MashAndBangers Posted August 5, 2020 Share Posted August 5, 2020 (edited) I'm here to report a lack of bugs in 1.9.1 with the latest Tant and TantLV. My crafts load up, the N1 still flies smooth, the green stain coming out of the closet hasn't gotten bigger. So if anyone want's to keep going 1.9.1 till other mods update to 1.10.1, you have a yay for now! Welcome to page 772! Edited August 5, 2020 by MashAndBangers Quote Link to comment Share on other sites More sharing options...
Danny88 Posted August 5, 2020 Share Posted August 5, 2020 I'm having an issue with the BLOK-D Engine, it's not appearing as an engine, but a fuel tank. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 9 minutes ago, Danny88 said: I'm having an issue with the BLOK-D Engine, it's not appearing as an engine, but a fuel tank. The BLOK-D is separated into 2 parts iirc. The fuel tank and the engine. There's nothing wrong with your install. Quote Link to comment Share on other sites More sharing options...
Danny88 Posted August 5, 2020 Share Posted August 5, 2020 2 minutes ago, GoldForest said: The BLOK-D is separated into 2 parts iirc. The fuel tank and the engine. There's nothing wrong with your install. It's two separate parts, yes, but the BLOK-D Engine itself is for some reason in the tank section, and not functional. Spoiler Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 34 minutes ago, Danny88 said: It's two separate parts, yes, but the BLOK-D Engine itself is for some reason in the tank section, and not functional. Reveal hidden contents Well... that is a problem. @Beale Quote Link to comment Share on other sites More sharing options...
Danny88 Posted August 5, 2020 Share Posted August 5, 2020 (edited) 23 minutes ago, GoldForest said: Well... that is a problem. @Beale Found the issue: in the CGF file. MODULE { name = sFX EngineType = LiquidFuel engineID = MainNozzles runningEffectName = running_closed allowRestart = true thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 41 heatProduction = 200 Should read MODULE { name = ModuleEnginesFX EngineType = LiquidFuel engineID = MainNozzles runningEffectName = running_closed allowRestart = true thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 41 heatProduction = 200 Anyway: She's a beaut: Spoiler Edited August 5, 2020 by Danny88 Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 (edited) @Beale The Github download for the Spacecraft isn't updated to version 0.23. It's still on 0.22.2. Doesn't look like 0.23 is even on Github. Edited August 5, 2020 by GoldForest Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 6 hours ago, Zarbon44 said: I have been trying a lot of variant adding tonight, i think these look great. Great work on the N1 revamp! Amazing 5 hours ago, MashAndBangers said: I'm here to report a lack of bugs in 1.9.1 with the latest Tant and TantLV. My crafts load up, the N1 still flies smooth, the green stain coming out of the closet hasn't gotten bigger. So if anyone want's to keep going 1.9.1 till other mods update to 1.10.1, you have a yay for now! Welcome to page 772! Awesome, great to know! 3 hours ago, Danny88 said: I'm having an issue with the BLOK-D Engine, it's not appearing as an engine, but a fuel tank. Fixed for this patch, many thanks. 50 minutes ago, GoldForest said: @Beale The Github download for the Spacecraft isn't updated to version 0.23. It's still on 0.22.2. Doesn't look like 0.23 is even on Github. Should be fixed now, many thanks. TantaresLV 13.1 Fixed issue with Blok-D engine. and Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 1 minute ago, Beale said: Amazing Awesome, great to know! Fixed for this patch, many thanks. Should be fixed now, many thanks. TantaresLV 13.1 Fixed issue with Blok-D engine. and Awesome. Also, could we get the Libra Size 7.5 Rocket Engine Cluster without the engines so we can manually place all the engines? I use TCA, and I would like to make a hovering stage 1 of the N1, hard to do when all the engines are locked to one throttle. Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 6 minutes ago, GoldForest said: Awesome. Also, could we get the Libra Size 7.5 Rocket Engine Cluster without the engines so we can manually place all the engines? I use TCA, and I would like to make a hovering stage 1 of the N1, hard to do when all the engines are locked to one throttle. Not feasible, engine sounds are additive, unless there's a config fix it would brick the game audio while the stage is running (and probably give you tinnitus). The part should have "fake TCA" anyhow, there are invisible gimbals behind each nozzle. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 1 minute ago, Beale said: Not feasible, engine sounds are additive, unless there's a config fix it would brick the game audio while the stage is running (and probably give you tinnitus). The part should have "fake TCA" anyhow, there are invisible gimbals behind each nozzle. TCA works on thrust, not gimbal. And how is it not feasible? People build 50 engine crafts all the time. Hmmm. What about giving the part multiple thrust transform modules? Four groups of them, for each side of the part? Quote Link to comment Share on other sites More sharing options...
