sumghai

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Everything posted by sumghai

  1. Thanks for the heads-up, I'll look into it over the next few days.
  2. Imgur Album Service Module and accessories designed specifically for use with the stock Mk1-2 Command Pod, vaguely resembling NASA's Orion MPCV. May or may not have a convincing stockalike appearance. Dependencies - AnimatedDecouplers (@Starwaster), for umbilical animation on decoupling, as well as adding stock drag occlusion support for the Boost Protect Cover and Service Module side fairings - ModuleManager (@sarbian), for applying patches for functionality/features provided by dependencies and third-party add-ons - Wenkel Corporation RealChute Parachute Systems (@stupid_chris), for parachute functionality Supported Third-Party Addons - Deadly Re-entry Continued (@Starwaster) - if installed, the SDHI Heat Shield will protect the Mk1-2 Pod from the heat and stresses of atmospheric reentry; most other Service Module components will also consistently be burned up when deorbited - Connected Living Spaces API (@Papa_Joe) - if installed, crew transfer will be realistically limited to through the parachute-equipped docking ports - TAC Life Support (@TaranisElsu / @danfarnsy / @JPLRepo) - if installed, will add a total of Kerbin eight day's worth of life support provisions to the Mk1-2 Pod and Service Module, plus Carbon Extractors and Water Filters - USI Life Support (@RoverDude) - If installed, will add a total of Kerbin eight day's worth of life support provisions to the Mk1-2 Pod - PEBKAC Industries: Launch Escape System (@Kurld) if installed, will automate SDHI LES and Pod Boost Protective Cover deployment/jettison Download (V3.2.4 / 18 June 2017) - CurseForge - GitHub (Issue Tracker / Wiki) How To Install 1. Ensure that you have all of the aforementioned dependencies installed 2. Remove any previous version of the SDHI SMS add-on 3. Download from one of the sources above 4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Service Module System folder Usage - This parts pack is specifically designed for use with the stock Mk1-2 Command Pod - For assembly and configuration instructions, refer to the how-to guide on the wiki - A Launch Escape System is included in this pack, which has better performance than the LES from the stock game; it also comes with a built-in Solid Fuel-powered RCS thruster to allowing mid-abort course corrections Uninstallation Instructions Remove the SDHI folder and all its contents from the GameData folder. If you have other SDHI part packs you wish to keep, just remove the Service Module System subfolder. Need Help? Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations. If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.). Optionally, you may also submit a ticket on GitHub. Licence This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means: - You are permitted to use, copy, redistribute my work as-is - You may remix your own derivatives (new models, alternative textures), and release them under your own name - You must credit Robin "sumghai" Chang (author, Sum Dum Heavy Industries Service Module System) when publishing your derivatives in the download and forum posts Further Information - Development thread (Behind-the-scenes, preview of upcoming features) Release Notes 3.2.4 - 18 June 2017 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.3 - Updated various MM patches to use FOR instead of FINAL - Added MM patch to hide parachute-equipped IACBM docking port from VAB/SPH editor parts list if FusTek Station Parts is not installed - Existing vessels that use the part are not affected - FusTek Station Parts development builds also now include a special MM patch with a FOR keyword to automatically re-enable the SDHI IACBM - (Pseudo-)Compatibility Patch for Ven's Stock Parts Revamp - If Ven's Stock Parts Revamp is installed, the parachute-equipped SDHI Clamp-o-Tron docking port will revert to using the stock Clamp-o-Tron model rather than the revamped model - Removed Ship Manifest plugin from list of Supported Third-Party Addons - Ship Manifest is still compatible with SDHI SMS, but is not neccessary for Connected Living Spaces-restricted crew transfers Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.3 - 18 December 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.2 - Fixed USI Life Support MM patch to use NEEDS instead of FOR - Added PEBKAC Industries: Launch Escape System compatibility - This automates Launch Escape System (LES) and Pod Boost Protective Cover deployment/jettison - Boost Protective Cover will automatically jettison when pod is pointed retrograde - Changed LES engines to use ModuleEnginesFX in order for compatibility with PEBKAC support - Added custom exhaust plume and smoke effects to LES main engines Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.2 - 22 November 2016 --------------------------- Changes / Fixes: - Tweaked heat shield aerodynamics parameters so that pod stays retrograde during atmospheric reentry - Moved heat shield to Thermal category and Advanced Landing tech tree node - This brings it in line with the stock heat shields - Added USI Life Support compatibility - Eight days' worth of Supplies and Mulch storage for the standard crew of three Kerbals - Storage is applied directly to stock Mk1-2 Pod 3.2.1 - 20 November 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.1 - Service Module and Avionics Ring tweaks - Increased reaction wheel torque from 5 to 15 kN/m - Set SAS to standalone operation, allowing crafts with inexperienced crew to have full SAS capaibility - Mk1-2 Pod Aeroshroud colliders are now manifold (closed) meshes - Launch Escape System (LES) pitch control motor RCS thrusters now have custom flame and sound effects 3.2 - 8 July 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.1.3 - All models have been re-scaled to actual size in-game - Side fairings have been overhauled - They now split into thirds rather than halves, and include built-in solid rocket jettison motors to help push the panels away cleanly after separation - The parachute-equipped IACBM docking port has been updated to match the new design from FusTek Station Parts - The ports will now enforce docking orientation angles at 90 degree increments - Updated support for tg626's Kerbal Optical Alignment System (KOAS) mod, previously known as the Docking Target mod - This adds an inline docking camera and target to the parachute-equipped SDHI Clamp-o-Tron docking port 3.1.1 - 23 April 2016 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.1 - Added support for DennyTX's OLDD docking camera plugin to both parachute-equipped docking ports - All parts now have search tags - Improved heat shield texture and normal map - The fairingless LV-909 "Terrier" Liquid Fuel Engine has now been deprecated - This is because the stock LV-909 now includes the ability to hide the engine shroud - Existing crafts will not break, but users are encouraged to switch over to using the stock engine for new crafts - The fuel cell in the Service Module and Avionics Ring can now be toggled using Action Groups - The Launch Escape System (LES) has been reassigned to the more sensible Advanced Landing tech tree ndoe - This is a Level 6 node, which puts it on par with the other SDHI SMS parts - Tweaked the ModuleAnimateGeneric parameters used to prevent the Mk 1-2 Pod Umbilical Port from being toggleable outside VAB/SPH editor scene - KSP 1.1 fixed some typos in the parameters used in KSP 1.0.5 3.1 - 13 February 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.5 - A dedicated Launch Escape System (LES) is now included in the parts pack - The LES runs on Solid Fuel, and is capable of lifting a Mk 1-2 Pod, heat shield and Pod Boost Protective Cover up to 2.0 km in altitude, making pad aborts viable compared to the stock LES - The LES also includes built-in RCS thrusters that are powered by its own independent Solid Fuel reserve, allowing mid-abort course corrections - Added support for tg626's Docking Target mod, which adds a cosmetic docking alignment target mesh to all Clamp-O-Tron docking ports - Dropped support for HotRockets! plugin - The plugin is currently not compatible/updated for KSP 1.0.5 - The fairingless LV-909 engine will now only have stock engine FX - Dropped support for Klockheed Martian Special Parts plugin - The plugin is no longer being maintained - The Heat Shield's flotation collar no longer works - Mk1-2 Pod Aeroshroud jettison motor thrustTransforms relocated to the sides of the shroud - The thrustTransforms were previously located under the skirt of the shroud itself, which would overheat nearby parts such as the Service Module and Heat Shield - Shroud texture modified to include jettison motor nozzles and warning label decals - Mk 1-2 Pod Umbilical Port no longer toggleable outside VAB/SPH editor scene - This long-standing bug was fixed with the introduction of scene-specific animation toggling in KSP 1.0.5 (courtesy of SQUAD developer NathanKell) - Rebalanced part costs to be in line with stock parts (courtesy Kerbas-ad-astra) - Avionics Ring now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module Adapter now has lower entry/per part cost, lower mass and lower breaking force/torque - SDHI Heat Shield characteristics updated for KSP 1.0.5's thermal model - Side fairings and Mk1-2 Pod Aeroshroud colliders reworked using convex rather than concave meshes - Side fairings now decouple from the Service Module itself rather than the Service Module Adapter - The Service Module and Avionics Ring now have built-in support for MechJeb and RemoteTech - The Service Module and Avionics Ring decoupler will wait until the umbilical has fully extended before releasing the Mk1-2 Pod Bugs/Known Issues - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0.1 - 10 July 2015 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.0.4 - Heat shield is now compatible with 1.0.4's updated thermal system - Deadly Reentry support has also been updated accordingly, and the corresponding patch is now compatible with DRE 7.2.x - Fallback patch for stock parachute behaviour has been updated - Deployment altitude increased to 1000m - Minimum air pressure required to open reduced to 0.04 kPa - Both values are comparable to stock parachute part performance - Note: RealChute is still the recommended default Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0 - 11 June 2015 --------------------------- WARNING: This is a potentially craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.x - The Service Module's fuel cell now uses the new stock ModuleResourceConverter system, and has the same performance as its stock standalone counterpart - Stack attachment node directions have been updated to conform with 1.0.x stricter definitions - The Node Resizer plugin is no longer required when attaching the Heat Shield to the pod, Service Module or Avionics Ring - All textures have been converted to DDS format for faster loading and reduced memory usage - A bright patch on the Pod Boost Protective Cover has been fixed - The Heat Shield is now compatible with the new stock reentry system - Ablative darkening is not used in SDHI SMS, and has been disabled - Deadly Reentry is still supported, and the corresponding patch is now compatible with DRE 7.x - The fairingless LV-909 engine has been updated to have similar performance to its stock counterpart - The Service Module colliders have now been fixed, so that surface-attached parts like solar panels and RCS thrusters should no longer float out from the lower propulsion trunk segment - The Service Module Adapter textures have been reworked to be visually consistent with the Service Module upper ring itself - The Pod Boost Protective Cover and Service Module Fairings are now fully compatible with the new stock aerodynamics system - This requires the latest version of the AnimatedDecouplers plugin, which provides special versions of the standard decoupler/jettison PartModules in order for the stock ModuleCargoBay to know when to update its drag occlusion behaviour - Removed Ferram Aerospace Research MM patch for Pod Boost Protect Cover - The latest versions of FAR now intrinsically and automatically handle drag occlusion for hollow parts, making such patches redundant - Fixed HotRockets! MM patch for the fairingless LV-909 engine Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.4 27 December 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.90.0 - Added Editor Part List Filter By Manufacturer Icon for SDHI - Heat shield floatation collar powered by Klockheed Martian Special Parts now considered an optional feature instead of a depedency Bugs/Known Issues - In the VAB/SPH editor scenes, When surface-attaching solar panels and other small parts to the ribbed propulsion trunk segment of the Service Module, the parts will sometimes appear to be suspended a fair distance away from the surface - The problem generally occurs when angle snap is enabled, possibly due to editor scene changes in KSP 0.90.0 - No known fix - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.3 10 October 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.25.x - Updated references and scaling factors in stock parts used by SDHI (such as the Fairingless LV-909 and Clamp-O-Tron Docking Port - Parachute version) - Replaced FSanimateGeneric with new stock KSP ModuleAnimateGeneric - IACBM fins, Boost Protect Cover hatch and Mk 1-2 Pod Umbilical Port remain toggleable in the VAB/SPH editor scenes - Firespitter plugin is no longer required, and has been dropped from the list of dependencies - Added fallback patch for stock parachute behaviour if RealChute is absent - Note: RealChute is still the recommended default - Stock parachute behaviour only deploys main chutes, and should only be used in an emergency as it may cause sudden or craft-damaging deacceleration upon deployment Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. 2.2.1 30 August 2014 --------------------------- Changes / Fixes: - Updated TAC Life Support patch for compatibility with new v0.10 version 2.2 29 August 2014 --------------------------- Changes / Fixes: - Added Node Resizer support - This dynamically changes the stack nodes of the Avionics Ring and Heat Shield to size 0 while in the VAB/SPH editor scenes, allowing for easier attachment (and thus fixing the "bouncing" attachment node bug) - When entering the flight scene, this automatically switches the node size back to 2 to ensure a strong structural connection as usual - New meshes, graphics and better details for the FusTek Karmony hatch on the IACBM parachute-equipped docking port - This is for compatibility / visual consistency with future versions of FusTek Station Parts 2.1.1 21 August 2014 --------------------------- Changes / Fixes: - Fixed TAC Life Support patch so that it only applies if TAC LS is actually installed. 2.1 7 August 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.2 - Native TAC Life Support compatibility - Increased Mk1-2 Pod Food and Waste storage capacities - Added Water, Oxygen, WasteWater and CarbonDioxide storage to Service Module - Added Carbon Extractors and Water Filters to both Service Module and Avionics Ring - A combined Command Pod / Service Module would thus contain up to eight Kerbin days' worth of provisions for its three crew - Fixed HotRockets! patch dependency checking - If HotRockets! is not installed, LV-909 Liquid Fuel Engine (Fairingless) will revert gracefully to stock effects - RealChutes 1.2.4 compatibility fix - SDHI TextureLibrary and ProceduralChute removed from parachute-equipped docking ports as they are no longer required - Fixed missing drogue canopy texture - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update 2.0 27 July 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.x - Native integration for Connected Living Space (CLS) API - Parachute-equipped docking ports will allow crew passage if Ship Manifest is installed - Native Deadly Reentry Continued support - Heat shield will protect command pod during atmospheric reentry - All other parts should burn up reliably when deorbited - Native HotRockets! particle effects support for LV-909 Liquid Fuel Engine (Fairingless) - Consolidated Service Module and Avionics Ring textures / subdirectories - Native FAR support for Boost Protective Cover - NOTE: When first installing FAR and/or SDHI, you must delete CustomFARPartClassification.cfg from your GameData\FerramAerospaceResearch\ folder in order for FAR to properly rebuild its part classification definitions to include the SDHI parts) - Reduced docking port spotlight range and intensities, as they are not intended for general illumination - Fixed Service Module rescaling bug that occurs on scene reload - RealChutes 1.2.2.2 compatibility fix - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update Features: - New Command Pod-Service Module Umbilical interface on Service Module and Avionics Ring - Stock Mk1-2 Command Pod now has option to show / hide SDHI Umbilical port - Umbilical will animate when decoupler is triggered - Requires Starwaster's AnimatedDecouplers plugin - Boost Protective Cover now has toggleable crew access hatch, compatible with FASA launch towers - Opening the hatch allows Kerbals on EVA to board the command pod, while closed hatches prevent Kerbals from getting out - Boost Protective Cover can now be adorned with mission flag / logo - Self-inflating floatation collar built into Heat Shield - Triggers automatically on splashdown to keep the pod afloat while awaiting recovery - Requires dtobi's Klockheed Martian Special Parts plugins 1.9 5 April 2014 --------------------------- Changes / Fixes - Compatibility Patch for KSP 0.23.5 - Fixed IACBM 1.25m - Parachute version docking light colors 1.8 20 March 2014 --------------------------- Changes / Fixes - Reduced drag on Service Module, so that when it decouples from the Mk1-2 Command Pod just before re-entry it is less likely to bump back into it - Set Boost Protective Cover decoupler force to 0, as the ejection force is made redundant by the cover's own solid rocket motors 1.7 13 January 2014 --------------------------- Changes / Fixes - Dropped FusTek_Sumghai.DLL in favour of external dependency on Snjo's Firespitter plugin - You will need to