swamp_ig Posted April 17, 2014 Author Share Posted April 17, 2014 Okay, I'll play around with config files and make some alternate named duplicate parts. Done that often enough with other parts, just wasn't sure how this one might respond. It's basically designed with that in mind Link to comment Share on other sites More sharing options...
White Owl Posted April 17, 2014 Share Posted April 17, 2014 Changing the nosecone's aspectMin to 0.25 works well! Gives the option to have a nosecone much longer than would ever be practical. There's still one problem though... It's heavier than a structural piece of exactly the same shape and size, even though the mass in the cfg is smaller. Link to comment Share on other sites More sharing options...
Mordrehl Posted April 17, 2014 Share Posted April 17, 2014 For the life of me I can't get a tank/structural larger than 3.0m diameter in Career ... Sandbox works fine thoughDigging through the cfg's for Tank and Structural I can't seem to sort out what Tech I'm missing. I've unlocked up to Very Heavy Rocketry Link to comment Share on other sites More sharing options...
OtherBarry Posted April 17, 2014 Share Posted April 17, 2014 For the life of me I can't get a tank/structural larger than 3.0m diameter in Career ... Sandbox works fine thoughDigging through the cfg's for Tank and Structural I can't seem to sort out what Tech I'm missing. I've unlocked up to Very Heavy RocketrySo currently, version 0.9.0 is still missing ARM updates, so your limited to 3m in career mode until you unlock MetaMaterials, in which you gain the ability to stretch your tanks infinitely wide and tall. In the next update that will improve a tad, so you wont be able to go further than 4 or 5m until MetaMaterials. Link to comment Share on other sites More sharing options...
Mordrehl Posted April 18, 2014 Share Posted April 18, 2014 So currently, version 0.9.0 is still missing ARM updates, so your limited to 3m in career mode until you unlock MetaMaterials, in which you gain the ability to stretch your tanks infinitely wide and tall. In the next update that will improve a tad, so you wont be able to go further than 4 or 5m until MetaMaterials.Found a work around for now .... so far it hasn't crashed soooooEdited Structural and the Tank cfg to :TECHLIMIT { // X200-16 - 2.5 x 1.875 m = 9.204 kL TechRequired = heavyRocketry diameterMax = 3.75 <---- (from 3.0) volumeMax = 10.0 Link to comment Share on other sites More sharing options...
romanasul Posted April 18, 2014 Share Posted April 18, 2014 Hello guys, I'm curious If there's a way to increase the tank dry masses, because they seem to be too low. I'm trying to replicate an R-7 Semyorka in RSS with Realism Overhaul and all essential mods installed. Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 18, 2014 Share Posted April 18, 2014 MODULE { name = ProceduralPart diameterMin = 0.01 diameterMax = Infinity diameterLargeStep=1.00 diameterSmallStep=0.10 lengthMin = 0.01 lengthMax = Infinity volumeMin = 0.01 volumeMax = Infinity } MODULE { name = ProceduralShapeCylinder displayName = Cylinder TechRequired = start TechObsolete = advConstruction length = 1.0 diameter = 1.00 diameterLargeStep=1.00 diameterSmallStep=0.10 }I changed the config for the default tank how you said and it doesn't do anything. I also changed the initial diameter, which works fine but the steps are still 1.25m. The first thing it does when I step up is go from 1.00 to 1.25 then 2.50 etc. Link to comment Share on other sites More sharing options...
NotStallman Posted April 19, 2014 Share Posted April 19, 2014 Hotfix:https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/KSPAPIExtensions.dllhttps://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/ProceduralParts.dllI think this may solve the issues that have been reported (slider problems, problems with interop with other mods)If anyone is keen to do some testing for me, please download the two dll files and replace the ones in ProceduralParts/PluginsThis solved all my problems, thank you based dev. Link to comment Share on other sites More sharing options...
lordkrike Posted April 19, 2014 Share Posted April 19, 2014 Hotfix:https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/KSPAPIExtensions.dllhttps://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/ProceduralParts.dllI think this may solve the issues that have been reported (slider problems, problems with interop with other mods)If anyone is keen to do some testing for me, please download the two dll files and replace the ones in ProceduralParts/PluginsWorked great for me as well. ModuleManager 2.0.1 wasn't working with it before, and now it is. Parts automatically set their fuel to maximum when resized, and I can tweak how full they are in the VAB and it stays that way on the launch platform (before, they would always simply go to full, no matter what).Also, a quick question: is there any particular reason why SRBs can't get more than 331kN of thrust? The new NASA SRB can get 650kN of thrust, and it's a little strange that I can't replicate that capability. Edit: oh, I see this hasn't been updated since ARM, gotcha.Finally, a suggestion, if you'll have it: modular radial tanks. I see no reason why the various radial tanks can't all be replaced in pretty much one go as well.Also, a pill-tank with fillet=length=width is a sphere, which is fun. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 19, 2014 Author Share Posted April 19, 2014 Finally, a suggestion, if you'll have it: modular radial tanks. I see no reason why the various radial tanks can't all be replaced in pretty much one go as well.You can surface attach the tanks at the moment, although there's no 'mounting pod'If you see the OP you'll see that that is planned... Link to comment Share on other sites More sharing options...
