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[1.6.1] Chaka Monkey 161


YANFRET

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On 6/20/2017 at 9:19 PM, BuzzKillian said:

I am very interested in beta testing

:)

 

Beta testing is now closed pending release of update today or tomorrow. :) 

We know it's been a longer than usual update process, but we've killed some older bugs that didn't get resolved in the last version, and the update is in final cleanup and prep now with a number of strong new features.

 

1) All 1.3 related issues fixed and dependent dll products updated with fresh license verification

2) Procedural fairing issues fixed ( Chaka bases work as normal procedural bases once again )

3) Excessive torque on boosters removed

4) New upper stage and cryo MTV NTR stage textures and features, including new active radiator function on the tank

5) TAC LS supported on habitation modules

6) Monkey rover wheels re engineered and working great 

7) Updated all craft files to work out various rough edges, such as XLS booster detonation after sep etc, etc, etc...

8) Added full support for Jool - class missions

9) Even more craft files and texture fixes

10) IVA raster prop issues fully resolved

11) All new inflatable heat shield for Chaka class vehicles based on squad model ( older inflatable retained for MTV operations )

 

 

Edited by YANFRET
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Chaka Monkey Exploration Systems 1.3

Collector's Edition

 

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Chaka Monkey 1.3 Dropbox Link

Chaka Monkey 1.3 Spacedock Link

Chaka Monkey 1.3 Curseforge Link

 

Click here to "Get Monkey"

 

 

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Chaka Monkey Exploration Odyssey is a space program based on NASA and Boeing proposals for future missions. Part models from a wide variety of authors have been licensed, and new original models made, then combined with all new textures, sizes and configurations, to create craft files depicting the proposed missions. This project is modeled at 75% real scale.

 

♦ Recommend installing this pack into a clean KSP install for the first time.

♦ Latest version of Raster Prop Monitor needed for IVA function. Link included in download.

♦ Copy everything in provided GameData to your GameData

♦ Copy VAB folder to Ships

♦ Copy Subassemblies to your save (optional)

♦ Please remove any previous version files before installing!

 

 

Chaka Monkey Exploration Systems includes products commissioned or licensed from the  following authors:

Winston & Kickasskyle - KW Rocketry https://creativecommons.org/licenses/by-nc-sa/4.0/

Alexustas - A.L.C.O.R. Pod https://creativecommons.org/licenses/by-nc-sa/3.0/

Alexustas - ASET IVA for Monkey Rover and Mk1-2 Pod https://creativecommons.org/licenses/by-nc-sa/3.0/

Bobcat, Ind. American Pack - all rights reserved and belong to BobCat, expressed written permission from Bobcat for American Pack components to be distributed with Chaka

Tiberion - NovaPunch https://creativecommons.org/licenses/by-nc-sa/4.0/

Kosmos Spacecraft Design Bureau - all rights reserved, expressed written permission from Normak and CardBoardBoxProcessor for components to be distributed with Chaka

Lionhead Aerospace https://creativecommons.org/licenses/by-nc-sa/4.0/

Sumghai - SDHI Service Module System https://creativecommons.org/licenses/by-sa/4.0/

Alexey Volynskov (Keramzit Procedural Fairings) https://creativecommons.org/licenses/by-sa/4.0/

BahamutoD - RS-68 Engine - All rights reserved - expressed written permission from BahamutoD for components to be distributed with Chaka

Sumghai / Fustek / Nothke - Habitats https://creativecommons.org/licenses/by-sa/4.0/

LandeTLS - SLS Block I fairings https://creativecommons.org/licenses/by-sa/4.0/

TALISAR - Talisar Large Upper Stage https://creativecommons.org/licenses/by-sa/4.0/

Porkjet - Habitat IVAs - https://creativecommons.org/licenses/by-sa/4.0/ and expressed written permission from Porkjet for components to be distributed with Chaka

Blackheart612 - Aerojet Kerbodyne https://creativecommons.org/licenses/by-nc-nd/4.0/ expressed written permission from Blackheart612 for components to be distributed with Chaka

Kommitz - Chaka Nuclear Thermal Engines https://creativecommons.org/licenses/by-sa/4.0/

Nertea - Octo-Girder Argon Segment https://creativecommons.org/licenses/by-sa/4.0/

NoOneSpecial - NOS Altair pod and lander https://creativecommons.org/licenses/by-sa/4.0/

Hanson Ma / xxhansonmaxx - CST-100 Parachute and NDS https://creativecommons.org/licenses/by-sa/4.0/

CXG2827 - CXaerospace Station Parts -  All Rights Reserved (Models and Textures are permitted for modification and distribution by YANFRET in Chaka Monkey Exploration Systems)

Chaka the Monkey would like to extend a special thank you to these developers. They worked very hard to make these parts and we have organized them for Monkey Exploration because they are excellent.

 

Also, Chaka wishes to thank our awesome 1.3 beta test team: @Space Kadet , @OV-102, @Jarlgnarök, @davidewei , and of course @MeCripp for putting in many hours of science which made the quality of this release possible. 

 

 

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Special thanks to @rsparkyc for updating Procedural Fairings to 1.3!

 

Advanced habitat models provided by:

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Monkey Rover Wheels provided by:
 

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BMW, AG

 

 

 

Chaka the monkey supports using Raster Prop Monitor by @MOARdV

 

 

LICENSE

Unless otherwise specified, all materials available for download on this page are copyrighted and released under the Creative Commons Attribution-ShareAlike 4.0 License. http://creativecommons.org/licenses/by-sa/4.0/

Included plugin licenses:

 

Kerbal Joint Reinforcement is licensed to be distributed only with Chaka Monkey Exploration Systems on express written permission from Ferram4 due to specific critical requirements. Distribution of Kerbal Joint Reinforcement from this download is expressly prohibited:

KJR License is GNU GPL v3 http://www.gnu.org/licenses/gpl-3.0.en.html

For the latest version and updates to KJR, please visit http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15

 

KSPAPIEXTENSIONS is licensed via Attribution-ShareAlike 3.0 Unported

http://forum.kerbalspaceprogram.com/threads/81496-1-0-2-KSPAPIExtensions-V1-7-4-Utilities-for-shared-mod-use-1-May

CC BY terms (attribution)

 

Procedural Fairings is licensed via Attribution-ShareAlike 3.0 Unported

http://forum.kerbalspaceprogram.com/threads/39512-0-25-Procedural-Fairings-3-10-payload-auto-struts-%28October-11%29

CC BY terms (attribution)

 

Animated Decouplers ( Starwaster ) is licensed via Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)

https://github.com/Starwaster/AnimatedDecouplers

http://creativecommons.org/licenses/by-sa/4.0/

 

 

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Edited by YANFRET
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15 minutes ago, sslaptnhablhat said:

Might there be a download link to the previous version somewhere? I'm still waiting for a few mods to update to 1.3 so for now I'm downloading any new mods as 1.2.

When going to Spacedock and click think its on changelog  you can pick one  this might take you there https://spacedock.info/mod/599/Chaka Monkey Exploration Systems

Edited by Mecripp2
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Chaka 1.3 Collector's Edition Mission Concepts:

Vall Orbit Rendezvous 

Exploration made possible at the edge of imagination. 

 

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Edited by YANFRET
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hey monkey people! i just downloaded this and am trying to figure it all out. it's very overwhelming! i'm looking at the Product Information Cards to figure out what I need to do. for starters I want to put some stuff on Duna, so want to ask some questions, please bear with me!

 

1) are all of the Duna vehicles in the MLS category? (does that mean Mars Launch System?
2) to actually get the pieces there (ie Duna Habitat, Duna Resource) do they need to be attached to an interplanetary engine? if so, what's the one to use I don't see any MLS cards that would seem to work?
3) what's the difference between the MLS Transfer Vehicle, MLS Advanced Transfer Vehicle, MLS Duna Exploration Lander, and MLS Max Transfer vehicle? they all seem similar to me..
4) i see several MLS vehicle designs in the game that don't have product information cards, like the MLS M-Rover, where can I find more information on these, or how to use them?
5) last question, what is the recommended progression of vehicles to Duna? i'm really just guessing now and feel like i'm shooting into the dark.

thanks! if this info is already out there somewhere just point me in the right direction
 

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2 hours ago, dresoccer4 said:

hey monkey people! i just downloaded this and am trying to figure it all out. it's very overwhelming! i'm looking at the Product Information Cards to figure out what I need to do. for starters I want to put some stuff on Duna, so want to ask some questions, please bear with me!

 

1) are all of the Duna vehicles in the MLS category? (does that mean Mars Launch System?
2) to actually get the pieces there (ie Duna Habitat, Duna Resource) do they need to be attached to an interplanetary engine? if so, what's the one to use I don't see any MLS cards that would seem to work?
3) what's the difference between the MLS Transfer Vehicle, MLS Advanced Transfer Vehicle, MLS Duna Exploration Lander, and MLS Max Transfer vehicle? they all seem similar to me..
4) i see several MLS vehicle designs in the game that don't have product information cards, like the MLS M-Rover, where can I find more information on these, or how to use them?
5) last question, what is the recommended progression of vehicles to Duna? i'm really just guessing now and feel like i'm shooting into the dark.

thanks! if this info is already out there somewhere just point me in the right direction
 

 

These are all good questions that relate to the core purpose of the pack and you are perfectly right to ask them.

Also your questions are good feedback because that helps us tailor the product information to user needs.

 

 

1) Monkey Launch System is the derivative future version of SLS with increased SRB and core stage capacity. Typically, it's profile is the most suited to Duna transfer and to make things easier almost all Duna purposed craft are stacked on an MLS booster. 

2) Each Duna class lander has everything it needs to go from launch pad to Duna surface in one box. Pay attention to the minimum altitudes, park a few in orbit, and send them on a transfer burn as a group at the appropriate interval. It is also recommended that either by staggering their trajectory or burn time that you space out the arrival at Duna of each lander by about a day, so that it's easier to keep track of them when you arrive. Duna orbit insertion can be accomplished by direct burn to circle, with gravity assist options available to reduce transit time depending on your orbital mechanics skill level. Some craft have the capability for direct atmospheric braking for transfer, if your orbital planning skills are on point. Be sure to deploy the inflatable heat shield before interacting with Duna!

3) The various MTV or Monkey Transfer Vehicle configurations are all very similar and provide different load outs and delta V capabilities, feel free to choose the one you like best. Each of these systems is a payload only. The upper stage included is for initial orbit. You must add at least one MTV Drive section, and can also add MTV drop tanks to spec. Typically, a complete Duna mission can be done with one drive section and one drop tank, with Jool class missions needing an additional drop tank. For your convenience, the XLS - MTV Drive and Drop tank provides both in one package.

3A) After your chosen MTV payload is in orbit, remove it's upper stage to expose the massive docking plate. Your Drive Sections and Drop Tanks will dock directly there.

4) MLS M-Rover is brand new and doesn't have a product information card yet. The rover functions exactly the same as previous rover versions from a flight planning point of view. Transit to Duna, go in heat shield first, power up the throttle at about 10,000 meters, stage the heat shield (which will activate retro motors) and burn the terminal engine down to a few hundred meters per second. Then separate the terminal retro engine before interacting with the surface, and use the final stage rover engines to land. * Be sure to disable torque on both rover base and ALCOR pod before attempting to drive. For parking, deploy landing legs.

5) Your choice! Send everything un manned, perhaps a rover to scout for a good base site. Choose the landers that work for you and cluster them on the flattest place you can find. Send up your favorite transfer vehicle, and dock it with the needed drive section and drop tank, then send kerbals up to it on an Orion pod, then transfer everybody to Duna.

5A) Most MTV payloads have a ready made Duna lander attached. For transfer of extra crew to the surface, stage a few Duna Return To Orbit craft near the MTV in Duna orbit, and shuttle them down 3 at a time. This will also give you surplus return to orbit capacity on the surface.

 

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Edited by YANFRET
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Chaps

 

Love this mod!!! Visually, its top notch - well done all concerned. 

I've always been a little frustrated that it's not compatible with any standard parts on account of its '75%' real-life scale. I wouldn't dream of asking the authors for a vanilla-KSP-scale version as I appreciate how much work in rebalancing each and every part would be. Instead, could anyone suggest a quick and dirty hack to rescale the parts - at least visually - to a more vanilla KSP friendly state.

 

Nanoo Nanoo

 

X    

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6 hours ago, rextable said:

Chaps

 

Love this mod!!! Visually, its top notch - well done all concerned. 

I've always been a little frustrated that it's not compatible with any standard parts on account of its '75%' real-life scale. I wouldn't dream of asking the authors for a vanilla-KSP-scale version as I appreciate how much work in rebalancing each and every part would be. Instead, could anyone suggest a quick and dirty hack to rescale the parts - at least visually - to a more vanilla KSP friendly state.

