Justin Kerbice 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.You may try this . Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted August 15, 2014 Share Posted August 15, 2014 (edited) You should add in a check for any existing decouplers to avoid duplicatesThat's a good idea. I updated it. @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...
forsaken1111 Posted August 15, 2014 Share Posted August 15, 2014 That's a good idea. I updated it. @PART[*]:HAS[#category[Pods],!MODULE[ModuleDecouple]]:Final{#MODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom}}I forsee many staging mishaps with this config.FOR SCIENCE! Link to comment Share on other sites More sharing options...
qnistNAMEERF Posted August 15, 2014 Share Posted August 15, 2014 (edited) I forsee many staging mishaps with this config.FOR SCIENCE!Oh you know it! EDIT: I updated it again because I mistakenly put a "#" in the revision there. It's fixed now. Edited August 15, 2014 by qnistNAMEERF Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 15, 2014 Share Posted August 15, 2014 "Dammit Jeb stop pulling the cockpit release lever! I don't care how 'totally rad' it is to decouple at Mach 4!" Link to comment Share on other sites More sharing options...
colmo Posted August 15, 2014 Share Posted August 15, 2014 Love these parts, very high quality textures. Could I request the swept wing also gets the SP+ treatment? The originals are so ugly with stock control surfaces attached. Link to comment Share on other sites More sharing options...
sober667 Posted August 15, 2014 Share Posted August 15, 2014 You may try this .them goood and within B9 And SP + . uhohohoho Link to comment Share on other sites More sharing options...
S1000RRHP4 Posted August 15, 2014 Share Posted August 15, 2014 The part are awesome and with the kerbalpaint support i can make a black bird-like really black:D Link to comment Share on other sites More sharing options...
Wanderfound Posted August 15, 2014 Share Posted August 15, 2014 "Dammit Jeb stop pulling the cockpit release lever! I don't care how 'totally rad' it is to decouple at Mach 4!"My Jeb has been having fun with the EVA Parachutes mod. Mach 4 skydiving; got reentry flames on him last time he did it... Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 15, 2014 Share Posted August 15, 2014 My Jeb has been having fun with the EVA Parachutes mod. Mach 4 skydiving; got reentry flames on him last time he did it... I did a mun return mission once that way. He grabbed all of the science and shuttled back on fumes with his jetpack, orbital reentry, parachute. I don't have deadly reentry obviously. Link to comment Share on other sites More sharing options...
Starwaster Posted August 15, 2014 Share Posted August 15, 2014 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}}You're right, I should not have mentioned editing actual files and I never ever do that so I don't know why I suggested doing it that way now.Chalk it up to another case of the creeping senilities... Link to comment Share on other sites More sharing options...
Starwaster Posted August 15, 2014 Share Posted August 15, 2014 I forsee many staging mishaps with this config.FOR SCIENCE!Well, there is a way to minimize the danger of such mishaps:staged = falseRequires the assignment of action groups.Be warned though that less mishap = less fun!!!! @PART[*]:HAS[#category[Pods],!MODULE[ModuleDecouple]]:Final{MODULE{ name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom staged = false}} Link to comment Share on other sites More sharing options...
Dackstrus Posted August 15, 2014 Share Posted August 15, 2014 Oh my gourd, Drone core decoupler, And making all pods decouplers. Guis... I think i love you. Link to comment Share on other sites More sharing options...
Kebra 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.I have had a lot of success with simply adding SAS right behind my intakes or engines.2 IRW followed by 2 RAPIERs results in a very stabile aircraft that can handle the COM being pushed forwards/backwards as fuel is spent (this obviously depends on the size of your aircraft) Link to comment Share on other sites More sharing options...
TheReaper Posted August 15, 2014 Share Posted August 15, 2014 (edited) SAS is easy to come by especily for planes. i cant belive it can even be trouble, if you are using mk2 to 1.25 adapter parts add one sas there, add one trough intakes, engine bodies, radiel fuel tanks. and/or abuse controll surfaces put big ones on wings, if using FAR or NEAR increase their strengh. and done. SSTO in vacuum space and still not enough torque? (impossible but let say you got that problem) RCS solution.if you care alot for eshtetics SAS can be clipped inside the parts the same way people clip stock cockpits in mk2-1.25 adapters Edited August 15, 2014 by TheReaper Link to comment Share on other sites More sharing options...
