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About Chimer4

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    CEO of Average Industries
  1. 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
  2. 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
  3. 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)
  4. 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
  5. 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.
  6. 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)?
  7. 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
  8. alright, thanks guys. So i should be gravy as long as I avoid the atlas parts (thats the muos right?)
  9. 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
  10. 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 } }
  11. A patch was already made by someone some time ago. Not sure how it holds up with drag etc, but it seems to work from a quick test i just did
  12. Ok here's a rough'n'ready .cfg that should get radiation belts working if you are running GPP and Kerbalism. I haven't really played around with the numbers at all, apart form some of the more prominent bodies, and there are a few radiation definitions for some bodies that i'm unsure of. GPP.cfg It's in google docs and I've left it so that people can comment on areas that they feel could be changed. So feel free to play around with it and make suggestions. Main points Thalia is about 3x more radioactive than Gael Gauss is highly radioactive (not sure about these numbers, input welcome) approach with caution and decent shielding (a Kerbal in a hitchhiker with no sheilding will last 10 minutes in the inner belt before taking a lethal dose) I gave Ceti some surface radiation, I wanted either it or Iota to have something different to deal with in the starting system No science definitions yet for the Geiger counter, I'll add those at a later date
  13. These are the resource definitions that Kerbalism uses, the only one that i think differs from CRP is ammonia (LqdAmmonia in CRP?) that is used in the greenhouse (presumably as a fertiliser)
  14. I've put Nero as slightly higher than Jool in stock. I've taken a few liberties as what I think the composition of the bodies might be, I've given Hephaestus a metallic style radiation belt (thin belt of slight radiation and slightly irregular magnetopause). Seeing as he's the god of blacksmithing etc. I thought it fitting that it may have a slight metallic core.
  15. Alrighty, thanks for the info. For Gauss I was thinking something along the lines of 300-400 rad/hr ballpark. For comparison Jool is 200 rad/hr and Kerbin is 10 rad/hr. I was going to give Thalia about 30-40 rad/hr, not too high, but enough to make you think twice about going there with inadequate shielding.