loppnessmonsta Posted May 18, 2015 Share Posted May 18, 2015 I am super excited to start building enormous spaceplanes. I have the whole concept worked out. Clawing into orbit with drop tanks and whatnot. Gonna be great. But I'm a patient man, and such glorious spaceplanes need glorious parts. Quote Link to comment Share on other sites More sharing options...
Morgan Posted May 20, 2015 Share Posted May 20, 2015 (edited) Ok, I solved my problem with the MM Patch (filename was to long).This fixes the attach nodes:@PART[mk4nose]{@node_stack_bottom = 0.0, -0.1029968, 0.0, 0.0, -1.0, 0.0, 1}@PART[mk4cockpit]{@TechRequired = heavyAerodynamics@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4crew-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4drone-1]{@node_stack_bottom = 0.0, -0.1362425, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4cargo-1]{@node_stack_bottom = 0.0, -1.070835, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4cargo-2]{@node_stack_bottom = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3@node_stack_bottom2 = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4cargo-tail-1]{@node_stack_bottom = 0.0, -1.057139, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4scimitar]{@node_stack_bottom = 0.0,-0.8541491, 0.0, 0.0, -1.0, 0.0, 1}@PART[mk4adapter-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4adapter-2]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-lfo-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-lfo-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4mono-1]{@node_stack_bottom = 0.0, -0.5355678, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4tail-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4tail-2]{@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4pod-1]{@node_stack_bottom01 = 0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = -0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1}@PART[mk4pod-2]{@node_stack_bottom01 = 0.0, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = 1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom03 = -1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1}@PART[mk4nose-docking]{@node_stack_bottom = 0.0, 0.0828281, 0.0, 0.0, -1.0, 0.0, 1}@PART[mk4intake-radial-2]{@node_stack_bottom01 = 0.0, -1.462815, 0.2439967, 0.0, -1.0, 0.0,1} Edited May 22, 2015 by Morgan Quote Link to comment Share on other sites More sharing options...
Faile Posted May 20, 2015 Share Posted May 20, 2015 Could you describe where that goes? Quote Link to comment Share on other sites More sharing options...
Odyssey Posted May 20, 2015 Share Posted May 20, 2015 Ok, I solved my problem with the MM Patch (filename was to long).This fixes the attach nodes:@PART[mk4nose]{@node_stack_bottom = 0.0, -0.1029968, 0.0, 0.0, -1.0, 0.0, 1}@PART[mk4cockpit]{@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4crew-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4drone-1]{@node_stack_bottom = 0.0, -0.1362425, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4cargo-1]{@node_stack_bottom = 0.0, -1.070835, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4cargo-2]{@node_stack_bottom = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3@node_stack_bottom2 = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4cargo-tail-1]{@node_stack_bottom = 0.0, -1.057139, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4scimitar]{@node_stack_bottom = 0.0,-0.8541491, 0.0, 0.0, -1.0, 0.0, 1}@PART[mk4adapter-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4adapter-2]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-1]{@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-lfo-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4fuselage-lfo-2]{@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4mono-1]{@node_stack_bottom = 0.0, -0.5355678, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4tail-1]{@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4tail-2]{@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3}@PART[mk4pod-1]{@node_stack_bottom01 = 0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = -0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1}@PART[mk4pod-2]{@node_stack_bottom01 = 0.0, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom02 = 1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1@node_stack_bottom03 = -1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1}@PART[mk4nose-docking]{@node_stack_bottom = 0.0, 0.0828281, 0.0, 0.0, -1.0, 0.0, 1}@PART[mk4intake-radial-2]{@node_stack_bottom01 = 0.0, -1.462815, 0.2439967, 0.0, -1.0, 0.0,1}So, Are you saying this is a patch to update the Mk4 to 1.0.2? Quote Link to comment Share on other sites More sharing options...
Morgan Posted May 20, 2015 Share Posted May 20, 2015 Could you describe where that goes?create a text file, copy and paste the code into it, rename the file to "whateveryoulike.cfg" and place it the KSP folder.And you need the Module Manager.So, Are you saying this is a patch to update the Mk4 to 1.0.2?yep! But just the attach nodes. Just tested it and it looks good so far. Quote Link to comment Share on other sites More sharing options...
Faile Posted May 20, 2015 Share Posted May 20, 2015 Ah, thanks man. I thought I had to edit that into some .cfg file and was wondering about the format, read up a bit on the MM wiki. Powerful stuff. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 20, 2015 Share Posted May 20, 2015 Keep in mind that even with the attach nodes fixed, there is still a lot that won't behave properly in 1.0.2. This includes heating, cargo bays, and air-breathing engines. Quote Link to comment Share on other sites More sharing options...
Faile Posted May 20, 2015 Share Posted May 20, 2015 For me the mk4cockpit still didn't show up on the parts list. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 21, 2015 Author Share Posted May 21, 2015 (edited) So NFT is almost stablilized. I though I'd take a minute to share plans for the next update. The main change is total rework of the cross section to be more versatile and fix a number of bugs. This will also make the system about 30% larger compared to the old one. It'll be able to haul cargo much more effectively. I have a few design goals that I'll share.Reduction in redundant parts: The system will use fuel switchers to switch out contents and textures of fuselages to reduce the number of parts. This will also increase versatility (store monoprop in a cargo bay's side tanks for example). Compatibility with stock sizes: The new fuselage/cargo bay pieces will match the Mk3 lengths, so it's easier to work withReduction in texture size: Improved texture reuse will hopefully cut memory footprints by around 25%.Better versatility: Less specific parts and more freedom to work with whatever you want. Let's look at today's test of the reworked Mk4 Cockpit. As you can see, it has attach nodes on the 'lumps' now. These are standard 1.25m nodes, so you can attach any manner of air intake there. In addition I'll be making several specific pieces that can fit in that slot, which will bring back the smoother shape of the original cockpit (structural smoothing piece, service hatch/bay and heavy RCS pod are good candidates to start).This is going to be a pretty involved process. It might take a while - I'm going to have to mostly remap and heavily adjust/redraw the textures of may parts to use the new cross section (adapters in particular). However the results should be worth it! I'll also take the opportunity to tweak some parts - for example the drone core will probably be hollow now.Work starts nowish, when I have some test parts done for the new cross section I'll point you all to my dev thread. Edited May 21, 2015 by Nertea Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 21, 2015 Share Posted May 21, 2015 So NFT is almost stablilized. I though I'd take a minute to share plans for the next update. The main change is total rework of the cross section to be more versatile and fix a number of bugs. This will also make the system about 30% larger compared to the old one. It'll be able to haul cargo much more effectively. I have a few design goals that I'll share.Reduction in redundant parts: The system will use fuel switchers to switch out contents and textures of fuselages to reduce the number of parts. This will also increase versatility (store monoprop in a cargo bay's side tanks for example). Compatibility with stock sizes: The new fuselage/cargo bay pieces will match the Mk3 lengths, so it's easier to work with Reduction in texture size: Improved texture reuse will hopefully cut memory footprints by around 25%. Better versatility: Less specific parts and more freedom to work with whatever you want. Let's look at today's test of the reworked Mk4 Cockpit. As you can see, it has attach nodes on the 'lumps' now. These are standard 1.25m nodes, so you can attach any manner of air intake there. In addition I'll be making several specific pieces that can fit in that slow, which will bring back the smoother shape of the original cockpit (structural smoothing piece, service hatch/bay and heavy RCS pod are good candidates to start).http://nertea.the3rdage.net/ksp/mk4plans.jpgThis is going to be a pretty involved process. It might take a while - I'm going to have to mostly remap and heavily adjust/redraw the textures of may parts to use the new cross section (adapters in particular). However the results should be worth it! I'll also take the opportunity to tweak some parts - for example the drone core will probably be hollow now.Work starts nowish, when I have some test parts done for the new cross section I'll point you all to my dev thread.My body is not ready! May I request a piece with attach nodes at the bottoms of the lumps? That would be the perfect way to mount VTOL engines: Quote Link to comment Share on other sites More sharing options...