King_komodo93 Posted August 16, 2014 Share Posted August 16, 2014 Ok having a problem where parts are not showing up in the list. downloaded the mod via drop box and mediafire as internet explorer doesn't like Curse for some reason. If anyone would be able to help me it would be much appreciated. Link to comment Share on other sites More sharing options...
Hejnfelt Posted August 16, 2014 Share Posted August 16, 2014 (edited) I have had a lot of success with simply adding SAS right behind my intakes or engines.2 IRW followed by 2 RAPIERs results in a very stabile aircraft that can handle the COM being pushed forwards/backwards as fuel is spent (this obviously depends on the size of your aircraft)This is career mode and the Rapier is unlocked very late and so is the double engine adapter.SAS is easy to come by especily for planes. i cant belive it can even be trouble, if you are using mk2 to 1.25 adapter parts add one sas there, add one trough intakes, engine bodies, radiel fuel tanks. and/or abuse controll surfaces put big ones on wings, if using FAR or NEAR increase their strengh. and done. SSTO in vacuum space and still not enough torque? (impossible but let say you got that problem) RCS solution.if you care alot for eshtetics SAS can be clipped inside the parts the same way people clip stock cockpits in mk2-1.25 adaptersClipping means risk of bugs. I'm finally playing a career playthrough which I expect to finish and am not willing to run the risk of losing Kerbals due to clipping.While I appreciate all the suggestions, these are simple things that I've ruled out for design reasons. I like pretty planes The Dronecore adaption fits my purpose. Edited August 16, 2014 by Hejnfelt a word Link to comment Share on other sites More sharing options...
Hejnfelt Posted August 16, 2014 Share Posted August 16, 2014 (edited) I created the SAS and RCS parts I was talking about.Here's a showcase video that also includes ObsessedWithKSP's decoupler because I thought that was pretty nifty.Parts copied from Porkjet's dronecore Parts color-coded somewhat according to KSP principles. RCS is yellow, decoupler is red and SAS is orange Get all the parts here- Download original look from Mega- Download colorful look from MegaThis redistribution has been permitted by Porkjet. Edited August 16, 2014 by Hejnfelt Link to comment Share on other sites More sharing options...
Fl0oo Posted August 16, 2014 Share Posted August 16, 2014 Spaceplane Plus, Firespitter and stock parts ... and KerbPaint. Link to comment Share on other sites More sharing options...
TheReaper Posted August 16, 2014 Share Posted August 16, 2014 This is career mode and the Rapier is unlocked very late and so is the double engine adapter.Clipping means risk of bugs. I'm finally playing a career playthrough which I expect to finish and am not willing to run the risk of losing Kerbals due to clipping.While I appreciate all the suggestions, these are simple things that I've ruled out for design reasons. I like pretty planes The Dronecore adaption fits my purpose.the only part clipping problems i encountered was big rockets, no plane had encountered problems with clipped parts, if you are still unsure, there is a tedious way to make it safer, inside strutting. simply strutting the part clipped and connecting it to exterior walls of the body. i seriously do suggest that you try it on .. ahem... secondary concern kerbals. Link to comment Share on other sites More sharing options...
TheReaper Posted August 16, 2014 Share Posted August 16, 2014 I created the SAS and RCS parts I was talking about.Parts color-coded somewhat according to KSP principles. RCS is yellow, decoupler is red and SAS is orangei appericate the work thank you for your contrabution.but... i see brown green and red colours Link to comment Share on other sites More sharing options...
Hejnfelt Posted August 16, 2014 Share Posted August 16, 2014 (edited) i appericate the work thank you for your contribution. but... i see brown green and red colours Haha, maybe my screen isn't correctly calibrated Edited August 16, 2014 by Hejnfelt Link to comment Share on other sites More sharing options...
elloopa Posted August 17, 2014 Share Posted August 17, 2014 I just hope that whenever the Mk. 2 engine is added, that it looks a bit like the engines for the Talon fighters in Stealth (and is basically a RAPIER engine) Link to comment Share on other sites More sharing options...
SmiteZero Posted August 17, 2014 Share Posted August 17, 2014 Smexy. Trying them out now. Link to comment Share on other sites More sharing options...
MUSTANG Posted August 17, 2014 Share Posted August 17, 2014 I just wanted to pop in and say how much I love this mod! Beautiful parts. I'd love too see some Mk.II nosecone pieces, possibly with built in intakes, as well as some different "tail" pieces, particularly ones that would allow allow different engines to be attached in different configurations, such as 2 .625s with a 1.25 in the center, or a cluster of .625s. Link to comment Share on other sites More sharing options...
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