Yargnit Posted August 13, 2014 Share Posted August 13, 2014 Decided to put SP+ on a secondary install and mess with it and NEAR, some of the stuff you can make is quite pretty. Javascript is disabled. View full album...and fiery Can hold 2 FL800 tanks long and can get anything you can fit in the cargo bay to orbit, or a small satellite (~1.5t) to geo-stationary.As far as mk3 size, I'd almost prefer skipping mk3 size and come up with a mk4 size that can fit 2.5m parts. (though mk3 would be able to fit 1m with stuff radially attached much easier than mk2 can)Nice work. Link to comment Share on other sites More sharing options...
Wachaganoova Man Posted August 13, 2014 Share Posted August 13, 2014 Can someone help me with installation? I'm having the same issue a few people on here have had. I'm only getting a few of the parts in my game. Namely, the pods, the air intakes, and the utilities. The wings, cargo bays, and fuel tanks from this pack are missing for me. Anyone who knows what I'm doing wrong? Link to comment Share on other sites More sharing options...
soulsource Posted August 13, 2014 Share Posted August 13, 2014 May I also ask a question about installation? The Firespitter.dll that comes bundled with the current Spaceplane Plus version does not load on 0.24.2. Can I simply download the latest Firespitter version and copy over the .dll? Link to comment Share on other sites More sharing options...
Bomoo Posted August 13, 2014 Share Posted August 13, 2014 May I also ask a question about installation? The Firespitter.dll that comes bundled with the current Spaceplane Plus version does not load on 0.24.2. Can I simply download the latest Firespitter version and copy over the .dll?This works for me. Link to comment Share on other sites More sharing options...
Master Tao Posted August 13, 2014 Share Posted August 13, 2014 The Firespitter.dll that comes bundled with the current Spaceplane Plus version does not load on 0.24.2. Can I simply download the latest Firespitter version and copy over the .dll?This works for the Firespitter plugin because other mods use it, but don't link their own plugins to it. For other some other common plugins (KSPAPIExtensions), you should not just replace the file. If you're not sure, make a backup copy and test it. You can also download just the dll from Firespitter's GitHub. Link to comment Share on other sites More sharing options...
TheReaper Posted August 13, 2014 Share Posted August 13, 2014 (edited) Sorry Reaper, you're logic dosn't quite fit. Never sought your understanding. Think better, i didnt put any secret passwords or something. not like we are talking about triangles. oh...Well then..http://i.imgur.com/G3Q4GTz.jpgSomeone wanted some better-than-stock Mk3 parts, I link a promising (and current) refit/expansion and am met with a resounding 'eh, I don't want that, I want Porkjet to do what he said he doesn't want to do'.Screw the lot of ya, then.this can be named anonoying as helpfullness can be named futile work... we are just stating our opinions on what we see, and if you read carefully i didnt say it was bad infact i pretty much implied that its going to be great.Ä°m not mad on anything or something, accusations on missunderstandings are quite common. Edited August 13, 2014 by TheReaper Link to comment Share on other sites More sharing options...
CWRules Posted August 14, 2014 Share Posted August 14, 2014 (edited) I love this mod. It adds a lot of parts that the game really needs, and I used them to build what is by far my best ever SSTO. But there are a couple of things missing:- Liquid fuel-only versions of the long mk2-to-1.25m adapter and the mk2 bi-coupler.- Inverted cargo bays that open from below.Any other new parts would be great of course, but those two in particular would be good to have. Other stuff I would like to see includes:- A smaller hardpoint (Yes, I'm using a weapons mod. How did you guess?)- A wider version of your radial intake (Putting a bunch of them side-by-side looks a bit odd)- Radial-mount jet engines. Seriously, I don't know why nobody has done this yet.- A smaller jet engine. We have dozens of different rockets but only 2 jets, and they're both the same size.- Some sort of short tail piece. Currently the closest thing we have is a mk2-to-1.25m adapter with a fake intake on the end. Edited August 14, 2014 by CWRules Link to comment Share on other sites More sharing options...
Hejnfelt Posted August 14, 2014 Share Posted August 14, 2014 This pack is great, if still missing some essentials.I spent half an hour today refitting B9's attachment nodes to fit flush with these parts only to find that B9's Mk2 parts aren't actually the exact same size as SpacePlane+ parts.The parts I miss in this pack are mainly:- Mk2 SAS reaction wheel- Mk2 RCS tankAny chance you'll work on those? Link to comment Share on other sites More sharing options...
Bomoo Posted August 14, 2014 Share Posted August 14, 2014 This pack is great, if still missing some essentials.I spent half an hour today refitting B9's attachment nodes to fit flush with these parts only to find that B9's Mk2 parts aren't actually the exact same size as SpacePlane+ parts.The parts I miss in this pack are mainly:- Mk2 SAS reaction wheel- Mk2 RCS tankAny chance you'll work on those?In addition to the SP+ Mk2 Clampotron having 150 monoprop inside it, you can make your own SAS/extra monoprop/TAC LS/whatever else segment by packing existing parts into a payload bay. Link to comment Share on other sites More sharing options...
JewelShisen Posted August 14, 2014 Share Posted August 14, 2014 Not sure if anybody told you yet but this got a modlight by EnterElysium Link to comment Share on other sites More sharing options...
Hejnfelt Posted August 14, 2014 Share Posted August 14, 2014 In addition to the SP+ Mk2 Clampotron having 150 monoprop inside it, you can make your own SAS/extra monoprop/TAC LS/whatever else segment by packing existing parts into a payload bay.Yes, but in career mode, the cargo bay is unlocked very late and thus you're stuck with no SAS but what's in the cockpit. Link to comment Share on other sites More sharing options...
