 3.75 meter parts will work fine. When you do get around to playing it, can you let me know how well it works with 0.23.5? I've been holding back on updating my modded game in case. Link to comment Share on other sites More sharing options...
OtherBarry Posted April 3, 2014 Share Posted April 3, 2014 I like to have procedural girders and octo's one day! T, L and + shaped procedural girder connectors like here:http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-estheticsGirders and Octos are in development at the moment. I'm not sure about more complex shapes though. Link to comment Share on other sites More sharing options...
curiousepic Posted April 3, 2014 Share Posted April 3, 2014 This issue is now fixed, see first post to download. Woo! Thank you. Link to comment Share on other sites More sharing options...
jsimmons Posted April 4, 2014 Share Posted April 4, 2014 (edited) In some config files I have been working I now see the follow. The same is true for just building a normal rocket:[LOG 18:47:15.196] System.NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralAbstractShape.RaiseChangeAttachNodeSize (System.String name, Single minDia, Single area, Int32 size) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralAbstractSoRShape.UpdateNodeSize (ProceduralParts.ProfilePoint pt, System.String nodeName) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralAbstractSoRShape.WriteMeshes (System.Collections.Generic.LinkedList`1 pts) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralAbstractSoRShape.WriteMeshes (.ProfilePoint[] pts) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralShapeCylinder.UpdateShape (Boolean force) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralAbstractShape.Update () [0x00000] in <filename unknown>:0 Do you know what I'm doing wrong? Edited April 4, 2014 by jsimmons Link to comment Share on other sites More sharing options...
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