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[PART][WIP 1.0.5-1.1.x][Dev Release] Chinese Pack Continued v0.2.0.18Y, Crewed Pod WIP! (06-20-2016)


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Hotfix!

Replaced the Shenzhou orbital module files with the lastest ones. (the current files are mistakely uploaded and therefore cannot fully functional)

Some little adjustments of the Shenzhou spaceship. (Adjust their rescaleFactors so they are now have the scale of the real Shenzhou)

Added CZ-1 stock patch, now CZ-1&CZ-3B can be used if u dont have RSS installed.

Under way are:

CZ-5 stock patch (mark7)

CZ-5&CZ-3B's PF fairing (thanks to MeCripp ) (mark7)

YF-115 modelling (01010101lzy)

Tiangong development (liukuniii)

Plan to do:

CZ-6&7's modelling

Shenzhou rework(maybe)

And again, if you have any problems or bugs, dont be hesitated to ask us, we can do better with your support~

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[Devnote of ShenZhou & TianGong]

Well, still WIP. :wink:


Spacecraft ShenZhou

now available for test, all the basic system are working.

Known issue

-The SZ-TG docking port doesn't work well. (Maybe caused by cesh colider)

-The texture of the chute only can be seen from up side

-The pod slides after the chute deployed. (RealChute will help with this)

-The parachute cannot be chosen while setting up an action group

-The orbital module's hatch cannot be chosen during the flight, causing failure of stock crew transfer.

(No more a problem, in 1.0.5 you can simply use right-click menu to tranfer the crew)

Already fixed

-RCS thrusters are now available on the orbital module

-Resources on board, part weight and engine thrust/Isp have been balanced

See the details of ShenZhou on wikipedia


Target vechile TianGong by 54znzn(liukuniii)

Already finished the module, working on cfg and texture.

Comming Soon~

See the details of TianGong on wikipedia


-神舟最大天å‘ä¸Â解释

-日了狗的对接å£神特么碰撞网。。。

-å‘爹的Hatch明明按步骤åš的怎么就点ä¸Â了。。。

-为什么ä¸Âçâ€Â¨Dragon01çš„è½地åÂÂ推?设定3m点ç«无需其他设置简å•实çâ€Â¨Ã¦Â¯â€XLander方便多了。。。

-还有什么时候能有IVA。。。

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17852122320151115160844018.png17852122320151115160712032.png

Edited by 54znzn
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If anyone what's to use ProceduralFairings with the CZ5 fairing base you can edit the cfg to look like [code]PART
{
// --- general parameters ---
name = CZ5 fairing base
module = Part
author = NovaSilisko
//maintenance = Zhuangjiashi / Forum ID: mark7
MODEL
{
model = KFStudios/Parts/LongMarch5/CZ5 fairing base/CZ5_fairing_base
scale = 1, 1, 1
position = 0, 0.8, 0
}
// --- asset parameters ---
//mesh = CZ5_fairing_base.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.103, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 1.713, 0.0, 0.0, 1.0, 0.0, 1
node_stack_connect1 = 0.0, 6.5, -2.4, 0.0, -1.0, 0.0, 1
node_stack_connect2 = 0.0, 6.5, 2.4, 0.0, -1.0, 0.0, 1

node_stack_connect01 = 2.42, -0.1, 0.0, 0.0, 1.0, 0.0, 2
node_stack_connect02 = -2.42, -0.1, 0.0, 0.0, 1.0, 0.0, 2
node_stack_connect03 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect04 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect05 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect06 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect07 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect08 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0

// --- FX definitions ---
fx_exhaustFlame_blue_small = 0.0, 0.32, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustFlame_white_tiny = 0.0, 0.32, 0.0, 0.0, 1.0, 0.0, running
fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple
sound_decoupler_fire = decouple

// --- editor parameters ---
TechRequired = advConstruction
entryCost = 2800
cost = 440
category = Structural
subcategory = 0
title = CZ5 faring base
manufacturer = CNSA
description = CZ5 faring base
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 0.2
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 8
breakingForce = 3000
breakingTorque = 3000
maxTemp = 4200
fuelCrossFeed = False

stageOffset = 1
childStageOffset = 1

MODULE
{
name = ModuleDecouple
ejectionForce = 20
explosiveNodeID = top
}

MODULE
{
name = ModuleEngines
thrustVectorTransformName = fadongji
throttleLocked = True
ehxaustDamage = true
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 5
heatProduction = 40
useEngineResponseTime = True
engineAccelerationSpeed = 10.0
allowShutdown = False
PROPELLANT
{
name = SolidFuel
ratio = 0.8
DrawGauge = True
}
atmosphereCurve
{
key = 0 280
key = 1 280
}

