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Pak

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Posts posted by Pak

  1. I really appreciate everyone still using pieces of these mods and wanted to get an update out while we wait for KSP2 to mature a bit more.

    Seems like I got everything working again but let me know if I missed anything. I'm still sorting out some Block II parts but I should have that updated for 1.12 soon too.

    I'm not completely sure if this will be a final content update or not yet. I have a few parts that I found near completion that I might finish up and release for KSP1. Nothing too fancy just a few payload parts. Depending on how KSP2 pans out I'd like to get all of this (including Block II) moved over if it's realistic to do so. 

     

    Thanks to those who've reached out and the other moddie bois for the motivation. I want to give KSP2 more time in the oven before making any decisions but I've been having a good time with a new career in KSP1 so I hope some others can get some fun out of this too.  

     

    Spoiler

    v1.12.5a Update

    Fixes:

    • Fixed RCS thrusters and FX on the shuttle nosecone, OMS pods, and MMU

    • Fixed Engine Effects on all engines and boosters

    • various other small things

    Added:

    • Stock inventory system added to Shuttle Storage Box, MMU Engineer Rack, and MMU port

    • Craft Files for the Mk3 Shuttle and Shuttle C

    Patches:

    • Updated RealPlume patch to fix engine FX

    • I wasn't able to confirm that all of the mod compatibility patches are still working so let me know if something you use is broken

  2. Hey guys,

    Everything seems to be working with 1.6.1 and the newest versions of Firespitter and Module Manager so I updated the version tags. No new parts or features

     

    For the black textures that some people are seeing my only guess would be to make sure you delete the old SPT files if you want to use the parts now included with CA. If you'd like to stick with the old SPT parts, just delete the SPT folder that's now included in Cormorant Aeronology > Assets. If that's not the case I'm not sure what would be causing it. Those are all very simple parts that don't have any texture switching or anything.

    I didn't get the high band antenna in the files Meeb sent me but I'll pull it from the last release version and add it in when I can.

     

    I'm going into my last year of my engineering degree so I've been very short on free time. I'll be keeping things maintained as best I can but I wouldn't expect any significant new stuff for a while. It's just been too much trying to balance my own studies, being a teaching and research assistant, and messing with kerbal bugs. I'll be looking at slowly cleaning up the core shuttle parts as they've gotten a bit messy over the years with KSP updates and bug fixing. Beyond that I'd still like to finish the LKS and Block II part sets but I can't promise when/if that would be.

     

    I really appreciate the continued interest and enjoyment of all this stuff. These mods and the KSP modding community still means a lot to me and I check in as much as I can.

    W3KtCe2.png

  3. v1.5.1 Update

    nswogfh.pngu2CbxpD.png

    Changes:

    New SRB-4 thrust curves - Performance is similar on the shuttle but they should be more predictable for other types of lifters

    Fixed collider issue on custom name plates

    Added:

    Heavy Payload Mount and Payload Bay Decoupler - Set of decouplers to mount large satellites or other payloads securely into the cargo bay. The Payload Bay Decoupler also acts as a strut. (placeholder textures on some of these)

    Shuttle Payload Technologies by @MrMeeb - A stock version of SPT has been added into Cormorant. This includes 2 Payload bay options and a full set of Skylab parts for all your science needs.

     

    Heavy Decoupler Set

    Q9aXXZk.png?1

     

    Shuttle Payload Technologies

    M28JvhS.png?1

  4. Hey guys,

    I moved Meeb's parts into the CA file structure and made a few small changes to names and properties. Since CA is intended to be a mostly stock experience I removed the Dmagic and WBT science dependencies and turned the lab into a stock science lab and the experiment rack into a Science Jr. The part rescales and other small modifications are also not included in this. Did some quick tests in 1.5 and everything seems to be working now.

    Features can be put back in pretty easily with MM patches if someone else would like to set those up.

     

    Here's a github link for those interested. Download the Zip, then drop the Cormorant Aeronology folder into Gamedata

    https://github.com/Pak84/ShuttlePayloadTech/tree/master

    AbVHNaz.png?1

     

    Actual integration into CA will probably take a bit since I wanted to clean some things up for 1.5

     

    If you're interested in using DIRECT by Benjee10 check out the new version here

    https://spacedock.info/mod/1742/reDIRECT

     

  5. Thanks to @Beale for his great work on the Energia lifter.

    To celebrate I made a simple craft file linked below. It could use some tweaking but it's a good starting point for people having trouble getting it set up.

    (Only uses parts from the Energia and Zenit folders in TantaresLV)

    TantaresLV on Spacedock

    6MPuVqA.png

    BByV2je.png

     

    Also if you're into IVAs go check out @G'th's great MAS/ASET/RPM interior

    Ultimate Shuttle IVA on Spacedock

    7CHDf5x.png

    Screenshot by G'th

  6. On 4/16/2018 at 10:15 PM, Initial-Dee said:

    hey @Pak i've been working on a tweakscale patch for Cormorant over the past couple days. right now it's only got the base parts for the shuttle (nose cose, shuttle c nose cone, shuttle bottoms, and some of the other parts. the only issue i have is that i am unable to get the delta wings, strakes, or US OMS pods to scale.
    here is the code if you want to check it out. (tested in 1.3.1)
    https://gist.github.com/Initial-Dee/26d250c5cce207d2d99d65945dc4bb21

    Edit: file goes into the patches folder within TweakScale
     

    Neat thanks. I don't know anything about tweakscale so I can't be much help with that issue. If you figure it out and there's something I can change in the .mu to solve it let me know and I can include it in the next version.

