Chimer4

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About Chimer4

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    CEO of Average Industries
  1. Already put one of these in the tantares thread, so I thought I should put one over here as well. I'm trying a timeline accurate assembly of the ISS using this and tantares (mainly, I'm using cormorant for the shuttle and infernal robotic for CanadArm 1 + 2) Just spent about 2 hours removing PMA-2 and relocating to Z1 and then berthing Destiny to the fore of Unity, all using CanadArm. Close to being one of the hardest things I've ever done, but equally one of the most rewarding. This is the station after finally berthing Destiny. Next up, ESP-1 and CanadArm 2.
  2. Just passing through, so I thought I should pay a little screenshot tax. I'm attempting to assemble the ISS using a mix of CxAerospace and Tantares parts in historical order using only the shuttle and proton. Here is my ISS after installing the P6 truss
  3. Hi there @hraban only recently got into this mod (I used the expansion for tantares a while ago) and really like what you've done with it :). Quick question for you, is there any reason why you chose 50% as your scale? Also on a related note I'm working on changing the parts to 64% scale (to the nearest reference diameter) for my own personal use so that it plays nicely with BDB and tantares. When I'm done with it, would you be interested if I posted for others to use? As I said I'm doing just for my own install at the moment, but if people are interested I'd post it with your permission. Anyway, keep up the fantastic work!
  4. Thanks for that, that works now.
  5. Hi guys, just want to ask a quick question about the functionality of MM. Is it possible to reference and edit all parts from a particular mod? I've tried using the config in the code section below with the thought that if I use :[FOR] then it would just apply to that mod, but it scales all parts. Is it possible to do what I'm asking or is it impossible. //Change contares parts from 50% scale to 64% scale @PART[*]:FOR[Contares] { @rescaleFactor = 1.28 }
  6. Hi guys I'm trying to modify the configs for the shuttle external tanks from Cormorant Aeronology with Module Manager so that they use b9 part switch instead of the standard FSfuelSwitch that comes as standard with them (I want to switch to LqdHydrogen/Oxidizer). This is the config that I'm trying to use, but I can't see what I'm doing wrong. I did briefly get it to remove the FSfuelSwitch module, but it doesn't seem to be doing that any more. Any help would be much appreciated. //First remove FSfuelSwitch @PART[CA_ET,CA_ET_extension,CA_ETnose] { !MODULE[FSfuelSwitch] } //Then add basic resources for b9PartSwitch @PART[CA_ET] { %RESOURCE[LiquidFuel] { %amount = 9600 %maxAmount = 9600 } %RESOURCE[Oxidizer] { %amount = 11735 %maxAmount = 11735 } } @PART[CA_ET_extension,CA_ETnose] { %RESOURCE[LiquidFuel] { %amount = 4800 %maxAmount = 4800 } %RESOURCE[Oxidizer] { %amount = 5870 %maxAmount = 5870 } } Thanks for the help @sebi.zzr, adding the curly brackets after deleting the module sorted it all out. I must have forgotten to add them back in after I rearranged the config a bit
  7. Hi @Beale, just wondering if you plan on separating the blok e tankage and engine(s) from the landing structure. But that lk is looking mighty fine
  8. Ah no, the INT-17 uses 7 HG-3 engines whereas 18 and 19 use 5 J-2s aided by either Titan solids on the 18 or minuteman solids on the 19 to get off the ground. Also re the IU, I like that suggestion. I don't quite understand where you said it as a drawback it would require a dll for the part switching however, doesn't BDB already come bundled with b9 part switch for a couple of adapters (Kane ones I think)
  9. Yep that was it, thanks! I was trying to build INT-21 and was completely flummoxed as I had built the full Saturn stack a few days ago. Now I only need the HG-3 for the INT-17 Also any chance of a 5m IU for the INT-21? I'm currently using a scaled one from the S-IVB at the moment so no worries if it's not on the books
  10. Odd question, I cannot for the life of me find the S-II stage on the VAB. I have the required tech unlocked and have every other part for Saturn but S-II seems to be eluding me. Oddly it doesn't appear to show in the tech tree either. If it makes any difference, I'm using the latest off the github master and CTT Also those are some tasty looking textures.
  11. Quick question; which engine, if any, is intended to go on the bottom of the leo service module tank (the 1.5m one not the medici)?
  12. Hi @CobaltWolf i love this pack and how you are following porkjets design styling. Small amount of feedback, i find the panel lining (especially on the Gemini) a little too harsh. Also, do you have any plans for the future? Are there any plans for things like Nova or more of Von Brauns Saturn proposals (clustered Titan stage anyone?) Going by the AARDV and the block III-V Apollo i guess you've looked at eyes turned skyward so are there any plans for Artemis? Anywho thanks for all of the hard work and time you have put into this and i look forward to what may come
  13. alright, thanks guys. So i should be gravy as long as I avoid the atlas parts (thats the muos right?)
  14. Hi @CobaltWolf, a quick question. Is this update that you are working on going to be save breaking? I did have a look back a few pages so either I'm being blind (most likely with this flu) or it hasn't been mentioned. I'm thinking about starting a new save and throwing this fantastic looking pack into it so wondering if i should hold off on starting out
  15. Has anyone been able to get the alternative Mk1 Cockpit and the aerobee engines to work? I've tried to give them configs but I've had no luck, and can't see where I'm going wrong. This is the config I've been trying to use to get the alternative Mk1 cockpit to work PART { name = Mark1Cockpit-Alt module = Part author = Ven MODEL { model = VenStockRevamp/Part Bin/NewParts/Mk1Cockpit-Alt/MK1Cockpit scale = 0.98,0.98,0.98 } rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.3, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.17, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = start entryCost = 6575 cost = 2400 category = Pods subcategory = 0 title = MK1 Cockpit Alt manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = WIP attachRules = 1,0,1,1,0 mass = 1.8 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.20 angularDrag = 4 crashTolerance = 18 maxTemp = 2000 // = 3400 vesselType = Ship CrewCapacity = 1 bulkheadProfiles = size1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque (ven (vsr MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleReactionWheel PitchTorque = 7 YawTorque = 7 RollTorque = 7 RESOURCE { name = ElectricCharge rate = 0.9 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } INTERNAL { name = mk1CockpitInternal } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleAnimateGeneric animationName = MK1Light defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } }