Jump to content

[PART] [1.8.0 - 1.12+] ShadowWorks - Stockalike SLS, Delta IV, and More v2.0.5.1 Waterfall Edition [8-11-2021]


TheShadow1138

Recommended Posts

12 minutes ago, TheShadow1138 said:

As of ShadowWorks 1.3.2 you shouldn't need RealChute.  Try removing the "_ShadowWorks_RealChute.cfg" file from the GameData folder entirely.  I had some issues with what I believe you're describing with the CM snapping off and it had to do with the RealChute config.  If that doesn't work, are you trying to launch the prebuilt rockets, using the included SM subassembly, or are you building from scratch?

Thanks.  What do you mean by stockalike names?

 

Look at the Mk-1-2 pod.

Link to comment
Share on other sites

1 hour ago, TheShadow1138 said:

As of ShadowWorks 1.3.2 you shouldn't need RealChute.  Try removing the "_ShadowWorks_RealChute.cfg" file from the GameData folder entirely.  I had some issues with what I believe you're describing with the CM snapping off and it had to do with the RealChute config.  If that doesn't work, are you trying to launch the prebuilt rockets, using the included SM subassembly, or are you building from scratch?

Thankyou, the rockets work now!

Link to comment
Share on other sites

3 hours ago, davidy12 said:

Look at the Mk-1-2 pod.

The stock part names are really like model, or company designations, which is what I have been giving every part thus far.  I have been including the real-world names for the parts to make it easier for users to know what the parts are  just in case.  I think I'll leave the names the way they are for now.  Thanks for the suggestion.

Link to comment
Share on other sites

  • 3 weeks later...
22 hours ago, dave1904 said:

yeah im currently making a custum drag cube to fix it

I checked the drag cube that KSP calculates in version 1.2.2 against that calculated in version 1.0.5 and the areas and depths appear to be the same, but the drag coefficients on the +Y and -Y faces in 1.2.2 are much smaller than in 1.0.5.  Using the drag cube from 1.0.5 works as expected, so you can paste the following into the part's config file

	DRAG_CUBE
	{
		cube = Default, 1.015663,0.4225435,1.65598, 1.015663,0.4225349,1.65598, 7.562591,0.9169528,0.5132632, 7.576575,0.9167223,0.5132632, 1.015663,0.4195348,1.65598, 1.015663,0.4255427,1.65598, 0,-3.500283E-05,8.34465E-07, 3.125,0.41447,3.124999
	}

Of course, if you have already found a better fit, you can ignore this.  I am going to put this on the opening post and make sure that this is in the next version of ShadowWorks.  Thanks for finding this and letting me know.

Link to comment
Share on other sites

2 hours ago, TheShadow1138 said:

I checked the drag cube that KSP calculates in version 1.2.2 against that calculated in version 1.0.5 and the areas and depths appear to be the same, but the drag coefficients on the +Y and -Y faces in 1.2.2 are much smaller than in 1.0.5.  Using the drag cube from 1.0.5 works as expected, so you can paste the following into the part's config file


	DRAG_CUBE
	{
		cube = Default, 1.015663,0.4225435,1.65598, 1.015663,0.4225349,1.65598, 7.562591,0.9169528,0.5132632, 7.576575,0.9167223,0.5132632, 1.015663,0.4195348,1.65598, 1.015663,0.4255427,1.65598, 0,-3.500283E-05,8.34465E-07, 3.125,0.41447,3.124999
	}

Of course, if you have already found a better fit, you can ignore this.  I am going to put this on the opening post and make sure that this is in the next version of ShadowWorks.  Thanks for finding this and letting me know.

cheers

Link to comment
Share on other sites

  • 3 weeks later...
27 minutes ago, redmonddkgamer said:

So the Orion SM decoupler spazzes out in editor, in both 1.0.5 and 1.2.X. Any idea why? Also, is this turning into a dead mod, or can we expect to see an official 1.2.2 compatibility update anytime soon?

How is it spazzing?  I just tested it in 1.2.2 and there was no problem attaching the SM decoupler to the Orion SM, and no problem attaching the SM fairings (with the exception that they stay translucent, but that may be a KSP setting).  Are you using the most recent version of ShadowWorks, v1.3.2?  If you're not using the most recent version of ShadowWorks, try downloading the latest version.  Remember to completely delete the old ShadowWorks folder in your GameData directory before installing the new version.  If you are using the most recent version, it may not hurt to try a reinstall.

As for the status of the mod, it's not dead, comatose might be a better description.  I haven't given up on the mod, but between a lack of motivation and work, I haven't been working on it much recently.  I will eventually go through everything placing them into the new categories and complete the parts that I have promised for the next update, but I can't say when that will all get done, but I haven't forgotten about the mod to be sure.

Link to comment
Share on other sites

26 minutes ago, redmonddkgamer said:

So what about it does not work in 1.2.2? It sounds like all that I would need to do on my part is a few config tweaks. However, I have about as much experience with config editing as my dog does. Could you give instructions?

