zvergk Posted December 20, 2015 Share Posted December 20, 2015 On 07.12.2015 at 11:51 PM, Captain Sierra said: This is a result of parts not colliding with other parts of the same vessel. WHen docked, the two become the same vessel and thus the rover stops colliding with the bay floor. I suggest using winches to lock it down (which does not count as docking) or using them, IR, or some other mechanism to wrangle the rover into the desired position/orientation and then strut it down via KAS struts. Be advised that while the high bypass intake, extended nacelle, and dudley may visually replicate the goliath, I do not guarantee they function similarly. I suspect some rebalancing may be required there. thanks. Quote Link to comment Share on other sites More sharing options...
zvergk Posted December 20, 2015 Share Posted December 20, 2015 pls fix nodes point's for shoulders . because they always wrong connected to nodes in cargo bay,adapters.cockpits. http://imgur.com/a/DmoXx Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 21, 2015 Share Posted December 21, 2015 5 hours ago, zvergk said: pls fix nodes point's for shoulders . because they always wrong connected to nodes in cargo bay,adapters.cockpits. http://imgur.com/a/DmoXx I cant say I can report the issue on my end. Are you sure you're version is 100% up to date? Quote Link to comment Share on other sites More sharing options...
zvergk Posted December 21, 2015 Share Posted December 21, 2015 (edited) 14 hours ago, Captain Sierra said: I cant say I can report the issue on my end. Are you sure you're version is 100% up to date? I use last version of Mark IV Spaceplane System v 2.0.0 Spoiler KSP v 1.0.5 mod list 1.module manager 2.6.13 2.TextureReplacer 3.TweakScale 4 Community Resource Pack Others mods Edited December 21, 2015 by zvergk Quote Link to comment Share on other sites More sharing options...
Lack Posted December 21, 2015 Share Posted December 21, 2015 2 hours ago, zvergk said: I use last version of Mark IV Spaceplane System v 2.0.0 Reveal hidden contents KSP v 1.0.5 mod list 1.module manager 2.6.13 2.TextureReplacer 3.TweakScale 4 Community Resource Pack Others mods They work fine for me. It does look like you're actually using surface attachment, rather than the nodes, which would explain this. Try holding down 'Alt' when placing parts on the end. Quote Link to comment Share on other sites More sharing options...
zvergk Posted December 21, 2015 Share Posted December 21, 2015 1 hour ago, Lack said: They work fine for me. It does look like you're actually using surface attachment, rather than the nodes, which would explain this. Try holding down 'Alt' when placing parts on the end. Thanks it helps Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 27, 2015 Author Share Posted December 27, 2015 Ok, besides the Cutlass and 2.5m LF tanks, here's what's coming in (hopefully tomorrow)'s update: Hypersonic cockpit. Oft-requested. Contains docking port, 3 crew seats and 4 passenger seats. The cockpit internals are the thing that might hold up the update a bit. AP-400 'Buzzsaw' Turboprop. Previously shown but re-specced and remodeled to 1.25m, because it was just stupid. Blade diameter is ~4.5m. Kerboshov D-27 Propfan. Also previously shown, but re-specced to 1.25m, because it was also ridiculously large. Blade diameter is still ~4.0m so it's plenty big. I really wasn't a fan of my 2.5m turbojet either, so I've redone it as a Concorde Olympus 593. Has thrust reversers and a relatively wide performance envelope, pushed a bit towards efficient medium altitude flight. To complement it, there's a new 2.5m engine, based on the unflown GE-4. Specced to function similarly to the stock turboramjet. This is the other thing that might hold up the update, it's modeled but texturing is taking a while. In addition, there are some bugfixes and minor changes. If you had any other issues than these with 2.0, please let me know. Increased occlusion detection radius for all cargo bays Adjusted intake effectiveness to match 1.05 intakes Converted cargo ramp to use stock module (deprecated old one) All cargo bays can now use the tweakable opening module Killed some WIP parts from appearing in the tech tree The larger VTOL and heavy lift fan won't be making it, the former because I hate it and need to redo it and the latter because it isn't time yet. It needs to come with the smaller versions too ;). Quote Link to comment Share on other sites More sharing options...
Rodger Posted December 27, 2015 Share Posted December 27, 2015 Looks cool! Though is the docking port is built-in to the cockpit part, or a separate part that fits into the cockpit? If it's all one part, it might make things tricky with targeting the docking port for alignment indicator, or using 'control from here' to translate with RCS for docking. (or maybe it all just works even as one part, I'm not familiar with the internal workings at all lol) Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 27, 2015 Share Posted December 27, 2015 (edited) The two new engines look like they'll take advantage of the new engine nozzle animation capabilities nicely. and OOOOOOHHH THAT COCKPIT!!!!!!! I think my pants require changing now .... EDIT: two notes. Quote Increased occlusion detection radius for all cargo bays This was, IIRC, an issue with the cargo tail occluding wings mounted on it that shouldn't be occluded. This particular part is not getting its occlusion radius increased correct? Quote Adjusted intake effectiveness to match 1.05 intakes Remember when the nacelle intakes got occluded by intakes on the front and I reported that as a bug because stock didnt emulate that behavior? Yeah that was an error as in 1.0.5, stock addressed this behavior so evidently it was a stock bug that I unknowingly treated as intended behavior. TL;DR you were right the first time to have that occlusion checking on the intake module and should put it back. Edited December 27, 2015 by Captain Sierra Quote Link to comment Share on other sites More sharing options...
