Tyrador Posted November 24, 2014 Share Posted November 24, 2014 It appears that fuel and mono-propellant tanks are missing in game, despite being present in mod folder. I've used fully stock kerbal with no mods but this one. Does anyone encounter similar issue? Thanks! Link to comment Share on other sites More sharing options...
elfnet Posted November 24, 2014 Share Posted November 24, 2014 Here are some ideas:Procedural Probe coresProcedural Communications AntennasProcedural Science GadgetsProcedural ParachutesProcedural Battery BanksProcedural Rover WheelsI realize Tweak Scale re-sizes many of these items BUT Tweak Scale also breaks some of these items also or makes then microscopic... Link to comment Share on other sites More sharing options...
Eggman360 Posted November 26, 2014 Share Posted November 26, 2014 Hey guys, just popped back on here to see how the mod is doing Link to comment Share on other sites More sharing options...
falken Posted November 26, 2014 Share Posted November 26, 2014 Here are some ideas:Procedural Probe coresProcedural Communications AntennasProcedural Science GadgetsProcedural ParachutesProcedural Battery BanksProcedural Rover WheelsI realize Tweak Scale re-sizes many of these items BUT Tweak Scale also breaks some of these items also or makes then microscopic...I think that Procedural probe cores would be particularly useful. Having your 1st and 2nd stages equipped with a probe core that fundamentally looks identical to the rest of the stack would be good for aesthetics.e: Also do you think there could be integration with Station Science? Procedural kibble canisters and also experiment modules. Link to comment Share on other sites More sharing options...
SuccessPastaTime Posted November 26, 2014 Share Posted November 26, 2014 I made a procedural probe core config. It's really easy, but mine might have some strange properties, as I literally just added a command module to the procedural battery config and saved it as another part. It get ends up having a huge battery capacity as you make it larger, and I'm not even sure about how the weight should scale as you tweak it. Link to comment Share on other sites More sharing options...
lodestar Posted November 26, 2014 Share Posted November 26, 2014 (edited) Here are some ideas:Procedural Probe coresProcedural Communications AntennasProcedural Science GadgetsProcedural ParachutesProcedural Battery BanksProcedural Rover WheelsProcedural Rover Bodies, I might add. Maybe the procedural Probe Cores fit the same role, if you can make them in rectangular shapes and change control orientation.Procedural Reaction Wheels would be interesting too. Edited November 26, 2014 by lodestar Link to comment Share on other sites More sharing options...
lodestar Posted November 26, 2014 Share Posted November 26, 2014 I don't know if the Life Support tanks are intended to be used with TAC LS or other LS mod, but the ratios for the combined tank seems wrong. You end up having a lot more water and oxygen than food. If you had more food it would make sense, since water and oxygen can be recycled.I changed my ratio in unitsPerKL to:Food: 227.5Water: 150.41Oxygen: 23034.92That matches the ratio for the original TAC LS containers and you have the same number of man/days for all resources. Link to comment Share on other sites More sharing options...
Tyrador Posted November 28, 2014 Share Posted November 28, 2014 Sorry to repost, but game is unplayable due to this issue. It appears that fuel and mono-propellant tanks are missing in game, despite being present in mod folder. I've used fully stock kerbal with no mods but this one. Does anyone encounter similar issue? Thanks! Link to comment Share on other sites More sharing options...
NathanKell Posted November 29, 2014 Share Posted November 29, 2014 Please follow the guidelines in this helpful sticky, that's the info we need to help out. Link to comment Share on other sites More sharing options...
Xgkkp Posted November 29, 2014 Share Posted November 29, 2014 I've got a giant solar panel shown as "Blocked by proceduralTan...", despite the fact that only a partial shadow overlaps the panel. Is this known? (I've just updated to latest, was on 9.2.0 before and it still happens) Link to comment Share on other sites More sharing options...
Starman4308 Posted November 29, 2014 Share Posted November 29, 2014 I've got a giant solar panel shown as "Blocked by proceduralTan...", despite the fact that only a partial shadow overlaps the panel. Is this known? (I've just updated to latest, was on 9.2.0 before and it still happens)I'm pretty sure that happens with anything: KSP's raycasting for solar panel effectiveness doesn't seem to be terribly effective. Link to comment Share on other sites More sharing options...
Xgkkp Posted November 29, 2014 Share Posted November 29, 2014 I'm pretty sure that happens with anything: KSP's raycasting for solar panel effectiveness doesn't seem to be terribly effective.Oh, my bad then. Perhaps I've just not used large panels enough to notice it. I save-edited some electricity in and moving around a bit gives the same message for partial fuel tank obstruction. Bit odd, as it's going to the trouble to casting the shadows but not using the results. Link to comment Share on other sites More sharing options...
