swamp_ig Posted April 28, 2014 Author Share Posted April 28, 2014 0.9.5 switched to needs RealismOverhaul for the diameters, but RealismOverhaul isn't a plugin so it doesn't do anything. I suggest you just change it back to RealFuels since it's a safe assumption people with RealFuels also have RO.If you really want 1m snaps, just edit the MM config and remove the AFTER[RealismOverhaul] bit Link to comment Share on other sites More sharing options...
swamp_ig Posted April 29, 2014 Author Share Posted April 29, 2014 0.9.5 bug found. I'm so bored that I did GIF.Thanks for that. Have found and fixed.Here's a quick-fix DLLAnd have updated the download link too so it's fixed for future downloads, I don't think this is really worthy of a full release. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 29, 2014 Author Share Posted April 29, 2014 I've updated the download link again - the only change is using 2.0.5 of module manager as 2.0.3 had a bad bug.You could just replace the module manager DLL with the new one if you wanted to. Link to comment Share on other sites More sharing options...
Rioliki Posted April 29, 2014 Share Posted April 29, 2014 (edited) I have tested this a lot. No bugs found. Except when parts in contact with the surface and/or water, but this is, how I understand, the long known issue. Edited April 29, 2014 by Rioliki Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 29, 2014 Share Posted April 29, 2014 If you really want 1m snaps, just edit the MM config and remove the AFTER[RealismOverhaul] bitI did that already, was just pointing it out in case you weren't aware of it.RO is about to be a pluginBut then again, it won't matter it seems. Link to comment Share on other sites More sharing options...
swamp_ig Posted April 29, 2014 Author Share Posted April 29, 2014 I have tested this a lot. No bugs found. Except when parts in contact with the surface and/or water, but this is, how I understand, the long known issue.Thanks heaps for testing.How do you mean? Link to comment Share on other sites More sharing options...
Mokmo Posted May 1, 2014 Share Posted May 1, 2014 (edited) SRB issue found, quickly went through the others' issues and didn't find so posted. #45Edit: known bug ? oh well Edited May 1, 2014 by Mokmo Link to comment Share on other sites More sharing options...
swamp_ig Posted May 1, 2014 Author Share Posted May 1, 2014 SRB issue found, quickly went through the others' issues and didn't find so posted. #45Edit: known bug ? oh wellIt's in the known issues section of the OP Link to comment Share on other sites More sharing options...
KAO Posted May 1, 2014 Share Posted May 1, 2014 I don't know if this has been reported, but the behavior of the mixed/liquidfuel/oxidizer mechanic is a bit buggy. If I change a tank from mixed to liquid fuel, the tank would then hold as much liquid fuel as the mixed tank of equivalent size, when it should hold MORE liquid fuel than the mixed tanks. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 1, 2014 Author Share Posted May 1, 2014 Yeh, I agree this is a bit daft. This sticks to what stock does. Importantly the mass is lower, so requires less engine to push the same volume. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 1, 2014 Author Share Posted May 1, 2014 If anyone is interested in doing a bit of testing for me, there's a pre-release of heat shields for deadly reentry, as developed by OtherBarry.I've also been working on some other code to do with attachments which could do with some testing.Just follow the link to the github page and it'll tell you what to do. Link to comment Share on other sites More sharing options...
Mipe Posted May 1, 2014 Share Posted May 1, 2014 (edited) Hm, it seems that procedural decouplers allow fuel crossfeed - or at least appear to. KER shows increased DV for first stage after I add procedural fuel on bottom stages...Another observation: the latest FAR release feels rather unkind to the procedural parts. If you put any strain on those procedural tanks (too high TWR or angling too fast during ascent), they fall apart like a house of cards. Edited May 1, 2014 by Mipe Link to comment Share on other sites More sharing options...
Rioliki Posted May 1, 2014 Share Posted May 1, 2014 t seems that procedural decouplers allow fuel crossfeedNo, they are not. Also my KER is OK with procedural parts. Link to comment Share on other sites More sharing options...
Mipe Posted May 2, 2014 Share Posted May 2, 2014 Then how do you explain first stage deltaV doubling when I add another procedural fuel tank below procedural decoupler? I'm using the experimental KER release.When I launched, I noticed the bottom stage was drawing fuel from first stage. I had to manually disable first stage fuel and fill it back up mid-ascent.This doesn't happen with stock decouplers. Link to comment Share on other sites More sharing options...
Azimech Posted May 2, 2014 Share Posted May 2, 2014 (edited) Another observation: the latest FAR release feels rather unkind to the procedural parts. If you put any strain on those procedural tanks (too high TWR or angling too fast during ascent), they fall apart like a house of cards.Haven't noticed anything. Edited May 2, 2014 by Azimech Link to comment Share on other sites More sharing options...
