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[1.3.x - 1.11] Corvus CF - a Size-1 Command Pod for 2 Kerbals (V1.3.6 - 2020.12.27)


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@Daniel Prates  Nothing. Just marked as compatible with 1.7.x.

From https://github.com/mwerle/Corvus_CF/releases/tag/v1.3.4.2019041201

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@mwerle mwerle released this 20 days ago · 1 commit to master since this release

Re-release to mark Corvus compatible with KSP1.7.x

 

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41 minutes ago, Antikris77 said:

The RCS/parachute nosecone appears to cause massive drag problems, even flipping over rockets.

Read up, other people have reported this.  I can't repro but a possible cause might be bad data in " PartDatabase.cfg".  Delete this file and restart KSP (it will be re-created).
Since nobody else replied, if you try this and it fixes your issue, could you please post confirmation here?

Thanks!

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1 hour ago, micha said:

Read up, other people have reported this.  I can't repro but a possible cause might be bad data in " PartDatabase.cfg".  Delete this file and restart KSP (it will be re-created).
Since nobody else replied, if you try this and it fixes your issue, could you please post confirmation here?

Thanks!

No change, unfortunately.

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  • 3 months later...
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I made a config for @Snark Indicator Lights mod, I assume it will be included in the next release of the IL Community Extensions, but if you don't want to wait, here you go:

Spoiler

// Adds an occupancy indicator to the Corvus command pod.
// Mod release thread: https://forum.kerbalspaceprogram.com/index.php?/topic/163101-13x-18x-corvus-cf-a-size-1-command-pod-for-2-kerbals-v134/


@PART[Corvus_Exterior]:NEEDS[Corvus] {

    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------

    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.25, 1, 0.5
        position = 0, 0.43, -0.333
        rotation = 15, 0, 90
    }

    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.25, 1, 0.5
        position = 0, 0.35, -0.358
        rotation = 15, 0, 90
    }


    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:0
        emissiveName = indicator0
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:1
        emissiveName = indicator1
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController0
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController1
        toggleName = indicatorToggle
    }


     MODULE {
            name = ModuleScienceAvailabilityIndicator
        controllerName = availability0
            experimentID = crewReport
            lowValueColor = crewController0
            mediumValueColor = highValueColor
            highValueColor = blink(lowValueColor, 200, $Off, 200)
        }

        MODULE {
            name = ModuleScienceAvailabilityIndicator
        controllerName = availability1
            experimentID = crewReport
            lowValueColor = crewController1
            mediumValueColor = highValueColor
            highValueColor = blink(lowValueColor, 200, $Off, 200)
        }

    MODULE {
        name = ModuleScienceDataIndicator
            experimentID = crewReport
            emissiveName = indicator0
        dataColor = crewController0
        emptyColor = availability0
    }

    MODULE {
        name = ModuleScienceDataIndicator
            experimentID = crewReport
            emissiveName = indicator1
        dataColor = crewController1
        emptyColor = availability1
    }


    //-------------------------------------------------------------------------
    // TWEAKS
    //-------------------------------------------------------------------------

    // This pod uses a ModuleColorChanger to handle its cabin lights, set up
    // so that by default it takes control of *all* emissives on the part.
    // Need to tell it not to tinker with the meshes that we're adding here;
    // otherwise, the crew indicator will just turn on and off with the cabin
    // lights instead of actually working as a crew indicator.
    @MODULE[ModuleColorChanger] {
        excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
    }
}
 

Screenshot:

screenshot0-png-Windows-Photo-Viewer-201

Edited by VoidSquid
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If anybody is interested in having this mod in another language, I'd love some help with translations!  I just opened a request in the Addon Localisation thread:

 

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20 hours ago, EvilGenius97 said:

Hi there, I noticed you said v1.3.4 is compatible with KSP 1.9.x. The recent update to 1.9.1 has CKAN marking this mod as no longer compatible, is this actually the case?

That's odd - the version file marks Corvus_CF compatible up to 1.9.99.  Ah, but CKAN uses Spacedock for the metadata. Let me update it (Spacedock can't be told that a mod is compatible with future versions of KSP).
I might change that...

Should be good as soon as CKAN updates.

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On 10/18/2019 at 9:15 PM, micha said:

Initial testing seems to indicate Corvus_CF 1.3.4 works fine with KSP1.8.0.

If anybody finds any issues, please raise a bug on GitHub or post here.  Happy flying :)

The issue has something to do with Real Chutes. When both mods are active, a huge drag vector is applied to the Nose Cone. Around 300m/sec ascent it causes the entire vessel to flip similar to when CoA rises above CoM. Using Aerodynamic overlay, you can see the drag. 

I fixed it by disabling Real Chutes. Smooth sailing without it. No drag vector. I'm on 1.9.1 Hope this helps. 

Edited by Mattmillze
Added version info
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On 4/17/2020 at 1:55 PM, Mattmillze said:

The issue has something to do with Real Chutes. When both mods are active, a huge drag vector is applied to the Nose Cone.

Awesome!  Thanks for identifying at least one of the causes!  If you look up, various people have reported excessive drag before, but I've never been able to repro and they've never sent me enough info to look into it further.  I'll see what, if anything, can be done about this.

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Well, I was basically going to say "tough" especially since the author or RealChutes is no longer maintaining the mod at present, but I decided to have a play anyway.  So I've changed the config a bit, and it seems it may have been due to the manually-specified DRAG_CUBE entry in the Corvus_Nose part.  I've removed that and used DragMultiplier modules instead, and it seems to work for both stock and RealChute.[1]

Pre-release available on GitHub for those wanting to give it a try.


EDIT:

[1] Which, if I'd re-read the comments from page 2, would have been a lot quicker to figure out.
 

EDIT2:

Since nobody has complained (well, the entire 1 person that had downloaded the pre-release...) I've made it a full release now. Enjoy!

Edited by micha
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Thought I'd give this a try. Took me a minute to figure out that the nosecone docking port will actually dock with a Jr. Whew!

re: drag ... sorry no real feedback other than I flew it to orbit just fine in JNSQ.

It's a cool little mod. Thanks for keeping it alive!

edit: also, i named the craft corvus-19 thatswrongimsorry

Edited by OrbitalManeuvers
snark, ofc
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