NathanKell Posted November 29, 2014 Share Posted November 29, 2014 Solar panels raycast from wherever their suncatcher transform is to the sun. That transform is hopefully somewhere near the center of the panel, but who knows. And yes, if a single antenna (err, something with a collision hull at least) is carefully positioned, you can block a giant panel with a toothpick. Link to comment Share on other sites More sharing options...
MiltiTrace Posted December 2, 2014 Share Posted December 2, 2014 (edited) hello. dV, twr changes from VAB to launch, please look:(stock booster did not do it)how to fix it?) perhaps its not PP problem, not sure\i use FAR, Isp Difficulty Scaler, Tweak Scale and many other mods for parts. Edited December 2, 2014 by MiltiTrace Link to comment Share on other sites More sharing options...
Van Disaster Posted December 2, 2014 Share Posted December 2, 2014 KIDS seems to break the proc SRBs. Link to comment Share on other sites More sharing options...
Yaivenov Posted December 2, 2014 Share Posted December 2, 2014 Lightweight procedural trusses plox. Link to comment Share on other sites More sharing options...
Chezburgar7300 Posted December 2, 2014 Share Posted December 2, 2014 It seems I may have encountered a problem. Compared to the other tanks (from stock and KW), the procedural parts tanks have an insanely low LFO containment. For example, one KW tank may have 800 LF, while the Procedural Tank will have about 300. I've tried on a new install of this and the problem persists. Could it be Modular Fuel Tanks or Real Fuels? Link to comment Share on other sites More sharing options...
Yaivenov Posted December 3, 2014 Share Posted December 3, 2014 Oooo.....How about procedural conformal pipes/cabling?Basically fuel lines, except you mark the start and end nodes, and then it forms a utility fairing along the surface of the craft from point A to point B like on the Atlas and other rockets.This would really help with things like connecting service modules to capsules and ensuring fuel flow between them for RCS, etc. which is a real pain in the ass to do with the stock fuel line.Note the pipes/tunnels running up the sides of the rocket for the control wires and plumbing: Link to comment Share on other sites More sharing options...
Yaivenov Posted December 4, 2014 Share Posted December 4, 2014 No love for utility tunnels? Link to comment Share on other sites More sharing options...
John FX Posted December 6, 2014 Share Posted December 6, 2014 Has anyone suggested procedural solar panels yet? Link to comment Share on other sites More sharing options...
Chezburgar7300 Posted December 6, 2014 Share Posted December 6, 2014 Has anyone suggested procedural solar panels yet?Genius!10c Link to comment Share on other sites More sharing options...
johnsonwax Posted December 7, 2014 Share Posted December 7, 2014 Procedural RTGs should be fairly simple to do. Link to comment Share on other sites More sharing options...
Navy2k Posted December 14, 2014 Share Posted December 14, 2014 (edited) Hi, anyone experienced something like this? It's not snaping off, but stretching nearly 2 times the capsule length at chute deployment and then settling at this distance, hold together my magic magnets i guess I'm using Kerbal Joint Reinforcement, maybee thats the problem? Edited December 14, 2014 by Navy2k Link to comment Share on other sites More sharing options...
Azimech Posted December 14, 2014 Share Posted December 14, 2014 (edited) That is because the mass of the object is too low, connection strength in KSP is not based on material types (there is only one), sadly. This means a forged 30 kg crankshaft of a 440 Magnum is much weaker than a 2500 kg 5 meter aluminum fuel tank, which is totally nuts. There are variables in the config.xml of KJR but I don't feel they help much. I've been trying to build stuff in the cm & mm range but everything becomes made of elastics. Edited December 15, 2014 by Azimech Link to comment Share on other sites More sharing options...
mdosogne Posted December 14, 2014 Share Posted December 14, 2014 (edited) Is it normal that a nosecone weighs 10x as much as an empty fuel tank of the same dimensions?Nosecone: round#1, length 6m, diameter 6m - mass: 11.72tFuel tank: smooth cone, round #1, top 0m, bottom 6m, length: 6m, default tank type - mass: 1.344tNote: I'm playing with RealismOverhaul.Edit: KSP 0.25 with latest RO+RSS+various dependencies just re-installed with CKAN. Edited December 14, 2014 by mdosogne Link to comment Share on other sites More sharing options...
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