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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)


NecroBones

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Can we please get FTP Atlas red as an option also--that's far and away the best looking texture in FTP. Would be great to have it in 5m too.

What I'd really love would be different black and white stripe patterns like in SpaceY Expanded. Also the Ariane beige and Titan metal from FTP would be cool I guess.

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Can we please get FTP Atlas red as an option also--that's far and away the best looking texture in FTP. Would be great to have it in 5m too.
What I'd really love would be different black and white stripe patterns like in SpaceY Expanded. Also the Ariane beige and Titan metal from FTP would be cool I guess.

It's certainly possible. Right now it's set up to not require any additional texture files. If I add an additional texture, I could get multiple colors out of it in one shot.

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Hi, I'm having a bug trying to dock two ships with the 3.75m docking port, but I'm not sure if it's because of a bug in this mod or some stock bug. In any case, I've made a thread in the support section of the forum

http://forum.kerbalspaceprogram.com/threads/137665-SpaceY-docking-ports-don-t-connect-%28log-reads-Cannot-find-module-ModuleDockingNode-%29?p=2263839#post2263839

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Hi, I'm having a bug trying to dock two ships with the 3.75m docking port, but I'm not sure if it's because of a bug in this mod or some stock bug. In any case, I've made a thread in the support section of the forum

http://forum.kerbalspaceprogram.com/threads/137665-SpaceY-docking-ports-don-t-connect-%28log-reads-Cannot-find-module-ModuleDockingNode-%29?p=2263839#post2263839

Yeah, I'm not sure what to suggest. If they're working in sandbox, and you're seeing stuff about missing docking nodes, then something is getting clobbered somewhere, possibly by another mod.

As a test, can you try again with TweakScale and TweakableEverything removed? Those are the two I've know to cause weird compatibility issues occasionally.

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The SpaceY logo gets a bit lost in these colors, but I'm working on a color test for additional color options on the 5m tanks. The red is identical to the "Delta" red from FTP. The blue is similar to FTP's blue, but without the pinstripes. And the third is somewhat like a graphite grey.

KSP%202015-10-30%2015-32-51-47.jpg

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Tried searching and I couldn't find this, so w/e.

I noticed the 0.625m SRBs, when scaled up to 1.25m using tweakscale, drastically outperform every stock 1.25m SRB in everything except fuel efficiency, where they are equal. Higher TWR, lower dry weight, more fuel, and more overall thrust by several hundred kN. Is this intended? If so, is there a config I can tweak to slightly reduce the performance gap?

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Tried searching and I couldn't find this, so w/e.

I noticed the 0.625m SRBs, when scaled up to 1.25m using tweakscale, drastically outperform every stock 1.25m SRB in everything except fuel efficiency, where they are equal. Higher TWR, lower dry weight, more fuel, and more overall thrust by several hundred kN. Is this intended? If so, is there a config I can tweak to slightly reduce the performance gap?

That's a good question. TweakScale has its own rules for how to scale engines and the like.

However I normalized the stats on most of them based on the largest stock SRB (the "kickback") at the time that I started the mod. Since then, the mass ratio was worsened a bit on the stock SRBs. I gave the 0.625m SRBs a mass ratio that's closer to the stock SRBs, but never fully rebalanced according to the KSP 1.0 stats.

Probably the best thing I could do would be to increase the dry mass of the SRBs to bring the balance back into line with stock. Otherwise TweakScale might have some settings for how it scales engines.

EDIT: Looking at it, I think increasing the dry mass on all SRBs will help with the stock balance. I'm giving the 0.625m SRBs a more stock-alike mass ratio. All larger SRBs also need higher dry masses, but I can do it on a sliding scale such that the larger, more advanced SRBs will have better ratios that the smaller ones.

Edited by NecroBones
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Update posted. I included the tweaks to the dry weights for the SRBs. We can try that and see how it goes. But since most are still better than the stock SRBs in wet/dry mass ratio, just a lot closer and on a "sliding scale", it should be pretty decent. It also kept the mass numbers from increasing much.


1.4 (2015-11-05) - More colors, balance.
- Added three new colors to 5m tanks (when color switching is available): Red, Blue, and Grey.
- Diameters added to 5m fuel tank names, for easy identification in VAB menu.
- Rebalanced the weight ratios of all SRBs, to correspond to KSP 1.0.X balance:
- Increased dry mass (did not alter propellant amounts, ISPs, thrust values, etc).
- Wet/Dry mass ratio is on sliding scale. Larger & more advanced SRBs have better mass ratios.
- Removed stripes from procedural fairings (will affect SpaceY Expanded as well).
- Slightly improved the texture rendering for the 5m fueled nose cone in the VAB menus.

- - - Updated - - -

BTW, the KerbalStuff update isn't working yet. It's on Curse and Necrobones.com, but KS keeps hanging on upload this morning.

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I don't know what I would do without this part pack I use SpaceY stuff more than any other lifter parts in the game by far.

Awesome, I'm glad you're enjoying it! :) Often that's how my mod packs get started-- thinking about what I would want to use too. :)

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SpaceY Lifters & Expanded should both work OK with KSP 1.0.5 for now. I'll probably need to look at the settings for the docking ports and heat shields, and maybe the fairings, to make sure they're still in line with the settings that have changed. Plus there's a new method for tying engine heat animation to throttle that all the stock liquid engines are using. But it shouldn't be enough to break things for now.