ShawnPhillips Posted August 14, 2014 Share Posted August 14, 2014 I love this Mod, The problem is that for some reason the wing have no lift value with the stock physics for me so I can't use them. Many beautiful planes that can never get off the ground because of this. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 14, 2014 Share Posted August 14, 2014 Either make sure you have the latest version (clean reinstall) or delete the SP+FAR.cfg from the folder (or SP+NEAR/DRE, whatever.. whichever mods you don't have, delete them). I'd recommend a re-download and clean reinstall first though. Link to comment Share on other sites More sharing options...
Wanderfound Posted August 15, 2014 Share Posted August 15, 2014 Yes, but in career mode, the cargo bay is unlocked very late and thus you're stuck with no SAS but what's in the cockpit.Not really. Stick a pair of ASAS units behind your intakes. Also works for TAC-LS or monoprop tanks. Link to comment Share on other sites More sharing options...
Eclipse842 Posted August 15, 2014 Share Posted August 15, 2014 This pack is great, if still missing some essentials.I spent half an hour today refitting B9's attachment nodes to fit flush with these parts only to find that B9's Mk2 parts aren't actually the exact same size as SpacePlane+ parts.The parts I miss in this pack are mainly:- Mk2 SAS reaction wheel- Mk2 RCS tankAny chance you'll work on those?Why don't you just copy the drone core and rewrite the .cfg? Link to comment Share on other sites More sharing options...
Wanderfound Posted August 15, 2014 Share Posted August 15, 2014 Why don't you just copy the drone core and rewrite the .cfg?Would it be possible to do that to turn the drone core into a decoupler? I'd like to be able to pop the cockpit off during an abort... Link to comment Share on other sites More sharing options...
Hejnfelt Posted August 15, 2014 Share Posted August 15, 2014 Why don't you just copy the drone core and rewrite the .cfg?That's actually a great idea. I didn't even see the DroneCore because it also is unlocked very late in career mode. I will look into doing this little project later tonight. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 15, 2014 Share Posted August 15, 2014 Would it be possible to do that to turn the drone core into a decoupler? I'd like to be able to pop the cockpit off during an abort...Yes. I've done so - here is the cfg I used:PART{name = mk2Decouplermodule = Partauthor = Porkjetmesh = model.murescaleFactor = 1node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0node_stack_bottom = 0.0, -0.125, 0.0, 0.0, 1.0, 0.0TechRequired = supersonicFlightentryCost = 1200cost = 400category = Structuralsubcategory = 0title = MK2 Decouplermanufacturer = Lockspeed Kermandescription = A decoupler designed to fit around the Mk2 shape fuselage. Handy for aborts!attachRules = 1,0,1,1,0mass = 0.08dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 9maxTemp = 3400fuelCrossFeed = FalsestageOffset = 1childStageOffset = 1MODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = top}It's unlocked at the same node the first node with Mk2 parts in, I think. You can change obviously change it yourself if you want. Oh, and I put this cfg in the same folder as the drone core and called it partD.cfg to distinguish it from the drone core part.cfg. Link to comment Share on other sites More sharing options...
Fl0oo Posted August 15, 2014 Share Posted August 15, 2014 Can you make some jet engines? Link to comment Share on other sites More sharing options...
Starwaster Posted August 15, 2014 Share Posted August 15, 2014 Would it be possible to do that to turn the drone core into a decoupler? I'd like to be able to pop the cockpit off during an abort...Yes, it's possible.I think you could also just put the decoupler module on the cockpit so that it pops off.... Link to comment Share on other sites More sharing options...
Wanderfound Posted August 15, 2014 Share Posted August 15, 2014 Yes, it's possible.I think you could also just put the decoupler module on the cockpit so that it pops off....Standard decouplers are the wrong shape for SP+ cockpits, unfortunately. It'd work, but it looks horrible. Link to comment Share on other sites More sharing options...
Starwaster Posted August 15, 2014 Share Posted August 15, 2014 Standard decouplers are the wrong shape for SP+ cockpits, unfortunately. It'd work, but it looks horrible.No, not at all what I mean.Module refers to the 'MODULE' config node that you insert into the part's *.cfg fileEdit the cockpit's config file and insertMODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom} Link to comment Share on other sites More sharing options...
Wanderfound Posted August 15, 2014 Share Posted August 15, 2014 No, not at all what I mean.Module refers to the 'MODULE' config node that you insert into the part's *.cfg fileEdit the cockpit's config file and insertMODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom}Hmmn...I might just do that to all of my cockpits, SP+ and stock. Thanks. Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted August 15, 2014 Share Posted August 15, 2014 (edited) No, not at all what I mean.Module refers to the 'MODULE' config node that you insert into the part's *.cfg fileEdit the cockpit's config file and insertMODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom}Hmmn...I might just do that to all of my cockpits, SP+ and stock. Thanks.If you have got modulemanager installed, you can set up a patch to do all the work for you like this: @PART[*]:HAS[#category[Pods],!MODULE[ModuleDecouple]]:Final{MODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom}} Edited August 15, 2014 by qnistNAMEERF Link to comment Share on other sites More sharing options...
a__gun Posted August 15, 2014 Share Posted August 15, 2014 @PART[*]:HAS[#category[Pods]]:Final{MODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom}}You should add in a check for any existing decouplers to avoid duplicates Link to comment Share on other sites More sharing options...
Recommended Posts