download and install the latest version of Firespitter yourself - This change now allows the IACBM guidance fins to be tweakable within the VAB/SPH 1.6 24 December 2013 --------------------------- Changes / Fixes - Added new 0.23 EFFECTS{} for parachute sounds (stupid_chris) - Tweaked main parachute deployment altitude slightly; the mains will now deploy almost immediately after drogues are cut, instead of after a (decidedly terrifying) period of free-fall. 1.5 8 December 2013 --------------------------- Changes / Fixes: - Compatibility upgrade to take advantage of new features in RealChute v0.3 - Parachute drag is now dependent on effective canopy area rather than stock drag - Command Pod assembly will now hang under parachute anchor realistically without the need for the CoMOffset hack, and as such the latter has been removed 1.4 24 November 2013 --------------------------- Changes / Fixes: - Parachute-equipped docking ports now use stupid_chris's RealChute Parachute Systems plugin - Drogues will now auto-cut properly before automatically deploying the main chutes - Docking port lights can now be toggled normally during parachute deployment - This is not included in the pack, so you will need to download it separately - Updated drogue parachute textures to distinguish them from the main parachutes 1.3 8 November 2013 --------------------------- Features: - New Part - SDHI 2.5m Avionics Ring - Avionics Ring is essentially the upper decoupler portion of the full Service Module, with a bonus battery, reaction wheel and toggleable integrated fuel-to-electricity converter - This is particularly useful for people who want to build their own Service Module, but also use the SDHI Heat Shield and Boost Protective Cover 1.2 25 October 2013 --------------------------- Changes: - VAB/SPH: Moved SDHI 2.5m Service Module Adapter and SDHI 2.5m Service Module Fairing to Aero tab - R&D: Moved SDHI 2.5m Service Module Adapter to "Supersonic Flight" node - If you have unlocked this part previously in Career Mode, you will need to edit your persistence file to temporarily remove the adapter from the list of unlocked parts, and then re-unlock after restarting the game - Modified SDHI Mk1-2 Pod Boost Protective Cover collider to allow the Mk1-2 Pod underneath to be selected - Hover your mouse pointer over the "Cut To Rescue" graphic on the cover and right-click 1.1 17 October 2013 --------------------------- Changes: - Compatibility Patch for KSP 0.22+ - All parts have now been assigned to the appropriate nodes in the Research & Development Tech Tree - Parts are in the same Tier Level as the Mk1-2 Command Pod (i.e. Tier 5) - "Specialized Construction" unlocks: - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module Adapter - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - "Supersonic Flight" unlocks: - SDHI Mk1-2 Pod Boost Protective Cover - SDHI 2.5m Service Module Fairing - "Heavier Rocketry" unlocks: - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) 1.0 12 October 2013 --------------------------- Features: - Initial release - New parts - SDHI Mk1-2 Pod Boost Protective Cover - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) - SDHI 2.5m Service Module Fairing - SDHI 2.5m Service Module Adapter - Boost Protective Cover is ogive-shaped to fit stock Mk1-2 Pod and any surface-attached accessories underneath - Staging activates both the shroud decoupler and jettison solid rocket motors - If shroud jettison is to be triggered via action groups, both the decoupler and the solid motors must be manually mapped to the same action key - Docking Ports come with short-range illumination lamps and integrated drogue/main parachute system - Clamp-O-Tron variant is compatible with stock standard-sized docking ports - IACBM variant is compatible with the FusTek Station Parts Expansion add-on - Service Module comes with: - Non-staged CM-SM decoupler to prevent accidental Pod/Service Module seperation during flight (action groups or right-click context menu used instead) - Toggleable integrated fuel-to-electricity converter for use Bugs/Known Issues - Drogue parachutes do not auto-cut until mains are fully deployed - This is due to the use of *two* ModuleParachutes, which is technically "hacky" by KSP standards - Unlike BobCat's Orion spacecraft, however, the parachute-equipped docking ports will use the greater of the two drag configurations, guaranteeing a safe landing - Warranty void if parachutes are deployed on a planetary body other than Kerbin - Docking Port Lights become untoggleable after parachute deployment - This is because of the way KSP handles animations; the game can only save the state of one animation at a time, and the docking ports need several animations to handle the various parachute deployment stages and the lights. Frequently Asked Questions (FAQ) Acknowledgements - @stupid_chris: RealChute Parachute Systems plugin - @Starwaster: AnimatedDecoupler plugin, stock aero fixes, heatshield rebalancing - @Kerbas_ad_astra , @StevieC and @NathanKell: various tweaks and fixes
