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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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Small request...I was trying to figure out a way to do procedural racing stripes and decals for my aircraft.

Any chance you could put a fixed-ratio planar piece for decals (a square and 2:3 rectangle) into the next build? I tried to do variable racing stripes with an infinitely thin Pwing, but that plugin managed to crash my game, and the source for this only has 3d roundy bits that I could see.

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I'm having trouble with smooth cones on RF parts...

I have PP 9.8 and RF 5.3

After I set the size (doesn't matter what size, although I haven't checked whether volume matters or not), and fill the tank, I cannot bring up the right-click (tweakables) menu to change the size again (or utilization, etc.). Instead framerate drops for a few seconds and I get nothing, no menu at all. No error is thrown in the debug menu. Going to the real fuels menu in the action groups editor and removing the tanks(fuels) resolves the issue.

In the tweakables menu if the RF GUI is checked, sometimes it appears that there are two GUIs on top of each other.

Nothing game-breaking of course, but bugs nonetheless..

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This is a great mod and some definite improvements from strechy's however, I strongly disagree with the way in which they initially unlock in career mode. (I'm coming from a RSS standpoint using RPL19c) - Trying to make the first few things, that are possible at the start of career mode, is made near impossible and fairly unrealistic by being limited to the very wide and short (square) initial procedural tanks. Stuff like the WAC sounding rocket and vanguard are impossible to make realistically with such wide tanks. I think the original method of unlocking stretchy tanks was more realistic; that being initially unlimited to how narrow they are below < 0.25m, but being able to be fairly long, say 0 - 3/4m. This way you can make small narrow but long research suborbitals, like the WAC.

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I strongly disagree with the way in which they initially unlock in career mode. (I'm coming from a RSS standpoint using RPL19c)

If you don't like it you can always edit the config to tweak it to what you would like.

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If you don't like it you can always edit the config to tweak it to what you would like.

Ok thanks yeah just saw the config, sorry didn't mean to sound negative, this is great, just kinda weird when starting career mode :P

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Just like stretchy srbs, the srbs are locked to one thrust with Kerbal Isp Difficulty Scaler, though with this it's around 150 thrust.

Also, the decuplers are totally op, there's no limit to the impulse and adding more adds no weight...

I made orbit with 6 of them and an srb to punch though the atmosphere, in RSS!

7VAZJcr.png

Edited by bs1110101
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Just like stretchy srbs, the srbs are locked to one thrust with Kerbal Isp Difficulty Scaler, though with this it's around 150 thrust.

Might need to take that up with the author of that mod :)

Also, the decuplers are totally op, there's no limit to the impulse and adding more adds no weight...

I made orbit with 6 of them and an srb to punch though the atmosphere, in RSS!

Oh... I'd meant to put in an upper limit.

In terms of adding weight - the weight of the actual decoupling mechanism is negligible in stock, and really would be too in real life.

I agree there should be some trade-off however. Will have a think about it.

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So I was testing this and I can't figure the formula out for some reason... so

heat production = heat per thrust * Sqrt(thrust) / (1 + Mass)

heat per thrust = 40

thrust = 250

mass = 5.27

HP=40*sqrt(250)/(1+5.27)

HP=40*15.81/6.27

HP=40*2.52

HP=100.8

so I'm missing something correct?

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so I'm missing something correct?

I suspect that you want the dry mass rather than the wet mass, but I'm not entirely sure. Also, according to standard OoP, you would do 40*15.81 first, then divide by 6.27, although in this case it doesn't actually matter.

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Hello!

I have a request, could you please make an fuel tank, which would be pressurised, but would be without the insulation and electricity generator, so the fuel tank would be lighter?

Anyways, this is a lovely mod, thank you!

Edited by BadRocketsCo.
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where can I download this texturs?

This is based on original SQAD`s stock texture (copy - paste), so it is their intellectual property. I have no permission to use/edit it, so I have already violated their copyrights. I don`t want to make worse by distributing. So the answer is “nowhereâ€Â. But you can make them by you own. At yours own risk.

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I'm not sure where to post this, but the old stretchy tanks do not work anymore with the new RSS/Procedural tanks. The parts load, but their size is all the default size, and they do not hold the correct amount of fuel. This makes in-flight ships not happy, and craft in the VAB look weird, and not function properly. See image. Weirdly, the editor does seem to know how far the part extends, but the calculation for tank capacity and the display (at the very least) are definitely borked.

http://i.imgur.com/Bbb3CGS.png

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This is based on original SQAD`s stock texture (copy - paste), so it is their intellectual property. I have no permission to use/edit it, so I have already violated their copyrights. I don`t want to make worse by distributing. So the answer is “nowhereâ€Â. But you can make them by you own. At yours own risk.

Did you actually change the texture at all? or just write a config for it? If so you could just reference the texture, rather than copy it. I can't see why squad would take issue with that.

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See above: derivative works of Squad textures from GameData (though not from KSP_Data assets) are permitted. Otherwise all those "retexture stock parts" and "new part by copying the old folder and changing the stats" mods wouldn't be permitted.

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Has anyone else had issues with the procedural nosecone at all? When I click the part in the catalog, it locks KSP completely.

I can't find any mention of it in my KPS.log, and I can't recall this happening on 0.9.7.

The only change I made to the nosecone config file is the diameterMin -- I set it to 0.01. Though I've done that with all the parts in this pack and haven't had issues with any others.

Just curious if anyone else has used the nosecone in this new version.

I'm running Linux x64 build btw.

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Did you actually change the texture at all?

I "made" my texture by copy-paste from original (no other changes).

or just write a config for it?

It would be great, but no. If you ever see those textures, you can understand, that it requires something more than basic skills and I`m none even basic.

Not actually true. All textures in GameData/Squad are free for reuse/derivative works.

Itmight be true. I didn`t read the license, if honest. If it so, I’ll give it topeople. If no, blame NathanKell.

uKtwj.png

[/COLOR]
Stockdec
{
// by idiot
sides
{
texture = ProceduralParts/Parts/Stockdec
uScale = 2
vScale = 1
autoScale = true
autoWidthDivide = true
autoHeightSteps = 1
}
ends
{
texture = ProceduralParts/Parts/ends
}
}
[COLOR=#3E3E3E]

It is good for large ones(0.625+). You can do it better to a smaller ones by cut the halve and uScale = 4.

hpf89.png

axTKA.png

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Hey, creator/maintainer could you post the changelogs on the OP?

They've been pretty well documented on each release throughout the thread, but I suppose they ought to be brought together into a changelog. I'm happy to do it, or nag swamp_ig to do it, but either way we'll probably wait until the 1.0 release (coming soon...) and then start maintaining them for future versions.

Do you need/want them for something? I probably remember what's happened in all the different versions.

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They've been pretty well documented on each release throughout the thread, but I suppose they ought to be brought together into a changelog. I'm happy to do it, or nag swamp_ig to do it, but either way we'll probably wait until the 1.0 release (coming soon...) and then start maintaining them for future versions.

Do you need/want them for something? I probably remember what's happened in all the different versions.

Well you see I'm still juggling between this and stretchy, I've tried both but I regularly check this for updates until I find the benefits outweigh those of strechy's. I just figured it'd be a little faster easier if those updates/changes were displaced on OP :P

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