Jump to content

benjee10

Members
  • Posts

    1,080
  • Joined

  • Last visited

Everything posted by benjee10

  1. Yes this part has been deprecated and the new one has not yet been added. The GitHub master version is very much a dev version so things are liable to break/be unfinished, if you want a more stable version download from SpaceDock or one of the GitHub releases. Try a clean reinstall of shaddy, this is usually caused by not having up-to-date shaders.
  2. It's absolutely possible - if you use the payload adapter (designed to be used with the universal stage adapter) instead of the fairing adapter you have two nodes, one for payload and one for the universal stage adapter: With SLS Block 2 you can just about manage it, but got to be careful on DV margins. EUS didn't quite have enough to get to TLI so had to use the lander engines to finish the burn, and the Orion SM is way too small to manage capturing the entire Orion/Lander stack into LLO, so you have to use the lander for that too. Since it's designed for round trip from NRHO to surface it has enough margins to pull off the capture burn to around a 20km orbit and then make a landing & return without the Orion OMS having to fire at all. Polar orbit would probably be much tighter.
  3. Everything needed from Bluedog Design Bureau is bundled within ACK - there is a MM patch that disables them if the main BDB mod is installed so you don't have duplicate parts. Same for RMM which provides the RS-25 main engines. If you are getting errors trying to open the craft files it is for a different reason. I would be interested to see the error message you're getting.
  4. Well, SLS finally flew! You'll notice I didn't publish an update right before the launch attempt this time, so I'm taking credit for this one... A big thanks to everyone who has been enjoying the mod. We saw a big spike in downloads on launch day so I assume there have been a lot of Artemis I recreations since then! Artemis Construction Kit | Update 4 Kerbal Landing System No self-respecting lunar program would be complete without a crewed lander. As HLS for Artemis currently consists of Starship (which is way beyond the scope of this mod), a second lander hasn't been chosen yet, and the other proposals either had a negative mass margin or were ugly as sin (sorry Blue), I've decided to implement the single-stage Lockheed lander proposal from a few years ago. This utilises a modified Orion pressure vessel and numerous other Orion systems, so it makes sense to include it with Orion itself. It's a cryogenic lander which should have more than enough DV for a round trip from a highly elliptical lunar polar orbit to the surface and back again! Also features some fun alternate texture options: (screenshots by @Pioneer_Steve) Orion Improvements Based on some of the incredible footage coming down from Artemis I, I've revised some of the textures and model work on the Service Module to better reflect the real Orion, and added a couple of new parts: Updated service module model & textures Remodelled auxiliary thrusters Added solar array 'selfie' cameras Added star tracker navigation system Added optical communications system (to be flown on Artemis II) Other Updates I've also made a few smaller quality of life improvements: Switched Shaddy implementation from Shabby to Textures Unlimited. This should solve the log spam on load for those without Shaddy (thanks Rodger for sorting this!) Added Neptune Camera support to relevant parts Now available on GitHub and SpaceDock!
  5. This is a comparability issue with animated attachment, for now you will need to remove animated attachment for the nodes to move correctly. I will try to patch it. No, BOLE will be painted white - the renders with it black are showing a ‘cutaway view’ to highlight the use of composites. That could be it. I can certainly do that.
  6. Unfortunately the way the textures are set up does not allow it. I have seen some people getting creative with conformal decals and getting nice results from that though! As far as I know there aren't any realism overhaul configs for this mod yet. I would like to do this (also for the Universal Stage Adapter) but unfortunately the stock 'transparent on mouseover' functionality appears to be broken. I spent a good few hours experimenting and it appears the module doesn't work unless the part is the first one placed (not even just the root part, literally the first part added in the VAB). It appears to be the case with stock parts too in 1.12.3. Not sure if there is another way of doing this.
  7. If you are using Interstellar Fuel Switch it will interfere and patch over the resources that are meant to be in the tank, so you'll need to remove it.
  8. Is EEUS an actual proposal or is that just the old EUS design? I know they shrunk the LOX tank significantly. Either way I can certainly look into it - it might be possible without needing too much extra modelling/texturing work. In regards to future plans I do have a couple of other things in the works for this mod, so watch this space…