Edited by NecroBones
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I'm posting this update in several of my mod threads, since it pertains to each of them. I believe all of these mods are probably working acceptably for now, with MRS needing the most love due to the changes in jet engines and air intakes. So I've marked them all as compatible with 1.0.5 except MRS.

I've gone through the part CFG changes, and the patch notes, and built a laundry list of things to go over and tweak. Most of these are somewhat broad categories (like liquid fueled engines), rather than single parts, but I have a screenshot of my notes below. :) I may get some done today, but tomorrow will probably be the more productive day since I have Wednesday off from work for the holiday. Pardon the chicken-scratch. My handwriting is particularly bad when I'm rushing. :)

LjJqaDh.jpg

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Managed to get a few moments with KSP today, new version and all and to you: Thanks heaps for the work and the mods. SY and the old MRS were quickly installed. No issues I believe with MRS (there is one little issue but I'm not going to say it's MRS at this point). Still gonna be real nice to see both updated.

NB: I sure hope you plan on keeping up with not giving out more powerful engines earlier than stock will. A certain other parts mod of fame, no matter how awesome it is, always ticked me off by leaving the stock engines for shelf queens more or less. You got it right.

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Managed to get a few moments with KSP today, new version and all and to you: Thanks heaps for the work and the mods. SY and the old MRS were quickly installed. No issues I believe with MRS (there is one little issue but I'm not going to say it's MRS at this point). Still gonna be real nice to see both updated.

NB: I sure hope you plan on keeping up with not giving out more powerful engines earlier than stock will. A certain other parts mod of fame, no matter how awesome it is, always ticked me off by leaving the stock engines for shelf queens more or less. You got it right.

Thanks, glad you like it! :) Yeah, that's the plan. There are some other mods that I felt were too heavy with taking over the engine lineup, and obsoleting the stock engines. I've always aimed to keep the stats "good" but reasonable, and fill new niches rather than clash with existing parts.

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I spent the whole day working on the mods today, just making adjustments to correspond to what KSP 1.0.5 did. I edited the mods in parallel so that I could deal with one kind of thing (like engines or decouplers) at a time. So everything's getting released at once. :)


1.5 (2015-11-11) - KSP 1.0.5 update.
- Kiwi engine adjusted: slightly improved ISP, decreased mass, increased thrust.
- Fuel crossfeed toggle added to decouplers.
- Launch clamps updated with new contract constraints.
- Ejectatrons updated to use new contract constraints, and exhaust damage reducer, and other thermal settings.
- Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity.
- Updated conical/petal bay to use current cargo bay thermal stats and allow door deployment limit.
- Adjusted inner attachment node on conical/petal bay to be offset inward like new stock settings on cargo bays.
- Updated all engines/SRBs to use FXModuleAnimateThrottle for heat animation.
- Updated all engines/SRBs engines to use new standard thermal settings, and new career contract constraints.
- "Automatic Switching" button hidden for cluster engines, since it did nothing.
- Adjusted fuel tank texture settings to reduce log warnings when SpaceY Expanded is not installed.
- Fairings, decouplers/separators, and more updated to use new stock-alike thermal settings and contract constraints.
- Launch Clamps updated with new contract constraints.

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While i really dont mind having all 6 of your packs cos i like them all (thanks for all of them btw :sticktongue: ), do you think it would be better to just make a pack with only the textures?

So we could have the MRS, the HL, FTP etc etc using just stock textures, and then if anyone wanted the texture switch with the extra ones, he could just get the NTP mod (i call it for fun Necro Textures Pack) with all your textures there.

Since, from what i understand, each one of your modpacks already uses shared textures method, i dont see a problem anyway.

This way, a guy could have only FTP, or only HL, without the need for any other pack beside the texture one.

By the way the CCC produces slightly different looking textures for the 2.5m parts, from lets say 5m, is that normal? or should we expect a change?

Edited by Thourion
take a zip of tequilla for every time i said the word "textures"
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Yeah, the versions of the white and black shades are all slightly different, which isn't completely intentional, though sometimes it's nice for each "brand" to have some distinction from each other too, so I don't really mind much. Some differences are from practicality, since the textures are laid out differently, depending on each mod's needs.

I can't really separate out the textures like that, no. The texture mapping is very specific to each mesh, and the color switching is done via mesh switching, not texture switching, since the colors are packed into the same texture files. This is a lot more memory efficient. I've put a lot of work into making sure the memory use is low and texture data doesn't get duplicated much. This means the texture image files are very tightly woven into how each part works, especially since some of the tanks have physical details that switch out with the colors, such as rims, pipes, ridges, or recessed grooves.

To do what you're suggesting, I'd have to have a single mesh for each part, and dozens of textures, which is the opposite of what I did.

It would be a great idea, just that it would be more memory intensive and require a completely different design philosophy.

TL;DR: No, I can't separate the textures, because I targeted efficiency and internal flexibility over file-based flexibility.

Edited by NecroBones
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Hey Bones, I finalized something I 've been wanting to do for a long time: a Mk3 Space Shuttle with a 5m external tank, 2.5m booster and Cryogenic Engines. It flies like a dream and looks awesome, thanks a lot for the orange foam texture in one of the recent updates!BLKm03K.jpg

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