  3. @Jhorriga, I suspect you do not understand the full situation. Yes, Comfortable Landing is already released, and I have been aware of it quite some time before you first asked about my flotation collar. The problem is that the way the plugin is written right now, airbags and buoys cannot coexist on the same part, as documented on the GitHub wiki - my desire is for the SDHI SMS heatshield to be able to support both the airbags for ground landings and flotation collars/buoys for splashdowns simultaneously. Based on my last correspondence with @Icecovery , he either does not understand my request, or does not wish to implement it. I may consider resuming work on my own derivative flotation collar plugin in the distant future; right now, I'm putting this feature on the backburner. *I've been dabbling in plugin coding for RimWorld recently with the help of a more experienced modder, and so far I'm enjoying the process.
  4. KSP USB Control Panel

    [MOD - Moved to the KSP Fan Works subforums, as this is the generally-accepted location for hardware control panels and simpits] Looking quite nice!
  5. @Jhorriga - I am waiting on @Icecovery to redevelop his Comfortable Landing plugin, before I can fully-implement flotation collars to SDHI SMS.
  6. Try removing those and see what happens.
  7. Imgur albums broken ... again?!

    Can confim that attempting to embed albums results in a link instead: http://imgur.com/a/EAz77
  8. I'm happy to hear that your game is now working, but "64 bits 1 tb and it is up to 2.7 GHz" doesn't contain any information about your operating system. Is it Windows 10? Windows 8? Windows 7? Windows Vista? Linux? MacOS?
  9. Can you please tell us what operating system your computer has, and provide the game log files from the last crash?
  10. [1.3.0] Comfortable Landing [V1.1]

    I suppose I can give your workaround a try. However, for the sake of convenience, I would prefer to activate prelanding mode without necessarily knowing in advance whether I will be making a water or terrestrial landing, and have your plugin automatically choose different models and animations to play for each scenario. Is there a particular reason you cannot (or do not wish to) make the CL_Buoy and CL_Airbag part modules coexist and operate independently of each other?
  11. [1.3.0] Comfortable Landing [V1.1]

    Great work on this mod, @Icecovery! I too definitely like how the buoys/airbags are directly integrated into various pods instead of having dedicated parts - definitely makes integration into existing and new craft much easier. I do have a bit of a request, however. Reading through your (comprehensive) documentation on GitHub, I see that you currently support buoys that work only on splashdown, as well as airbags that work on both splashdown and landing. Would it be possible to also have an additional part module that deploys on landing only? I'm asking this because my SDHI SMS mod uses the stock Mk1-2 pod, and I would like to have separate models and animations for the buoy and airbag - specifically, I would like to keep the default CL flotation collar and righting balls in the pod for splashdowns, while having a custom SDHI airbag in my custom heat shield that only works for terrestrial landings:
  12. So I've had a play around with Comfortable Landing on my prebuilt SDHI SMS vessel, and it pretty much does exactly what it says on the tin - automatically deploys airbags on splashdown. There is little configuration or fiddling required by users - the airbags and righting balls are integrated into the stock Mk1-2 Pod itself via MODEL{} nodes (although existing craft may need to be rebuilt). I'm more than happy to use this mod myself, and would definitely recommend it to everyone, so work on my proposed Hanbart-Thompdrin mod is redundant. In fact, I like CL's own flotation collar design so much, I'm going to try to repurpose my original heat shield airbags for terrestrial landings instead:
  13. As the third-party Comfortable Landing mod already provides most of the proposed functionality, work on this is no longer necessary. Closing.