 

Nanoo Nanoo

 

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That would take some time to do if you know how to edit a cfg you can open one and found rescaleFactor = *   and change it to what you like on most of them hope it helps

You can open or look at cfg with ( notepad ) or ( notepad++ ) ( word ) will too

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16 hours ago, MeCripp said:

That would take some time to do if you know how to edit a cfg you can open one and found rescaleFactor = *   and change it to what you like on most of them hope it helps

You can open or look at cfg with ( notepad ) or ( notepad++ ) ( word ) will too

Brilliant! Thanks MeCripp.

 

One more question: any idea on what rescale factor I should use to get the parts to desired size? 

 

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3 hours ago, rextable said:

Brilliant! Thanks MeCripp.

 

One more question: any idea on what rescale factor I should use to get the parts to desired size? 

 

Just a quick look most are rescaleFactor = 1 so if you want more stock size, I would try rescaleFactor = 0.8 and see how close you are but go in small changes at a time like that.

EDIT- And you can also might have to goto something like rescaleFactor = 0.85 and so on

Edited by Mecripp2
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20 hours ago, rextable said:

Brilliant! Thanks MeCripp.

 

One more question: any idea on what rescale factor I should use to get the parts to desired size? 

 

 

You might have lots of fun re scaling parts to your hearts content, or you may go mad or blind from trying. Certain parts if you touch them too much you will go blind. Also remember when you scale something in 3 dimensions, you must scale the fuel supply in 3 dimensions as well: http://study.com/academy/lesson/applying-scale-factors-to-perimeter-area-and-volume-of-similar-figures.html 

MODEL
{
  model = CMES/Hab/MonkeyPod_Lander/model
  scale = 1.4, 0.9, 1.4
}
    rescaleFactor = 1.0
    scale = 1

    node_stack_bottom = 0.0, -0.855, 0.0, 0.0, -1.0, 0.0, 3
    node_stack_top = 0.0, 0.855, 0.0, 0.0, 1.0, 0.0, 3
    node_attach = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 3

 

However, the included craft are bespoke and comprised of many many different model styles, and the tolerances between the parts fitment is extremely narrow.

The pack uses a rule that 3.75 meter systems in KSP represent 5 meter systems IRL. So the frame of reference between Chaka and the rest of KSP is the 3.75 meter hardware. When you step up to the larger SLS / MLS components, that's what size they would really be if you were translating the 3.75 meter rockets to being replicas of 5 meter ones. So in order to have any compatibility at all and also realistically depict the SLS / MLS systems, the pack must be 75% scale. 

Chaka does not want to be a widely comparable parts pack, rather means to an end to depict the systems shown in within a normal scale KSP game as realistically as possible.

It is what it is, but most of all...

Thank you for your kind words and continued support! We're glad you enjoy the pack :) 

 

 

On 7/6/2017 at 1:32 PM, obijan999 said:

Is it possible (or planned) to make your parts combatible with USI LS ?

Upon request we recently added support for TAC LS, so I'm sure we can add USI to the next update as well... Should be pretty simple.

 

 

Edited by YANFRET
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1 hour ago, YANFRET said:

 

Upon request we recently added support for TAC LS, so I'm sure we can add USI to the next update as well... Should be pretty simple.

 

 

Thank you good man. Also this is propably my favorite themed craft mod out there so keep up the good work

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On 8.7.2017 at 7:09 PM, obijan999 said:

Thank you good man. Also this is propably my favorite themed craft mod out there so keep up the good work

 

That would be great, it is also my preferred mod for LS and building

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On 7/10/2017 at 4:46 PM, Bottle Rocketeer 500 said:

@YANFRET The Orion chute (direct attach) doesn't deploy properly as three chutes, parts used separately from the main pack. 

Anything in this pack that is related to Orion should only be used as shown with the included craft files.  

20 hours ago, matts73 said:

 

That would be great, it is also my preferred mod for LS and building

 

Since we are so myopic and focused on this pack working, the wonders of LS can be a mystery. Is USI preferred to TAC generally?

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6 hours ago, YANFRET said:

Anything in this pack that is related to Orion should only be used as shown with the included craft files.  

 

Since we are so myopic and focused on this pack working, the wonders of LS can be a mystery. Is USI preferred to TAC generally?

as far as i know tac is generally used when you want a more in depth system while USILS when you just want simplified LS or are using MKS to build colonies since its the preferred mod for that.

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16 hours ago, obijan999 said:

as far as i know tac is generally used when you want a more in depth system while USILS when you just want simplified LS or are using MKS to build colonies since its the preferred mod for that.

We like the sound of simplified! 

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