}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 20
YawTorque = 20
RollTorque = 20

RESOURCE
{
name = ElectricCharge
rate = 0.3
}
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.025
}
}

MODULE
{
name = ModuleSAS
SASServiceLevel = 3
}

RESOURCE
{
name = SolidFuel
amount = 1
maxAmount = 1
}
RESOURCE
{
name = ElectricCharge
amount = 200
maxAmount = 200
}
MODULE
{
name = ProceduralFairingBase
baseSize=4.65
sideThickness=0.15
verticalStep=0.2
extraRadius=0.8
}

MODULE
{
name = KzNodeNumberTweaker
nodePrefix = connect
maxNumber = 8
numNodes = 2
radius = 2.25
shouldResizeNodes = False
}

MODULE
{
name = KzFairingBaseShielding
}

}[/code]

Still has the old node for if you want to use the old Fairing or you can use PF
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[quote name='MeCripp']If anyone what's to use ProceduralFairings with the CZ5 fairing base you can edit the cfg to look like [code]PART
{
// --- general parameters ---
name = CZ5 fairing base
module = Part
author = NovaSilisko
//maintenance = Zhuangjiashi / Forum ID: mark7
MODEL
{
model = KFStudios/Parts/LongMarch5/CZ5 fairing base/CZ5_fairing_base
scale = 1, 1, 1
position = 0, 0.8, 0
}
// --- asset parameters ---
//mesh = CZ5_fairing_base.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.103, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 1.713, 0.0, 0.0, 1.0, 0.0, 1
node_stack_connect1 = 0.0, 6.5, -2.4, 0.0, -1.0, 0.0, 1
node_stack_connect2 = 0.0, 6.5, 2.4, 0.0, -1.0, 0.0, 1

node_stack_connect01 = 2.42, -0.1, 0.0, 0.0, 1.0, 0.0, 2
node_stack_connect02 = -2.42, -0.1, 0.0, 0.0, 1.0, 0.0, 2
node_stack_connect03 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect04 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect05 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect06 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect07 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_connect08 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0

// --- FX definitions ---
fx_exhaustFlame_blue_small = 0.0, 0.32, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustFlame_white_tiny = 0.0, 0.32, 0.0, 0.0, 1.0, 0.0, running
fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple
sound_decoupler_fire = decouple

// --- editor parameters ---
TechRequired = advConstruction
entryCost = 2800
cost = 440
category = Structural
subcategory = 0
title = CZ5 faring base
manufacturer = CNSA
description = CZ5 faring base
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 0.2
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 8
breakingForce = 3000
breakingTorque = 3000
maxTemp = 4200
fuelCrossFeed = False

stageOffset = 1
childStageOffset = 1

MODULE
{
name = ModuleDecouple
ejectionForce = 20
explosiveNodeID = top
}

MODULE
{
name = ModuleEngines
thrustVectorTransformName = fadongji
throttleLocked = True
ehxaustDamage = true
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 5
heatProduction = 40
useEngineResponseTime = True
engineAccelerationSpeed = 10.0
allowShutdown = False
PROPELLANT
{
name = SolidFuel
ratio = 0.8
DrawGauge = True
}
atmosphereCurve
{
key = 0 280
key = 1 280
}

}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 20
YawTorque = 20
RollTorque = 20

RESOURCE
{
name = ElectricCharge
rate = 0.3
}
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleCommand
minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 0.025
}
}

MODULE
{
name = ModuleSAS
SASServiceLevel = 3
}

RESOURCE
{
name = SolidFuel
amount = 1
maxAmount = 1
}
RESOURCE
{
name = ElectricCharge
amount = 200
maxAmount = 200
}
MODULE
{
name = ProceduralFairingBase
baseSize=4.65
sideThickness=0.15
verticalStep=0.2
extraRadius=0.8
}

MODULE
{
name = KzNodeNumberTweaker
nodePrefix = connect
maxNumber = 8
numNodes = 2
radius = 2.25
shouldResizeNodes = False
}

