B787_300 Posted January 11, 2015 Share Posted January 11, 2015 Is there an addon on or is ti planned to have the new Mk 3 shape as a PPart? Link to comment Share on other sites More sharing options...
RadarManFromTheMoon Posted January 11, 2015 Share Posted January 11, 2015 (edited) Resource amounts are now persistent after loading a craft in editorFixed the "wandering SRB bell" bugWorking tech limits in science sandbox modeCost and mass adjustments (Extraplanetary and TAC life support tanks)Version file now uses the correct version formatGet it here: https://github.com/Swamp-Ig/ProceduralParts/releases Edited January 11, 2015 by RadarManFromTheMoon Link to comment Share on other sites More sharing options...
marce Posted January 11, 2015 Share Posted January 11, 2015 Resource amounts are now persistent after loading a craft in editor Fixed the "wandering SRB bell" bug Working tech limits in science sandbox mode Cost and mass adjustments (Extraplanetary and TAC life support tanks) Version file now uses the correct version format Awesome seeing one of my favorite mods finally released Thanks for your work and I assume we can expect even more in the future, right? May I suggest that the thread title is changed? Maybe our mighty forum gods can give you control until/if swamp_ig returns to make it easier? Link to comment Share on other sites More sharing options...
RadarManFromTheMoon Posted January 11, 2015 Share Posted January 11, 2015 Is there an addon on or is ti planned to have the new Mk 3 shape as a PPart?Not really planned. But it would be nice indeed and I might see what I can do after finding a solution to make part clipping possible.Awesome seeing one of my favorite mods finally released Thanks for your work and I assume we can expect even more in the future, right? May I suggest that the thread title is changed? Maybe our mighty forum gods can give you control until/if swamp_ig returns to make it easier?I can not change the OP and thread title. But OtherBarry will open a new thread in the release forum soon. Link to comment Share on other sites More sharing options...
curtquarquesso Posted January 11, 2015 Share Posted January 11, 2015 Resource amounts are now persistent after loading a craft in editorFixed the "wandering SRB bell" bugWorking tech limits in science sandbox modeCost and mass adjustments (Extraplanetary and TAC life support tanks)Version file now uses the correct version formatWhere is the download for v1.0? It's not in the first page... Link to comment Share on other sites More sharing options...
RadarManFromTheMoon Posted January 11, 2015 Share Posted January 11, 2015 Where is the download for v1.0? It's not in the first page...Whoopsie. I am not able to edit the OP.Get it here Link to comment Share on other sites More sharing options...
curtquarquesso Posted January 11, 2015 Share Posted January 11, 2015 Great, thanks. Link to comment Share on other sites More sharing options...
etmoonshade Posted January 12, 2015 Share Posted January 12, 2015 (edited) Edit: So I started fiddling around with the settings, and a couple of things happened.First, somehow, my numbers worked out multiple times so that wet mass = 2 * dry mass. I didn't sit down and do the math to figure out why this was, but once I stopped mathing and started just punching numbers in, things started making sense.Second, after some twiddling I realized... unitsPerT doesn't refer to the units per t of fuel... it refers to units contained per t of dry mass. I'm not sure why this wasn't obvious, but it made calculations work a whole lot better. So I retract my question, but I've left it below. ;pI'm having a problem trying to edit a tank to hold various fuels from Near Future Propulsion. As far as I can tell, the "dryDensity" parameter in the config file should affect how much of the tank is dry mass. The following is what I have at the bottom of the config (copied straight from the liquid fuel pTank): MODULE { name = TankContentSwitcher useVolume = true TANK_TYPE_OPTION { name = Hydrogen // This is the dry mass of the tank per kL of volume. dryDensity = 1.0 costMultiplier = 2.0 RESOURCE { name = LiquidHydrogen //unitsPerKL = 78.22784 unitsPerT = 2500 } } TANK_TYPE_OPTION { name = ArgonGas dryDensity = 0.25 costMultiplier = 1.0 // As per StretchySRB // dryDensity = 0.0450 // As per Mk1 // dryDensity = 0.15211 RESOURCE { name = ArgonGas unitsPerT = 20000 // As per StretchySRB // unitsPerKL = 49.9789 // As per Mk1 // unitsPerKL = 65.19 } } } No matter what I change the density values to (the 1.0 value was for testing,) the dry mass of the tank is half of whatever the wet mass is for both Xenon and Hydrogen. By comparison, the liquid tank (seemingly) properly switches between 10% or 10.6% of the wet mass being dry mass, depending on whether you use LFO or just single-fuel tanks.Can anyone give me some insight as to what I might be doing wrong here? Edited January 12, 2015 by etmoonshade Link to comment Share on other sites More sharing options...
acc Posted January 13, 2015 Share Posted January 13, 2015 Cost and mass adjustments (Extraplanetary and TAC life support tanks)does this fix the TACLS values (proportions) too? Link to comment Share on other sites More sharing options...
leops1984 Posted January 13, 2015 Share Posted January 13, 2015 This thread should really be closed and all discussion move to the v1.0 thread.http://forum.kerbalspaceprogram.com/threads/106975-0-90-Procedural-Parts-Parts-the-way-you-want-em-v1-0-Jan-11 Link to comment Share on other sites More sharing options...
NathanKell Posted January 13, 2015 Share Posted January 13, 2015 Indeed it should! Link to comment Share on other sites More sharing options...
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