  14. In parallel with dev work on Fustek Station Parts and maintaining SDHI SMS, I've started yet another project, this time in collaboration with the immensely talented @Starwaster. This add-on aims to provide a range of airbags and flotation devices for cushioning terrestrial landings or splashdowns, with the following features: Balls, bags, logs and rings for round fuselage diameters of 0.625, 1.25, 2.5 and 3.75m Manual or automatic altitude-based deployment Possibly even inflatable lifeboats for individual or groups of Kerbals In addition to providing its own set of parts, the plugin can be used to power similar devices included in other add-ons, such as the SDHI SMS heat shield's flotation device. Starwaster will develop the plugin and corresponding PartModule, while I will be working on models, textures, animations and documentation. To start off, I've tossed together a quick Blender mockup of some of the parts - the balls and logs are designed to be surface-attached via small "blisters", while the rings are a set of logs or bags that can be stack-attached to the bottom of a pod or a lander. Fig 1 - Concept models for airbags and flotation devices.
  15. Thanks for the heads up! I'll download it tonight, but looking at the screenshots and gifs in its release thread, I'm already liking what I'm seeing.
  16. Weird glitch

    The only solution I can think of is to redownload 1.2 in its entirety and perform a fresh installation. If you remember your email address, you can use the "Forgot your password?" link to retrieve your password.
  17. KSP Weekly: Cassini’s Grand Finale

    Just a question regarding the stock mesh switching feature - will the underlying code be implemented in future updates to the core game, or would it only be available through the expansion?
  18. Note to first-time readers: When this thread was first posed in May 2013, the original intention was to extend upon fusty's original and existing station parts pack; he has since deprecated his parts and handed over the project for me to maintain. If you don't want to wait for an official update, you can check out the GitHub repo for this project to download the very latest (but highly experimental) WIPs. Of the numerous mods I currently have in my installation of KSP, one of my favourites has to be fusty's FusTek Station Parts. Designed to "vaguely resemble some ISS components", these components feature clean, bright colours whilst still being reasonably compatible with stock parts. I do, however, have some personal misgivings regarding the Karmony II nodes - namely the lack of crew portholes, as well as the mandatory four-way recesses, EVA hatches and lander canopy windows. As such, I've been musing about making some module variants for quite some time. So, without further ado, I'll be documenting my first foray into mod part authoring in this thread. Objective My aim is to create a range of station module variants / IVAs in the same style as the FusTek Karmony II nodes, which would comprise of: Karmony III Node: identical to the Karmony II, but without the EVA hatch and lander canopy Mission-specific modules: as above, but without the side docking recesses and includes portholes at appropriate locations Habitat module: will tentatively house 3~6 Kerbals, with galley, shower, toilet, stowage and sleeping alcoves Science module: max capacity of 4 Kerbals, with banks of computers / switches and one glovebox Storage module: essentially a passageway lined with storage containers Utilities module: additional power / life support / water storage [*]Kuest airlock: ISS Quest-like dedicated airlock module; IVA will feature two empty Kerbal spacesuits stowed on side walls [*]Kupola: similar to the ISS Cupola and the 0.20 stock Panopticon by ClariaLyrae; will be design both as a space station observation pod and a planetary lander command pod (and so will be the only module with flight instruments) Detailed specifications (subject to change) may be found at http://bit.ly/kspSumghaisFusTekInspiredParts My Expertise Whilst this is my first modding project, and by extension have not worked with Unity / KSP PartTools before, I am reasonably familiar with modelling / texturing / rendering in Blender. Administrivia Obviously, I'm in the process of seeking permission from Alex (fusty) himself regarding permissions and source geometry files, although I suspect that he, like many others, will have plenty on their plate with the 0.20 release and revised mod file packaging scheme. If all goes well