Gryphon Posted May 22, 2015 Share Posted May 22, 2015 So...Awesome... Quote Link to comment Share on other sites More sharing options...
loppnessmonsta Posted May 22, 2015 Share Posted May 22, 2015 Love the new direction, Nertea! Really looking forward to crashing them into planets. Quote Link to comment Share on other sites More sharing options...
Raptor9 Posted May 23, 2015 Share Posted May 23, 2015 ...Let's look at today's test of the reworked Mk4 Cockpit. As you can see, it has attach nodes on the 'lumps' now. These are standard 1.25m nodes, so you can attach any manner of air intake there. In addition I'll be making several specific pieces that can fit in that slot, which will bring back the smoother shape of the original cockpit (structural smoothing piece, service hatch/bay and heavy RCS pod are good candidates to start)...That sounds awesome. Those service bays and heavy RCS pod especially. Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted May 23, 2015 Share Posted May 23, 2015 What does 30% larger mean for the cargo bay internals? would a 3m part fit now? They look great, although the cockpit seems kinda long. I hope that doesn't mean you have to redo the IVA, they're so much work... Quote Link to comment Share on other sites More sharing options...
Faile Posted May 23, 2015 Share Posted May 23, 2015 looks awesome! can't wait Quote Link to comment Share on other sites More sharing options...
Rhedd Posted May 24, 2015 Share Posted May 24, 2015 I like the idea of the new pieces, but I really, REALLY love the old ones, and don't want to see them disappear. Since you're heading in a new direction, is there anything at all broken with the old pieces that can't be fixed in the CFGs? If everything can be updated to 1.x with cfgs and nothing needs to be changed with the models themselves, I'm happy. I can make those changes myself and you can go on to bigger (literally) and better spaceplane parts! Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 25, 2015 Author Share Posted May 25, 2015 What does 30% larger mean for the cargo bay internals? would a 3m part fit now? They look great, although the cockpit seems kinda long. I hope that doesn't mean you have to redo the IVA, they're so much work...Cockpit is identical in length, I only removed the side pods. This makes it look at little longer. I shouldn't have to touch the IVA if I've done everything right...I like the idea of the new pieces, but I really, REALLY love the old ones, and don't want to see them disappear. Since you're heading in a new direction, is there anything at all broken with the old pieces that can't be fixed in the CFGs? If everything can be updated to 1.x with cfgs and nothing needs to be changed with the models themselves, I'm happy. I can make those changes myself and you can go on to bigger (literally) and better spaceplane parts! I think that most things can, except possibly cargo bay occlusion. Go ahead and do it, like I said, as long as support calls don't head to me, it's all good . Quote Link to comment Share on other sites More sharing options...
Djmellomaniac Posted June 2, 2015 Share Posted June 2, 2015 My body is not ready! May I request a piece with attach nodes at the bottoms of the lumps? That would be the perfect way to mount VTOL engines: I was going to say something about thunderbird two but you beat me to it Quote Link to comment Share on other sites More sharing options...
Bomoo Posted June 3, 2015 Share Posted June 3, 2015 Let's look at today's test of the reworked Mk4 Cockpit. As you can see, it has attach nodes on the 'lumps' now. These are standard 1.25m nodes, so you can attach any manner of air intake there. In addition I'll be making several specific pieces that can fit in that slot, which will bring back the smoother shape of the original cockpit (structural smoothing piece, service hatch/bay and heavy RCS pod are good candidates to start).Wooo. Super glad you're rolling that into the new version. Quote Link to comment Share on other sites More sharing options...
Toyotawolf Posted June 3, 2015 Share Posted June 3, 2015 Are there any plans to include an integrated shielded docking collar in the body section? Much like the mk2 mods have done? Would be cool to have a hatch open on top and dock to the station that way, much like the shuttles used to, maybe something hidden in the cargo bay, just spitballing here. Quote Link to comment Share on other sites More sharing options...