Mipe Posted May 2, 2014 Share Posted May 2, 2014 In the FAR 0.13.2 release, ferram added this feature:Aerodynamically-induced structural failures will now be applied. Beware of high dynamic pressureAnd, well, procedural parts don't seem to have much of stiffness compared to stock parts. Then again I am using Kerbal Joint Reinforcement as well, could it be missing those procedural parts? In any case, they feel really fragile. If I build a rocket out of stock parts, it feels more stable when doing slight gravity turn adjustments. Do the same with procedural parts, it falls apart.Maybe I'm misunderstanding something...? Link to comment Share on other sites More sharing options...
Rioliki Posted May 2, 2014 Share Posted May 2, 2014 Then how do you explain first stage deltaV doubling when I add another procedural fuel tank below procedural decoupler? I'm using the experimental KER release.When I launched, I noticed the bottom stage was drawing fuel from first stage. I had to manually disable first stage fuel and fill it back up mid-ascent.This doesn't happen with stock decouplers.Screenshot of that, please! Also, craft would be great. Link to comment Share on other sites More sharing options...
Mipe Posted May 2, 2014 Share Posted May 2, 2014 (edited) How strange... I loaded the same craft I had the issue with and this time there was no fuel feeding from top stage... so I can't reproduce the issue. I've re-tested with different setups, no krakens. Just a fluke then?I noticed I could place the procedural decouplers a little higher on the LV-909 (a little bit higher from where it should be), perhaps I did that and the engine was touching the next part? But then it doesn't allow placing any parts below that (tried it just now). Maybe it glitched out back then, allowing me to place the procedural fuel tank beneath the misplaced decoupler in a way it was still in contact with the engine?Well, anyway, that's that - I'll write it off to a fluke. Sorry about that.And since I have to break this pictureless post streak, a screenshot of Jeb during one of his favorite moments:Just a little bit past mach 1, did a little bit too forceful gravity turn. With stock parts, the same rocket would just do a flip and then carry on at lowered speed. Just a few procedural tanks stacked on top of each other here. Edited May 2, 2014 by Mipe Link to comment Share on other sites More sharing options...
OtherBarry Posted May 2, 2014 Share Posted May 2, 2014 Just a little bit past mach 1, did a little bit too forceful gravity turn. With stock parts, the same rocket would just do a flip and then carry on at lowered speed. Just a few procedural tanks stacked on top of each other here.I'm pretty sure if the resistance is strong enough to flip your rocket, it should also break apart. Maybe it's related to the fact that one Procedural part often replaces multiple tanks, meaning that the drag 'focuses' on a single part. Link to comment Share on other sites More sharing options...
[email protected] Posted May 2, 2014 Share Posted May 2, 2014 Loving this mod!The single best mod I have downloaded thus far!I do hope that in the future this gets coupled with the procedural fairings mod...its a great mod but could stand to do with some improvements. New textures, shapes, procedural bases, colors, etc would be great. Right now the 5M limit is...well, limiting. Link to comment Share on other sites More sharing options...
[email protected] Posted May 2, 2014 Share Posted May 2, 2014 Procedural docking ports would be phenomenal. Heck, I just want procedural everything! Link to comment Share on other sites More sharing options...
OtherBarry Posted May 2, 2014 Share Posted May 2, 2014 I do hope that in the future this gets coupled with the procedural fairings mod...its a great mod but could stand to do with some improvements. New textures, shapes, procedural bases, colors, etc would be great. Right now the 5M limit is...well, limiting.I doubt we'll end up merging with procedural fairings, at least not in the foreseeable future. Procedural bases would be fantastic, and I'll have to loook into how PF works, but it should be somewhat doable. Blackheart612 has some nice textures, shapes and bases, as well as some great textures for this mod which would answer a few of your requests. Link to comment Share on other sites More sharing options...
OtherBarry Posted May 2, 2014 Share Posted May 2, 2014 Procedural docking ports would be phenomenal. Heck, I just want procedural everything!As long as it works with the current shapes that we have, anything is doable. Ask and you shall receive, but probably not for a few weeks, as I have exams. Link to comment Share on other sites More sharing options...
Mipe Posted May 2, 2014 Share Posted May 2, 2014 Hm. Procedural cargo bays probably are out of the question, but what about solar panels and girders? Think those initial 1x6 or 2x3 solar panels and just add panels/segments to the Gigantor size and even beyond, scaling the power output with it. As for girders, you'd just need one long procedural girder for those RCS thrusters and panels for the space station - save on the part count and ensure less wobbliness!Just a thought. Those should be doable with current parts as base - just repeat them. Link to comment Share on other sites More sharing options...
[email protected] Posted May 2, 2014 Share Posted May 2, 2014 As long as it works with the current shapes that we have, anything is doable. Ask and you shall receive, but probably not for a few weeks, as I have exams.If you do get around to this, please make sure that the procedural docking port can be used as the first part in a craft (needed for subassembly). Right now the big port can't be used as the first part of a craft, but the smaller ones can...I don't really understand that.If while you're at it you crafted a procedural reaction wheel I would no longer have any reason to have novapunch installed...just saying. lolI cannot express how great this mod is, and I love the potential! Link to comment Share on other sites More sharing options...
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