and I do manage to complete this mod, I will by default include source geometry files along with the parts, and release them under a Creative Commons licence for other users to examine / remix under similar conditions. Progress Report, 23 May 2013 Fig 1 - (Left to Right) Karmony III Node, Mission-specific module (all variants), Kuest Airlock, Kupola Did some rudimentary modelling in SolidWorks 2008, and a clay render in Blender 2.66a / YafaRay 0.1.5 to illustrate the key concepts. I've omitted fusty's signature panelling, since those are technically normal maps - the key point here is to focus on the overall geometry. The Kuest airlock's outer hatch is represented by the rounded square on the side of the smaller protruding cylinder, as seen in the real Quest airlock. The Kupola will probably have sliding blast shutters for the side window and a camera iris at the top, as I personally feel the real-life Cupola's massive hinged plates lack the comical representation of tech in KSP. Needless to say, if I could have access to fusty's source models (or even a list of precise measurements/dimensions), I'll be able to jump straight into making the actual in-game models. I'm also wondering whether to add more EVA handles, particularly at the circular ends as a "ring". Thoughts?
  19. Change the Menu Back!

    I for, one, really love the new forum layout and color scheme - nice and clean.
  20. Cheers for that. At the moment, IVAs are delayed yet again because I ran into an issue where props aren't properly blocking internal lights. I haven't been able to solve this yet.
  21. No - the ICPS is outside the scope of this mod.
  22. I'm making a station crew module whose internal consists of a common galley area and four sleeping compartments, each of which will have their own independently-controlled light transforms. In other words, light from one zone should not spill into others if there is a wall panel or prop blocking the light. However, I find that the door panel props aren't blocking the light coming from the galley: I've tried using cube primitives with double-sided shadows to try and block the light, as well as playing around with shaders, but none of that seems to have worked. Any ideas?
  23. Not sure what you mean, could you please elaborate? According to various Unity forum threads: - The prevalent solution seems to be to assign the objects you don't want to be lit to a different layer, then specify a culling mask for the light transform; however, in the context of KSP one cannot move IVAs or props outside of the Kerbal layer. - There's also some discussion on vertex vs. pixel lighting. Apparently, pixel lighting would properly account for obstructions by meshes but are resource intensive, and so Unity games often put a limit on how many pixel lights you can have in a scene; any lights that go over the limit get turned into vertex lights, which are (AFAIK) computationally "cheaper" to render but do cause raycasts to pass right through objects. Here's one of the more comprehensive threads on the subject, with varying (and sometimes conflicting) suggestions. I'm still trying to figure this out, so any help would be appreciated. Thanks! It's still very bare-bones at the moment while I work on higher level functionality like cabin lighting, master-slave shutter control and emissives
  24. Game Crashing

    Looking at your log file, I'm seeing lots of errors of the form: IndexOutOfRangeException: Array index is out of range. at JSI.InstallationPathWarning.Warn (System.String path) [0x00000] in <filename unknown>:0 at JSI.RPMVesselComputer.OnAwake () [0x00000] in <filename unknown>:0 at VesselModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) VesselModuleManager:AddModulesToVessel(Vessel, List`1) Vessel:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) UnityEngine.GameObject:AddComponent() Part:decouple(Single) Part:Die() Part:explode() Part:HandleCollision(Collision) Part:CheckCollision(Collision) Part:OnCollisionEnter(Collision) Can you please double check you've installed the correct version of JSI RasterPropMonitor correctly? Failing that, you may need to remove all your mods, and re-add them one-by-one until you've narrowed down the actual culprit of the crash.
  25. Game Crashing

    You can't directly link to a file on your computer. Nobody can see it. You need to upload the contents of the file to a file hosting service on the internet like Pastebin, Dropbox or Google Drive, then provide a link to that online file in your forums post.