jackal40 Posted December 27, 2015 Share Posted December 27, 2015 Wow, these are great looking updates! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 27, 2015 Share Posted December 27, 2015 @NerteaCan you mark Kerbalstuff that this is 1.0.5 compatible, so that CKAN can use it? Once this is done, I'm going to be making a MK 4 Science lab for it, with my BetterScienceLabsContinued mod Thanks Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 27, 2015 Author Share Posted December 27, 2015 13 hours ago, Captain Sierra said: This was, IIRC, an issue with the cargo tail occluding wings mounted on it that shouldn't be occluded. This particular part is not getting its occlusion radius increased correct? Has nothing to do with the occlusion radius, unfortunately. 15 minutes ago, linuxgurugamer said: @NerteaCan you mark Kerbalstuff that this is 1.0.5 compatible, so that CKAN can use it? Once this is done, I'm going to be making a MK 4 Science lab for it, with my BetterScienceLabsContinued mod Thanks It's not though. It has a couple of bugs in 1.05 and a number of off-balance, broken things. 13 hours ago, Rodger said: Looks cool! Though is the docking port is built-in to the cockpit part, or a separate part that fits into the cockpit? If it's all one part, it might make things tricky with targeting the docking port for alignment indicator, or using 'control from here' to translate with RCS for docking. (or maybe it all just works even as one part, I'm not familiar with the internal workings at all lol) It just means that there are two control from here buttons. Can't really do better than that. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 27, 2015 Share Posted December 27, 2015 oh ok. thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2015 Share Posted December 28, 2015 20 hours ago, Nertea said: It's not though. It has a couple of bugs in 1.05 and a number of off-balance, broken things. It just means that there are two control from here buttons. Can't really do better than that. What sort of bugs? What's off-balance? What's broken? And what can be done to fix it, could you use some help? Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 28, 2015 Author Share Posted December 28, 2015 Some of the parts don't perform in accordance with stock paradigms and such. I don't want to slap a label on as a result. And evidently the NFE bug used up almost all of my time yesterday.The Valkyrie jet is done, but the IVA only got blocked out. I did manage to work on balance a bit. I balanced the props about against KAX, which seemed about right. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 Ok, no pressure. I'm just eager to build my own Thunderbird 2 Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted December 30, 2015 Share Posted December 30, 2015 (edited) This appears to behave normally in 1.05 for my purposes. Just need to remember to stop doing 15g maneuvers at max atmo timewarp or I get a RUD. Edited December 30, 2015 by DarthVader Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted December 31, 2015 Share Posted December 31, 2015 New cockpit looks great, and I support resizing the turboprops, after all if you needed that much thrust you can always use multiple. I can't speak for everyone else, but I would be fine with nonfunctional or placeholder IVA's if it meant an interim release given how much work those are. I guess it depends how many "IVA is all white nert pls fix" posts you can tolerate. How does the thrust reverser work from a Unity perspective? The only way I can think of would be to use two thrust transforms and rotate them in opposite directions to avoid asymmetrical thrust during the animation. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 31, 2015 Share Posted December 31, 2015 1 hour ago, Starbuckminsterfullerton said: New cockpit looks great, and I support resizing the turboprops, after all if you needed that much thrust you can always use multiple. I can't speak for everyone else, but I would be fine with nonfunctional or placeholder IVA's if it meant an interim release given how much work those are. I guess it depends how many "IVA is all white nert pls fix" posts you can tolerate. How does the thrust reverser work from a Unity perspective? The only way I can think of would be to use two thrust transforms and rotate them in opposite directions to avoid asymmetrical thrust during the animation. I second the interim release. i can do without the IVA just to get the sleek part. In regards to thrust reversing, I believe the stock code simply applies a negative thrust from the same thrust transform and the effect is instant. While this is far from realistic for how Nert's engine is animated, its not worth trying to replicate true-to-life function when the stock approximation is 'good enough'. Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted December 31, 2015 Share Posted December 31, 2015 21 hours ago, Captain Sierra said: In regards to thrust reversing... Oh cool, I didn't know there was a stock module for that, I guess it came with porkjet's new engines. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 2, 2016 Author Share Posted January 2, 2016 2.1.0 update: KSP 1.05 Added MiniAVC versioning Converted cargo ramp to use stock module (deprecated old one) All jet engines now use the correct 1.05 fuel flow mode All cargo bays can now use the tweakable opening module All engines now use the delayed animation module for heat animations Adjusted intake effectiveness to match 1.05 intakes Respecced and remodeled Arcadia turbojet as a medium-performance jet with thrust reversers Added Mk4 Vulture cockpit - pointy cockpit with integrated docking port Added CUTLASS: 2.5m high-efficiency RAPIER-style engine Added Valkyrie turboramjet: high performance high altitude 2.5m engine Added Kerboshov D27 Propfan engine (efficient heavy propeller engine) Added APR-4000 Buzzsaw Turboprop engine (powerful heavy propeller engine) Added 3 lengths of basic 2.5m liquid fuel tanks (LF, LF/O, structural) Increased occlusion detection radius for all cargo bays Fixed facing of SCIMITAR's rear attach node Fixed RCS blister's surface attach node Reduced the spooling time on the Yellowjacket engine Probably a few bugs, but hopefully mostly good. New engines might need some balance tweaking too. (KS is being slow, give it a few minutes) Quote Link to comment Share on other sites More sharing options...