NathanKell Posted April 19, 2014 Share Posted April 19, 2014 swamp_ig: you may want to include the functionality from CrossFeedEnabler if you make radial tanks. Link to comment Share on other sites More sharing options...
blackheart612 Posted April 19, 2014 Share Posted April 19, 2014 swamp_ig: you may want to include the functionality from CrossFeedEnabler if you make radial tanks.Dat advertisement Link to comment Share on other sites More sharing options...
Green Skull Posted April 19, 2014 Share Posted April 19, 2014 Downloaded from OP and didn't work for me Downloaded DLL's from a couple of pages back and works great! Check out this post to see what use I put it too Launch-Kerbals-on-an-SRB Link to comment Share on other sites More sharing options...
lordkrike Posted April 19, 2014 Share Posted April 19, 2014 You can surface attach the tanks at the moment, although there's no 'mounting pod'If you see the OP you'll see that that is planned...Awesome.By the way, I happen to think that this is an incredible mod. While I'm not sure it's appropriate for new players, it's perfect for those of us who can actually into some orbital mechanics. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted April 19, 2014 Share Posted April 19, 2014 I already asked a while back, but how likely is an alternative nozzle for the SRB with a skirt like the shuttle SRBs? Link to comment Share on other sites More sharing options...
RaccoonTOF Posted April 19, 2014 Share Posted April 19, 2014 (edited) The updated DLL's fixed my inability to resize or change textures, but I've lost all tank types except for the standard "liquid fuel" and "monopropellant" types. Other types of tanks previously launched still appear to be on the ships they launched on (at least my station in Kerbostationary orbit hasn't lost its procedural service module tanks), but I cannot add any to new ships in the VAB.EDIT: It appears that the new DLLs are not detecting RealFuels as being installed anymore. All of the missing tank types are the ones that are in the RealFuels subfolder... Edited April 19, 2014 by RaccoonTOF Link to comment Share on other sites More sharing options...
Motokid600 Posted April 20, 2014 Share Posted April 20, 2014 Sorry if this has been covered before, but in terms of adding hotrockets to the SRB does the procedural parts version have ModuleEngineFX? Link to comment Share on other sites More sharing options...
lordkrike Posted April 20, 2014 Share Posted April 20, 2014 Procedural decouplers/separators have wobble issues. My payload wobbles like it's back in .22 unless I attach the booster to the payload using struts. No idea what the problem is, or if it's just me.Also, any chance we can get a slider to adjust the curvature on decouplers? I really hate the pill-shaped ones, and would much prefer straight-walled ones. Link to comment Share on other sites More sharing options...
blackheart612 Posted April 20, 2014 Share Posted April 20, 2014 I haven't really played yet to remember how this functions if it does adjust the node size or not as its size goes up. Cause if not, I think that's the problem. Not sure. Link to comment Share on other sites More sharing options...
rkman Posted April 20, 2014 Share Posted April 20, 2014 Procedural decouplers/separators have wobble issues. I think that's due to their relatively low mass. Same problem as stock SAS units. Link to comment Share on other sites More sharing options...
Applemacbook13 Posted April 20, 2014 Share Posted April 20, 2014 Hi, I'm not able to modify any variables within the right click menu, my options are width and length, and both seem to be inoperable. Link to comment Share on other sites More sharing options...
Motokid600 Posted April 20, 2014 Share Posted April 20, 2014 Bumping my inquiry on adding hotrocket effects to the SRB. My attempts have resulted in no effects what so ever. Ferram told me that the Stretchy SRB doesn't have ModuleEnginesFX which is why it won't work. But supposedly the procedural parts version of the SRB does? Basically I'm reverse engineering a configuration used for the KW "Thor" SRB and trying to apply it to the Stretchy SRB with its own .cfg. No luck. Link to comment Share on other sites More sharing options...
NathanKell Posted April 20, 2014 Share Posted April 20, 2014 Nope, just checked the source here and PP doesn't either. Hey swamp_ig, you might want to steal my ModuleEngines / ModuleEningesFX wrapper from Real Fuels (or HoneyFox's presumably-better/more-flexible one from Engine Ignitor) so that your code can use either ModuleEngines or ModuleEnginesFX in your SRBs....or just switch to ModuleEnginesFX and say "enough with that" which is probably easier and better. Link to comment Share on other sites More sharing options...
JTG Posted April 21, 2014 Share Posted April 21, 2014 How do you get custom textures for this? I was thinking of making a pack of textures, and I saw that blue and white one in the album. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 21, 2014 Author Share Posted April 21, 2014 How do you get custom textures for this? I was thinking of making a pack of textures, and I saw that blue and white one in the album.You need the textures obviously. Once you've got that ready just follow the directions in the Parts/STTextures.cfg file. Link to comment Share on other sites More sharing options...
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