Random Annoying Guy Posted August 5, 2020 Share Posted August 5, 2020 (edited) 3 minutes ago, GoldForest said: What about giving the part multiple thrust transform modules? KSP doesn't like multiple engine modules on one part. Only one of them can be working properly at a time. Edited August 5, 2020 by Random Annoying Guy Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 18 minutes ago, GoldForest said: TCA works on thrust, not gimbal. And how is it not feasible? People build 50 engine crafts all the time. Hmmm. What about giving the part multiple thrust transform modules? Four groups of them, for each side of the part? Misunderstanding, not that TCA works with gimbal - but this part has gimbals which give it a fake "TCA" like control. So currently the engine does have 30 separate thrust transforms - so if this is compatible with TCA that should work. It's "feasible", but not something I would be happy to do from a QoL and polish perspective, the sound of a cluster like this would just be horrible, and I don't currently know a way to fix that. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 14 minutes ago, Beale said: Misunderstanding, not that TCA works with gimbal - but this part has gimbals which give it a fake "TCA" like control. So currently the engine does have 30 separate thrust transforms - so if this is compatible with TCA that should work. It's "feasible", but not something I would be happy to do from a QoL and polish perspective, the sound of a cluster like this would just be horrible, and I don't currently know a way to fix that. Hmmm. Give us two versions of the NK-15. A regular version and a "Silent" version. No sound. Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 (edited) 11 minutes ago, GoldForest said: Hmmm. Give us two versions of the NK-15. A regular version and a "Silent" version. No sound. I don't think that's a good solution. Put yourself in the shoes of somebody who just downloaded this for the first time to try it out, first thing they see in the VAB is: NK-33 NK-33 (No sound) Doesn't that seem a bit alienating to you? Not stockalike? That would also destroy one of the main perks of separating this out, the option of using different engines, without making a soundless version of every KSP engine. I'll freely hand the assets to anyone who asks (nobody has, so far) to modify and distribute their own "engine-less" cluster part. Just have to ask. Edited August 5, 2020 by Beale Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 1 minute ago, Beale said: I don't think that's a good solution. Put yourself in the shoes of somebody who just downloaded this for the first time to try it out, first thing they see in the VAB is: NK-33 NK-33 (No sound) Doesn't that seem a bit alienating to you? Not stockalike? That would also destroy one of the main perks of separating this out, the option of using different engines, without making a soundless version of every KSP engine. True, hmmm... Well, I'm running 30 Nk-33's and the game is holding fine. Of course, I do have the audio reduced. 7% master volume, 5% for everything else. Kind of sounds like the videos of the N1 I've seen. Game isn't lagging either. Well, the only other options I can think of to deal with the supposed audio issue is to either: 1) Reduce the audio on the Nk-33 from the start so it isn't ear r*pingly bad 2) Create a plugin that reduces the audio levels based on the number of engines you have on a craft. Third possible option, leave some empty spots in the Libra engine cluster for us to fill in with Nk-33's manually. 2 on each side. That would give us 9 engines in total. The cluster + 8 engines. Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 4 minutes ago, GoldForest said: 2) Create a plugin that reduces the audio levels based on the number of engines you have on a craft. I think this is the go-to solution, and would be widely appreciated by the KSP community at large - you should pick up this idea and run with it. If you can get this, or provide a config fix for the engine noise, I can consider making a naked mount - keep in mind very few people will be running at 5% volume. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 Just now, Beale said: I think this is the go-to solution, and would be widely appreciated by the KSP community at large - you should pick up this idea and run with it. If you can get this, or provide a config fix for the engine noise, I can consider making a naked mount - keep in mind very few people will be running at 5% volume. Yeah... I have no coding skills whatsoever... Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 3 minutes ago, GoldForest said: Yeah... I have no coding skills whatsoever... If you want to learn there's plenty of resources out there. https://www.w3schools.com/cs/ https://docs.microsoft.com/en-us/dotnet/csharp/tutorials/ https://www.tutorialspoint.com/csharp/index.htm https://www.codecademy.com/learn/learn-c-sharp https://www.guru99.com/c-sharp-tutorial.html Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 2 minutes ago, Beale said: If you want to learn there's plenty of resources out there. https://www.w3schools.com/cs/ https://docs.microsoft.com/en-us/dotnet/csharp/tutorials/ https://www.tutorialspoint.com/csharp/index.htm https://www.codecademy.com/learn/learn-c-sharp https://www.guru99.com/c-sharp-tutorial.html Yeah... thanks, but nah. I'm good. Honestly could could give us the part and put it in a separate folder calling it, "Use at your own risk." I guess I'll just manually place the NK-33's on the current plate and just have the manually placed engines running from inside the cluster. Quote Link to comment Share on other sites More sharing options...
Beale Posted August 5, 2020 Author Share Posted August 5, 2020 4 minutes ago, GoldForest said: Yeah... thanks, but nah. I'm good. Honestly could could give us the part and put it in a separate folder calling it, "Use at your own risk." I guess I'll just manually place the NK-33's on the current plate and just have the manually placed engines running from inside the cluster. Like I said, the assets are free, do it yourself and redistribute it as you please, it's just not something I want to do. The offer for assets is completely there, there is plenty of help and support in part modding and we help each other out. Take the mesh Remove engines Configure up in Unity and add either surface or sunken nodes. Quote Link to comment Share on other sites More sharing options...
alberro+ Posted August 5, 2020 Share Posted August 5, 2020 6 minutes ago, Beale said: Like I said, the assets are free, do it yourself and redistribute it as you please, it's just not something I want to do. The offer for assets is completely there, there is plenty of help and support in part modding and we help each other out. Take the mesh Remove engines Configure up in Unity and add either surface or sunken nodes. I mean you could do that, or yknow Spoiler just use the engine as a whole dumb dumb Quote Link to comment Share on other sites More sharing options...
Guest Posted August 5, 2020 Share Posted August 5, 2020 (edited) 21 minutes ago, GoldForest said: I guess I'll just manually place the NK-33's on the current plate and just have the manually placed engines running from inside the cluster. That's exactly what I'm planning to do. Looks like there's market for the naked mount. In my case, it's also about Kerbalism failing single engines and not the whole cluster (admittedly, the latter is more historically accurate ). Also, differential throttling with MJ. I might look at the plugin someday, admittedly that does sound useful. Count the number of engines currently running, override the volume on each to be 1/n. Now just to get that running on that crock of a game engine that is Unity. Edited August 5, 2020 by Guest Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 5, 2020 Share Posted August 5, 2020 (edited) 3 minutes ago, Dragon01 said: That's exactly what I'm planning to do. Looks like there's market for the naked mount. In my case, it's also about Kerbalism failing single engines and not the whole cluster (admittedly, the latter is more historically accurate ). Also, differential throttling with MJ. Hey, it's hard getting 30 engines to work together. I just hope SpaceX can get 31 engines to work together on their Super Heavy. Edited August 5, 2020 by GoldForest Quote Link to comment Share on other sites More sharing options...
Guest Posted August 5, 2020 Share Posted August 5, 2020 Yeah, that reminds me, might be worth talking to the guy making the SpaceX mod, as well. Would be nice if he got rid of clusters, too. Remember that SpaceX actually flew a 27-Merlin Falcon Heavy, which would have the exact same issue in KSP if done with discrete engines. Quote Link to comment Share on other sites More sharing options...
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