Jebman82 Posted January 2, 2016 Share Posted January 2, 2016 7 minutes ago, Nertea said: 2.1.0 update: KSP 1.05 Added MiniAVC versioning Converted cargo ramp to use stock module (deprecated old one) All jet engines now use the correct 1.05 fuel flow mode All cargo bays can now use the tweakable opening module All engines now use the delayed animation module for heat animations Adjusted intake effectiveness to match 1.05 intakes Respecced and remodeled Arcadia turbojet as a medium-performance jet with thrust reversers Added Mk4 Vulture cockpit - pointy cockpit with integrated docking port Added CUTLASS: 2.5m high-efficiency RAPIER-style engine Added Valkyrie turboramjet: high performance high altitude 2.5m engine Added Kerboshov D27 Propfan engine (efficient heavy propeller engine) Added APR-4000 Buzzsaw Turboprop engine (powerful heavy propeller engine) Added 3 lengths of basic 2.5m liquid fuel tanks (LF, LF/O, structural) Increased occlusion detection radius for all cargo bays Fixed facing of SCIMITAR's rear attach node Fixed RCS blister's surface attach node Reduced the spooling time on the Yellowjacket engine Probably a few bugs, but hopefully mostly good. New engines might need some balance tweaking too. (KS is being slow, give it a few minutes) Awesome update can't wait to try these new parts out. Good work! Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted January 3, 2016 Share Posted January 3, 2016 1 hour ago, Nertea said: 2.1.0 update: KSP 1.05 All jet engines now use the correct 1.05 fuel flow mode Nice update, not everyone gets around to doing compatibility and adding new features. What changed with the fuel flow mode, is there a new standard? And I like the yellowjacket lag decrease, really helps for vertical applications. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted January 3, 2016 Share Posted January 3, 2016 (edited) 2 hours ago, Starbuckminsterfullerton said: What changed with the fuel flow mode, is there a new standard? Jet engines can pull from all parts evenly but now respect no-crossfeed parts. This was something that was an artifact of using monopropellant flow rules on them in 1.0.4 and myself and others fought tooth and nail to have the lack of respect for crossfeed recognized as a bug. In the end we evidently succeeded. @Nertea TY very much! And lol at album pic 4. I think that one quite nicely summarizes why we regularly ask for larger wing parts. EDIT: Am I the only one who thinks the CUTLASS just screams Interstellar? I'm getting that kind of vibe strongly off it. EDIT 2: It appears the deploy limits on the cargo bays is backwards. Very minor issue that warrants nothing more than an afterthought until next update. Just a quick FYI. EDIT 3: A more significant reporting of functionality as I got an SSTO run in. Efficiency of scale translates to SSTO spaceplanes better than it should because it was too damn easy. Now onto the issues I noticed.Vulture Hypersonic Cockpit: Both Control From Here buttons switch it to the docking port's orientation. Neither one reverts it to its default. Will dig into .cfg to investigate potential fixes.BROADSWORD: Not an issue that you can necessarily fix, likely a deficiency in the animation plugin you use as a dependency. The bypass doors do not animate to correctly reflect the mode if the mode is switched while the engine is off. It did not seem to update when the engine was reactivated.All Parts: Max temps are way too low across the board. I nearly blew up on a standard reentry (15km periaps, 100km starting orbit) at 60% reentry heating. Note that increasing max temps is more of a stopgap measure to fix the fact that vanilla reentry is handled in a terrible way that means with a heat shield it is trivial but without one (read: all spaceplanes ever) it is beyond merciless. Edited January 3, 2016 by Captain Sierra Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted January 3, 2016 Share Posted January 3, 2016 FYI The BDAnimationsModule.dll supplied with the mod is significantly outdated (v5.x; current version is v6.2). I didn't realize it and it was wreaking havoc with test plane I made beforehand. I normally install overlapping mods by telling my system to overwrite all older files, but the timestamp on this DLL was is Sept (the latest 6.2 version is dated from mid-May). Inadvertently overwrote the plugin. (I actually wasn't paying attention and didn't even notice the BahaSP folder. Just a heads up just in case anyone else uses other BD mods that use his animations (like the landing gears). Nertea, hopefully you'll update (or correct?) that dependency-distro on your next release, whenever that is. (It's a pseudo-minor thing, so not urgent, maybe... Though it did technically "break" my designs.) Quote Link to comment Share on other sites More sharing options...
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