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[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19


swamp_ig

Would you prefer decouplers to:  

118 members have voted

  1. 1. Would you prefer decouplers to:

    • Closely as possible follow stock behaviour
      15
    • Have a sensible relation between size, decoupler force, and mass
      153


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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 :)

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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.

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For the life of me I can't get a tank/structural larger than 3.0m diameter in Career ... Sandbox works fine though

Digging 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

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For the life of me I can't get a tank/structural larger than 3.0m diameter in Career ... Sandbox works fine though

Digging 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

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.

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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 sooooo

Edited 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

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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.

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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.

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Hotfix:

https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/KSPAPIExtensions.dll

https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/ProceduralParts.dll

I 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/Plugins

This solved all my problems, thank you based dev.

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Hotfix:

https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/KSPAPIExtensions.dll

https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.1/ProceduralParts.dll

I 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/Plugins

Worked 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.

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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...

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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.

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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 by RaccoonTOF
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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.

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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.

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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.

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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.

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