PCanas Posted June 4, 2015 Share Posted June 4, 2015 So I downloaded this and installed... and the pieces only fit when placed backwards.Lets say I start with the cockpit. To place the nose cone, I have o place it 180º from it's original orientation, so it's facing the inside of the cockpit (basically, clipping). This also happens with fuselage and fuel tanks, the double and triple engines nacelle, etc.Is there anything wrong? Am I missing something or doing something wrong?The installation is [game]/Game Data/MarkIVSystem/[everything else] Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 4, 2015 Share Posted June 4, 2015 So I downloaded this and installed... and the pieces only fit when placed backwards.Lets say I start with the cockpit. To place the nose cone, I have o place it 180º from it's original orientation, so it's facing the inside of the cockpit (basically, clipping). This also happens with fuselage and fuel tanks, the double and triple engines nacelle, etc.Is there anything wrong? Am I missing something or doing something wrong?The installation is [game]/Game Data/MarkIVSystem/[everything else]The way that stack nodes work changed in 1.0, and this mod has not been updated yet. Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted June 4, 2015 Share Posted June 4, 2015 So I downloaded this and installed... and the pieces only fit when placed backwards.Lets say I start with the cockpit. To place the nose cone, I have o place it 180º from it's original orientation, so it's facing the inside of the cockpit (basically, clipping). This also happens with fuselage and fuel tanks, the double and triple engines nacelle, etc.Is there anything wrong? Am I missing something or doing something wrong?The installation is [game]/Game Data/MarkIVSystem/[everything else]What Blowfish said, plus:Open your 'cheat' menu (alt+F12, and click the 'cheats' tab if it doesn't come up by default) and select 'enable non-strict part attachment checks in editor', is how I believe it's phrased. This will allow you to place the Mk4 parts correctly until the mod is updated. Oh, btw, you'll have to do this each time you start the game, the cheat settings aren't saved when the game is shut down, which I think they should be. You hear that, Squad?!? Quote Link to comment Share on other sites More sharing options...
PCanas Posted June 5, 2015 Share Posted June 5, 2015 Got it. Thanks for the help Quote Link to comment Share on other sites More sharing options...
ZewelVonLelek Posted June 7, 2015 Share Posted June 7, 2015 So NFT is almost stablilized. I though I'd take a minute to share plans for the next update. The main change is total rework of the cross section to be more versatile and fix a number of bugs. This will also make the system about 30% larger compared to the old one. It'll be able to haul cargo much more effectively. I have a few design goals that I'll share.Reduction in redundant parts: The system will use fuel switchers to switch out contents and textures of fuselages to reduce the number of parts. This will also increase versatility (store monoprop in a cargo bay's side tanks for example). Compatibility with stock sizes: The new fuselage/cargo bay pieces will match the Mk3 lengths, so it's easier to work with Reduction in texture size: Improved texture reuse will hopefully cut memory footprints by around 25%. Better versatility: Less specific parts and more freedom to work with whatever you want. Let's look at today's test of the reworked Mk4 Cockpit. As you can see, it has attach nodes on the 'lumps' now. These are standard 1.25m nodes, so you can attach any manner of air intake there. In addition I'll be making several specific pieces that can fit in that slot, which will bring back the smoother shape of the original cockpit (structural smoothing piece, service hatch/bay and heavy RCS pod are good candidates to start).http://nertea.the3rdage.net/ksp/mk4plans.jpgThis is going to be a pretty involved process. It might take a while - I'm going to have to mostly remap and heavily adjust/redraw the textures of may parts to use the new cross section (adapters in particular). However the results should be worth it! I'll also take the opportunity to tweak some parts - for example the drone core will probably be hollow now.Work starts nowish, when I have some test parts done for the new cross section I'll point you all to my dev thread.Nice may I give one suggestion, though? The cockpit windows seem to be way too high and placed too far away to back, which might lead to weird/dangerous field of view (Runway wouldn't be seen)...I suggest moving those windows closer to the front (while retaining the overall shape of the part)... Basically moving pilots forward, closer to the nose... Quote Link to comment Share on other sites More sharing options...
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