     

    12 hours ago, Barzon Kerman said:

    @Pak Will the Medium shuttle parts be separate and not require the MK3 Shuttle pack?

    The Mk3 pack is about at its part limit before it'll start to feel bloated to me. There may be some minor things added here and there but it's pretty complete in my eyes.

     

    The medium shuttle (LKS) set ,other unannounced shuttle set, and new things that aren't Block-II related will end up in a separate pack.

  7. 1.4 Made the stock SAS quite a bit worse for asymmetric lifters so you may be rusty but that has something to do with it too. A trick I've seen people doing is adding a probe core to the ET for initial ascent so the majority of the thrust is in line with your control point.

     

    As for landing it sounds like you stalled out. To be safe you should go for a landing speed over 50 m/s. So you want to keep the nose down for as long as possible until the final flare to touch down.

  8. @G'th Probably not with the current FS mesh switching. I want those to be usable with other things and the heat tile bottoms limit designs. I want to drop FS and use variants but to do that I need some kind of plug-in to mirror wings properly or force a mesh switch when mirroring. I'd like to have both options but I'll have to see how things work out.

     

    MrMeeb told me he was just going to the store. I'm sure he'll be back soon.

  9. On 4/2/2018 at 3:36 PM, nebuchadnezzar said:

    I'm having a strange interaction with the MK3 Block II CERV and Scatterer 0.0329. I'm on a clean 1.4.2 and installed the latest Cormorant and the Block II add-on with the included Firespitter dll along with MM 3.0.6. When Scatterer is installed, I get NullRef spam when using the CERV pod. When I uninstall Scatter the NullRef goes away. Any help understanding this problem would be appreciated. I've attached my output log here.

    Thanks I'll take a look when I can.

    On 4/5/2018 at 3:12 PM, RealKerbal3x said:

    When I add the shuttle name plate to my orbiter, it doesn’t let me select it, only the part I attached it to.

    I have two shuttles, Dislantis and Chaldeavour, but I can’t change the name plate.

    :( Any ideas?

    Not really sure. It's working for me in 1.4.2. All I could really say is check Firespitter versions and maybe verify you game files through steam?

     

    To be honest though with all the problems and weirdness happening with 1.4.2 I can't see things like this getting fixed until stock gets cleaned up so I can figure out what changes have to be made.

     

    In other news I managed to get the IUS mostly balanced and worked all the bugs out. It's set up to put up to 2 tons into geosynchronous orbit and it feels great so far.

    A lot of texturing work to do and some little things but that's all that's left now.

    mPNK8fL.png

  10. @Kirk0007 Thanks.

     

    Landing gear is one of those things. Even with the great work done by Blackheart to crack into the secrets of stock landing gear they're still a huge pain to build and set up. Plus with how unstable they are in game the pay-off of all that work is still having it bug out and launch your ship back into the air sometimes.

    I have about 5 projects going right now and not much time for any of them, so landing gear isn't even on the back-burner at this point. Maybe the refrigerator still. Not saying I would never do it, but I can't say it would be any time soon.

  11. @frencrs @Z3R0_0NL1N3

    I have to look into it more, but I don't think so. The stock switcher is very limited and while I'd prefer to use that I would just need a different plug-in for mirroring my wings. I am going to see if I can make it work though.

     

    Here's some bonus progress shots of the LKS. Models are mostly done and I'm starting textures on the cockpit.

    This thing is so cute

    Roughly 2.5m cross section with a 1.875m payload capacity. Gameplay-wise it'll come a tier or two before the shuttle/buran and function as a light station builder and satellite launcher. Designed to launch atop Beale's Proton or any other 2.5m lifter

    WwGzfKW.png

    Xn7VkVX.png

     

     

  12. @AlternNocturn Could be UPFM if it's adding a lot of mass. Kerbalism life support masses should be very small compared to the mass of the craft so I wouldn't expect that to be a problem.

    Block II can handle about 25 tons and right at booster sep the shuttle can be very close to 1.0 TWR. If you have KER or something similar you could check out your booster sep TWR in the VAB by taking off the boosters and draining the ET fuel a bit. Then you can change your UPFM settings to see if that's effecting your TWR much.

     

    Otherwise compare your flight profile to the guide in the OP or try the mission builder tutorial.

  13. @Abpilot You don't need to mess with cfgs I promise.

     

    If you have Making History you could try this little launch tutorial I'm working on. I don't know if it's done yet, but it gives prompts on what you should be doing at certain points along the way. Also take a look at the little guides in the OP if you haven't. Generally people that are running out of fuel aren't flying a shallow enough launch. You need a relatively smooth curve ending at 0 degrees around 50k. Going 'up' too much on a launch is a waste of energy

    Shuttle Flight Test Mission (drop it in your Missions folder)

     

    I'm also working on updating the booster's thrust curve to make them a bit more forgiving when you're outside of a good flight profile. I'll link that below if you'd like to try that too.

    SRB4 thrustCurve changes

     

     

    As for the CKAN stuff I have no idea. I don't deal with that at all outside of posting on Spacedock. If there's something I can do on my end like packaging things differently I will, but if it's just that FS isn't updated yet there's nothing I can do about that.

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