  9. Artemis Construction Kit | Update 3 (screenshots by @Pioneer_Steve) This update adds all the remaining parts to build the extremely powerful Space Launch System Block 2 vehicle. The differences are subtle but provide a big boost to performance. Key features: SLS Block 2 boosters AKA BOLE (Booster Obsolescence and Life Extension). These are much simplified advanced versions of the STS/Constellation boosters to be used on SLS flights 1-9. With a significant mass reduction, simplified construction and improved performance they offer a significant boost to payload to orbit. The boosters are configurable between 1-5 segments and also feature an inline variant for use on other launch vehicles. Block 2 booster decoupler & separation motor Exploration Upper Stage Composite Construction. This variant upgrade significantly reduces the mass of the EUS for greater performance. Artemis Construction Kit flags Community Category Kit integration courtesy of Lennon The full SLS family (created by @Pioneer_Steve) The new BOLE boosters also share a lot in common with a certain other rocket concept: Now available on GitHub and SpaceDock!
  10. Good spot. I will rebuild the craft without restock installed. Orion doesn't have a deployable antenna in real life - the four black patches on the capsule are phased array antennas.
  11. Sounds like you have the old version of the RMM SSMEs. Update RMM to the dev version or remove RMM and it will fall back on the part included with ACK.
  12. Can you verify that you are using the latest version of Artemis Construction Kit (i.e. with Exploration Upper Stage added)? This should have been fixed with that update. As GoldForest said, you can safely remove the 'ICPS' folder if you have the latest dev version of BDB installed.
  13. Make sure you do a clean reinstall (delete the existing folders and re-download) and make sure you have the latest dev version of RMM (the SLS version isn’t in the latest major release IIRC).
  14. Artemis Construction Kit | Update 2 (screenshots by @Pioneer_Steve) Pleased to present Artemis Construction Kit Update 2, which adds Space Launch System Block 1B parts! Though I have a growing suspicion that every time I update this mod it causes an Artemis 1 delay.... New parts: Exploration Upper Stage & interstage (with multiple colour variants to match the core stage). EUS has multiple engine mount options. Universal Stage Adapter (with cargo variant) - single-piece adapter/fairing between the EUS and Orion. Serves a similar purpose to the SLA on Apollo, however unlike Apollo it jettisons as a single piece after Orion separation. 5m Simple Adjustable Fairing base (with 5m and flared 6.25m variants) RL10C-3 part courtesy of Bluedog Design Bureau (thanks @Zorg) Also includes a number of balance changes and bug fixes, as well as updated craft files. Simple Adjustable Fairings is now a dependency and is bundled with the download. Now available on GitHub and SpaceDock! In the release I've updated this so the fairing uses the decoupler icon. SAF fairings auto-deploy at a configurable altitude by default, so there is no need to manually stage them. However, if you'd like to do this you can toggle off the decoupler and only the fairing will stage instead.
  15. Trying to keep it to only current & planned Artemis/SLS stuff to avoid scope creep. If you expand it out too much you could end up encompassing pretty much the entire US space program since the 1980s XD
  16. That's odd to say the least - unfortunately I can't replicate it. Is there anything in the log when it happens? Does it happen every time? I'll take a look and see if I can provide a patch to fix it if it is an issue with Photon. Funnily enough I am just working on other payload mount options at the moment, to go along with the default 2.5m option: 1.25m: 0.625m: Flat fairing base-style: (these are all still unfinished & pending normal maps etc) A 1.875m mount seems like it would be a good idea too. I can probably kitbash it out of what I have already. These will be variant options for both the USA fairing base, and the new 5m and 6.25m (flared) Simple Adjustable Fairings I'll be adding.
  17. Yes, you should be safe to remove any of the folders other than 'Orion' 'SLS' and 'Patches' if you have the corresponding mods installed. As for the sound issue, not sure what is going on there but will take a look. I confess the last few test flights I've done have been on mute with TV on in the background so I wasn't aware that was still an issue...
  18. Just on this point, I am fairly sure that in KSP the thrust value for RCS is per thruster rather than overall. As the double aux engine has two thrust transforms it should provide double the amount of thrust as the single version. Definitely going to rebalance mass and cost on these parts - initially I was using a much higher thrust value which is why their price/mass was increased, but it turns out the real aux thrusters have about the same power as the normal RCS. It is slightly larger than 3.125m to match the bottom of the Orion Service Module Adapter. There is another adapter included (same you would use to connect the Orion SM adapter with the ICPS) that will adapt to exactly 3.125m. I haven't encountered this - at what point in flight is it happening? Are you sing one of the provided craft files or building your own? It seems like we have similar thinking but in completely opposite