MODULE
{
name = KzFairingBaseShielding
}

}[/code]

Still has the old node for if you want to use the old Fairing or you can use PF[/QUOTE]

THX, we'll add it in the next update(probably).
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[IMG]http://ww2.sinaimg.cn/bmiddle/843e22d7jw1ey7mtdfbckj209b0c3gmh.jpg[/IMG][IMG]http://ww1.sinaimg.cn/bmiddle/843e22d7jw1ey7mvpzjz5j204f085t94.jpg[/IMG]
Modeling YF-115
--UPDATE--
[IMG]http://ww2.sinaimg.cn/large/843e22d7jw1ey7p5m5706j21aw0sanc6.jpg[/IMG]
[IMG]http://ww1.sinaimg.cn/large/843e22d7jw1ey7p5qg4aij21aw0sa7k9.jpg[/IMG] Edited by 01010101lzy
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[quote name='MMG']Now I'm thinking about what else does Shenzhou needs, maybe we should start with an IVA or burning-change texture for the reentry pod.

[COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]




Well but the texture is still... (#滑稽)[/QUOTE]
(#滑稽)
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[quote name='MajorLeaugeRocketScience']Also glitch report: some of the CZ-1 and -5 engines are under the tanks tab and don't have thrust or even a staging thingy. Also, there is thrust coming out of the engines in the VAB. That one is just annoying, the others I'd like to see fixed[/QUOTE]

Also got the same glitch report from our local forum users, looking for causes now (probably fixed, i haven't asked them yet). CZ-9 is yet to be done, because now we're messing around CZ-6 and CZ-7.

--update--
Mark7 said he was a bit too busy now, he'll probably fix CZ-9 this weekend. Edited by 01010101lzy
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[quote name='MajorLeaugeRocketScience']Sounds good, and real fuels appears to be a req? I messed around and found out none of the tanks have any fuel. However, the CZ-1 stage 3 SRB is awesome. I use it as a kicker for everything now[/QUOTE]
It shouldn't behave like this... But anyway that [B]is[/B] an issue, and it [B]seems to be easy[/B] to fix.
Thx for appreciating the kicker SRB, and we'll continue to make more things.
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Here you go! Sorry for the late response.

https://drive.google.com/open?id=0BzONltoMNDFOWDlKbWRVeUp1TlE

CFG files might need some tweaking, because this was originally intended for 0.90 beta. You might also want to convert the textures to DDS format. But the models and textures are there-and they look pretty good.

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6 hours ago, Delta_8930 said:

Here you go! Sorry for the late response.

https://drive.google.com/open?id=0BzONltoMNDFOWDlKbWRVeUp1TlE

CFG files might need some tweaking, because this was originally intended for 0.90 beta. You might also want to convert the textures to DDS format. But the models and textures are there-and they look pretty good.

Got it. @Wavechaser@mark7 come and grab it!

(A YF-115 engine has already been modeled by AkanoLoki but remained untextured because of my laziness...)

Edited by 01010101lzy
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I have a thing to note. The patches do not work inside th KFStudios (or whatever it's called) folder in gamedata you need to take them out of gamedata to get them to load properly. I flew CZ-3B with a 3.1 ton payload today in stock KSP. First stage burnout was at 41 km then I staged at about 43. The second stage, third stage and payload flipped 180 degrees post separation, nothing I could do to right it. Also, the way the vernier engines on the second stage are set up it only provides 2 axis control, not full 3 axis control. Good mod tho.

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On 2015/12/16 上午9:45:40, DarthVader said:

I have a thing to note. The patches do not work inside th KFStudios (or whatever it's called) folder in gamedata you need to take them out of gamedata to get them to load properly. I flew CZ-3B with a 3.1 ton payload today in stock KSP. First stage burnout was at 41 km then I staged at about 43. The second stage, third stage and payload flipped 180 degrees post separation, nothing I could do to right it. Also, the way the vernier engines on the second stage are set up it only provides 2 axis control, not full 3 axis control. Good mod tho.

I found this issue a couple weeks ago, but it seemed not working right whatever method I used to fix. Maybe we'll delete them in the next release, and restore them as soon as we know how to fix.

p.s.Did you got it right that vernier engines are in a group of 4 instead of 2?

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