Rioliki Posted May 8, 2014 Share Posted May 8, 2014 it doesn't quite fit the style of stock partsStock-alike is the EZ as pie. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 8, 2014 Author Share Posted May 8, 2014 Apart from the heat-shield scaling issue, has anyone noticed any bugs with the latest code? Link to comment Share on other sites More sharing options...
Azimech Posted May 8, 2014 Share Posted May 8, 2014 Can't think of any. And my compliments for your coding skills! Link to comment Share on other sites More sharing options...
PolecatEZ Posted May 8, 2014 Share Posted May 8, 2014 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. Link to comment Share on other sites More sharing options...
Yarbrough08 Posted May 8, 2014 Share Posted May 8, 2014 I'm having trouble with smooth cones on RF parts...I have PP 9.8 and RF 5.3After 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.. Link to comment Share on other sites More sharing options...
pingopete Posted May 8, 2014 Share Posted May 8, 2014 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. Link to comment Share on other sites More sharing options...
swamp_ig Posted May 8, 2014 Author Share Posted May 8, 2014 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. Link to comment Share on other sites More sharing options...
pingopete Posted May 9, 2014 Share Posted May 9, 2014 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 Link to comment Share on other sites More sharing options...
bs1110101 Posted May 9, 2014 Share Posted May 9, 2014 (edited) 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! Edited May 9, 2014 by bs1110101 Link to comment Share on other sites More sharing options...
swamp_ig Posted May 9, 2014 Author Share Posted May 9, 2014 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. Link to comment Share on other sites More sharing options...
power5000 Posted May 10, 2014 Share Posted May 10, 2014 So I was testing this and I can't figure the formula out for some reason... soheat production = heat per thrust * Sqrt(thrust) / (1 + Mass)heat per thrust = 40thrust = 250mass = 5.27HP=40*sqrt(250)/(1+5.27)HP=40*15.81/6.27HP=40*2.52HP=100.8so I'm missing something correct? Link to comment Share on other sites More sharing options...
OtherBarry Posted May 10, 2014 Share Posted May 10, 2014 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. Link to comment Share on other sites More sharing options...
BadRocketsCo. Posted May 10, 2014 Share Posted May 10, 2014 (edited) 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 May 10, 2014 by BadRocketsCo. Link to comment Share on other sites More sharing options...
dRuPpI Posted May 10, 2014 Share Posted May 10, 2014 Stock-alike is the EZ as pie.http://sa.uploads.ru/XDrfN.pngwhere can I download this texturs? Link to comment Share on other sites More sharing options...
Rioliki Posted May 10, 2014 Share Posted May 10, 2014 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. Link to comment Share on other sites More sharing options...
NathanKell Posted May 10, 2014 Share Posted May 10, 2014 Not actually true. All textures in GameData/Squad are free for reuse/derivative works. Link to comment Share on other sites More sharing options...
Taki117 Posted May 10, 2014 Share Posted May 10, 2014 0_0 I am so downloading this and getting rid of all of my other tanks! This is amazing! Question: Does it work with Tweakable Everything? Link to comment Share on other sites More sharing options...
Phredward Posted May 10, 2014 Share Posted May 10, 2014 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 Link to comment Share on other sites More sharing options...
swamp_ig Posted May 11, 2014 Author Share Posted May 11, 2014 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. Link to comment Share on other sites More sharing options...
NathanKell Posted May 11, 2014 Share Posted May 11, 2014 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. Link to comment Share on other sites More sharing options...
amo28 Posted May 11, 2014 Share Posted May 11, 2014 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. Link to comment Share on other sites More sharing options...
Rioliki Posted May 11, 2014 Share Posted May 11, 2014 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.[/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. Link to comment Share on other sites More sharing options...
pingopete Posted May 11, 2014 Share Posted May 11, 2014 Hey, creator/maintainer could you post the changelogs on the OP? Link to comment Share on other sites More sharing options...
OtherBarry Posted May 11, 2014 Share Posted May 11, 2014 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. Link to comment Share on other sites More sharing options...
pingopete Posted May 11, 2014 Share Posted May 11, 2014 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 Link to comment Share on other sites More sharing options...
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