directions XD You're right that redundancy isn't necessary in KSP unless you have part failures, but I would argue that what the dual fuel & aux thrusters provide is redundancy for mission planning. First, unless you use KER you don't have a good idea of how much RCS delta-V you have, so separating the manoeuvring fuel from the RCS fuel allows the player to be sure they have enough delta-V for the mission they're flying. Keeping the fuels separate also makes the whole flight experience more forgiving. Any docking trouble (docking seems to be the number 1 thing players struggle with once they're able to reach orbit successfully) won't cut into the return-home budget. Conversely, if you do muck up your mission profile and run out of fuel, you have a decent amount of backup fuel and an additional set of thrusters to make the process less painful. As it's KSP the fuel values are quite forgiving, so the spacecraft has roughly the same performance you would expect even with the extra monoprop. Most players won't notice they even have more of it than they need - just like with the big buffer on the amount of Ablator in heat shields - but more experienced players who do want to optimise and are confident in their flying abilities can always tweak the amount down. Overall there's no perfect option, but I think I'll stick with what I have, at least by default. Once I'm a bit further along some optional extra that patch for just monoprop or the BDB hypergolic option sound like they might keep everyone happy! I'm getting no performance issues at all on a fairly low-end machine, but then I don't use TUFX - could you try a couple of things for me: Clean reinstall of the mod with a fresh download from github - I did make some changes to the EUS last night so you may not have the latest version Try removing TUFX and see if the problem persists If those don't do anything, could you send me a screenshot of your reflection settings in-game and the contents of your GameData folder
  19. This kind of feedback is always really appreciated as career gameplay is so time consuming to properly test. While career gameplay isn't the main focus of the mod I still want it to fit in properly with stock parts and parts from other mods. Abort towers are a tricky one in terms of balance because they're inherently useless in KSP unless you have a launch failure mod. With the Orion abort tower you also have a few additional complications over the stock LES part - there are three separate motors for one, each of which require a certain amount of solid fuel to provide the thrust/burn time required. The mass/cost of the solid fuel can't be changed. You also have the boost cover which has no function. There are also CoM requirements to ensure that the capsule/abort tower assembly is stable during abort and separation. The engine is balanced around the real-world performance of the AJ10 engine, so there's not a lot I can do there, but I can certainly look at cost vs. equivalent stock parts. I will definitely take a look at the cost values on these more minor parts. On the SM fuel issue, there is no easy answer here. The real service module uses MMH/MON which is something in between stock LF/Ox and Monoprop. If I were to switch all the engines over to Monoprop only you would end up with parts that are very overpowered compared to all the stock Monoprop engines. LF/Ox makes more sense, but that would mean making the RCS thrusters use LF/Ox too, which isn't in line with other stock parts and also makes mission planning difficult since your total amount of delta V is affected by any RCS usage. The auxiliary thrusters are also meant to be a backup to the main OMS engine in case of an engine failure, which again doesn't have any use in KSP unless you have a parts failure mod. By having the aux thrusters use a different prop type they fulfil the role of a backup system in case the user runs out of LF/Ox I guess, so it gives them some functionality as opposed to just being dead mass you'd never use. So that is my thinking there, but I'm certainly open to any feedback on this issue and not totally against switching to another option. By way of updates, here is the universal stage adapter for the SLS Block 1B: USA is a bit of a weird one in that it ejects as a single piece, rather than four panels like the Apollo SLA. Should be fun in game. Also a closed off, nose-cone version (proposed for cargo/science payloads to reduce development time of a dedicated fairing): There will also be a separate 5m-diameter Simple Adjustable Fairing, although that may need to wait until the next update.
  20. This mod isn't designed for RSS/RO so that may be why you're having issues.
  21. The ‘passive’ version in game is an analogue for the ISS International Docking Adapter, which is basically just a docking ring they attached on top of an existing APAS port. It has no hatch or docking target.
  22. What kind of engines are you using? The external tank contains Liquid Hydrogen & Oxidizer so you will need an engine that uses that kind of propellant. Alternatively it might be that another mod is interfering with the fuel type. Interstellar Extended for example breaks the tanks by patching over what they should contain.
×
×
  • Create New...