The only thing that I am aware of that does not work as intended is the heat shield on the Orion, it does not produce nearly as much drag as it should.  To fix this, all you need to do is add the following to the OrionHeatShield.cfg:

	DRAG_CUBE
	{
		cube = Default, 1.015663,0.4225435,1.65598, 1.015663,0.4225349,1.65598, 7.562591,0.9169528,0.5132632, 7.576575,0.9167223,0.5132632, 1.015663,0.4195348,1.65598, 1.015663,0.4255427,1.65598, 0,-3.500283E-05,8.34465E-07, 3.125,0.41447,3.124999
	}

I am not aware of anything else not behaving as intended, but if you find anything misbehaving just post here to let me know and I'll do what I can to get it fixed.  All the parts are there, they will just show up in the old categories and none of the new ones.

Edited by TheShadow1138
Link to comment
Share on other sites

37 minutes ago, redmonddkgamer said:

So what about it does not work in 1.2.2? It sounds like all that I would need to do on my part is a few config tweaks. However, I have about as much experience with config editing as my dog does. Could you give instructions?

 

11 minutes ago, TheShadow1138 said:

The only thing that I am aware of that does not work as intended is the heat shield on the Orion, it does not produce nearly as much drag as it should.  To fix this, all you need to do is add the following to the OrionHeatShield.cfg:


	DRAG_CUBE
	{
		cube = Default, 1.015663,0.4225435,1.65598, 1.015663,0.4225349,1.65598, 7.562591,0.9169528,0.5132632, 7.576575,0.9167223,0.5132632, 1.015663,0.4195348,1.65598, 1.015663,0.4255427,1.65598, 0,-3.500283E-05,8.34465E-07, 3.125,0.41447,3.124999
	}

I am not aware of anything else not behaving as intended, but if you find anything misbehaving just post here to let me know and I'll do what I can to get it fixed.  All the parts are there, they will just show up in the old categories and none of the new ones.

The parachute doesn't show up in staging in the VAB. Also, can I just stick it anywhere in the CFG, or does it have to go a certain place? If so, where?

Edited by redmonddkgamer
Adding a question
Link to comment
Share on other sites

32 minutes ago, redmonddkgamer said:

 

The parachute doesn't show up in staging in the VAB. Also, can I just stick it anywhere in the CFG, or does it have to go a certain place? If so, where?

The parachute not showing up is a bug that I thought I had gotten rid of back in 1.0.5.  It is because I coded the ModuleManager config for RealChute that made it require RealChute for the parachute to work, when it should have only been used if RealChute was installed.  To fix this there are two options: 1.)  delete the "_ShadowWorks_RealChute.cfg" file, or 2.)  edit the "_ShadowWorks_RealChute.cfg" so that the first line looks like the:

@PART[SWOrionChutes]:NEEDS[RealChute]

The chutes should then have their staging icon appear as expected, and work as expected.

Link to comment
Share on other sites

Thanks again. What is the Serenity replicating? It looks a bit like a mashup of the ATV, HTV and Cygnus. Anyway, as I said, I am not good with configs. I tried adding TAC life support systems to it so that I could attach it to an Orion and extend the range, and I ended up breaking it. Do you think you could add TACLSS modules too it, and some life support storage, too? I tried, and it was unsurprisingly, very unbalanced.

Link to comment
Share on other sites

8 hours ago, redmonddkgamer said:

Thanks again. What is the Serenity replicating? It looks a bit like a mashup of the ATV, HTV and Cygnus. Anyway, as I said, I am not good with configs. I tried adding TAC life support systems to it so that I could attach it to an Orion and extend the range, and I ended up breaking it. Do you think you could add TACLSS modules too it, and some life support storage, too? I tried, and it was unsurprisingly, very unbalanced.

The Serenity Module isn't replicating anything.  I thought it would be a good propulsion unit for a space station, as well as make a good orbital tug. I can take a look at TAC and will think about adding support for it, but I don't want to make any promises.

Link to comment
Share on other sites

6 hours ago, redmonddkgamer said:

This mod totally needs an ATB, just for the heck of it. Also, sorry if I have been badgering you too much, but this is a really cool mod.

I'll consider it ,but I'm not going to promise anything.  There are plenty of other mods that provide the ATV.  The latest Tantares release does not include one, but some of the older version do include one, and I highly recommend Tantares.  I don't mind answering your questions, and I'm glad you like the mod so much.

Link to comment
Share on other sites

2 hours ago, TheShadow1138 said:

I'll consider it ,but I'm not going to promise anything.  There are plenty of other mods that provide the ATV.  The latest Tantares release does not include one, but some of the older version do include one, and I highly recommend Tantares.  I don't mind answering your questions, and I'm glad you like the mod so much.

Not an ATV, an ATB. The Orion's Abort Test Booster. It's derived from the Peacekeeper MIRV ICBM.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...