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[1.10.1] Making Alternate History - Lander Pack


bcink

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15 minutes ago, MaverickSawyer said:

Huh. Is the center of mass for the ascent stage supposed to be co-located with the bottom node? It's throwing the thrusters off in a big way...

Oh wow. I guess I just learned the game calculates the center of mass based off object origin point. My bad, I never knew that. I guess I'll get on fixing every part. They're all like this. The descent stage origin is the very top flat center point, the ascent engines are the top flat center point, etc. I'll have to recompile all the parts and fix all the attachment points. Sorry........ I'll try and accomplish this tonight.

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No worries, take your time and get it done right. Kerbals depend upon the quality of your work! :sticktongue:

 

All kidding aside, no rush. I currently lack an appropriate lifter for this thing at the moment anyhow, so there's no pressure from me to get a fix done.

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On 4/7/2018 at 10:19 AM, Kerbal01 said:

I haven't read ETS in awhile, what lifter is supposed to take this up and does BDB have it?

 

On 4/8/2018 at 1:09 PM, Kablob said:

I just don't understand how the heck you're supposed to dock with the ECUS using the _bottom_ of the lander.

 

On 4/8/2018 at 5:09 PM, G'th said:

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEKKKKKKKKKKKKKKKKKKKK

IDK if our friend here has modeled it but the Pegasus (transfer stage's name) attaches to the lander by way of a detachable docking port system. Essentially just a octagonal set of struts supporting a docking ring that attaches to the docking mechanism on the transfer stage. This assembly is then ditched with the Pegasus. 

 

Posted on dev thread:

LGk1fy2.jpg

Near future construction + BDB MOL Docking mechanism

viSTamp.png

 

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1 hour ago, Kablob said:

But then how do you ditch the truss from the bottom of the lander?

you can add a decoupler, but that will be ugly, the elegant solution is to add a decoupler to the part itself:

@PART[truss-circular-adapter-01]
{
    @rescaleFactor = 0.833333
	@node_stack_top01 = 0.0, 0.55, 0.0, 0.0, 1.0, 0.0, 2
	@tags = connect frame scaffold structur strut truss circle nearfuture adapt annul hollow artemis ets pegasus
	
	 %MODULE[ModuleDecouple]
    {
        ejectionForce = 60
		explosiveNodeID = top01
    }
}

Disable shroud for the middle engine.

 

Detailed docking structure:

uCjMXNW.png

And decoupling:

RJEnT8N.png

 

 

Edited by Drakenex
Scale
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55 minutes ago, Drakenex said:

you can add a decoupler, but that will be ugly, the elegant solution is to add a decoupler to the part itself:


@PART[truss-circular-adapter-01]
{
    @node_stack_top01 = 0.0, 0.78, 0.0, 0.0, 1.0, 0.0, 2
    @tags = connect frame scaffold structur strut truss circle nearfuture adapt annul hollow artemis ets pegasus
    
     %MODULE[ModuleDecouple]
    {
        ejectionForce = 60
        explosiveNodeID = top01
    }
}

Also, re-scale it to 2.5m

 

Detailed docking structure:

uCjMXNW.png

And decoupling:

RJEnT8N.png

 

 

He's got the right of it, though we could probably have a lively debate on the merit of using the docking rings from NFConstruction instead of the MOL docking ports for better if not slightly more accurate looks.

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23 hours ago, G'th said:

He's got the right of it, though we could probably have a lively debate on the merit of using the docking rings from NFConstruction instead of the MOL docking ports for better if not slightly more accurate looks.

Thanks! and yes, said docking rings look much more accurate, but it's a pain to dock

 

Temp Real plume (while Bcink makes his own)

 

@PART[MAH_AscentEngine]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hypergolic-Upper       
        transformName = thrustTransform
        localRotation = 0,0,0           
        localPosition = 0,0,0.6       
        fixedScale = 0.8                 
        energy = 1                      
        speed = 1.5                     
                                        
    }
    @MODULE[ModuleEngines*]
    {
        @name = ModuleEnginesFX
        %powerEffectName = Hypergolic-Upper
    }
}
@PART[MAH_Descent_RL10]:FOR[RealPlume]:NEEDS[SmokeScreen]
{
    PLUME
    {
        name = Hydrolox-Upper
        transformName = thrustTransform
        localRotation = 0,0,0
        localPosition = 0,0,0
        flarePosition = 0,0,1.2
        plumePosition = 0,0,1.28
        fixedScale = 1.0
        energy = 1.1
        speed = 1                     
                                        
    }
    @MODULE[ModuleEngines*]
    {
        @name = ModuleEnginesFX
        %powerEffectName = Hydrolox-Upper
    }
}

and finally, a WIP of a "Real Names" name replacer. Add ETS accurate cannon names and descriptions where available and more technical for other parts.

Get it HERE

Edited by Drakenex
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Update 1.2 has been released.
Added 4x attachment nodes to the ascent stage for the RCS thrusters
RCS thrusters now have an attachment node
Reduced size of RCS thrusters slightly to not look awkward on ascent stage
Fixed some funkiness with the airlock hatches on all modules
Fixed inaccurate plume on ascent stage engines
Added Real Plume configs for ascent and descent engines
Fixed center of mass and adjusted attachment nodes accordingly on all parts
Ascent stage now has an IVA
IVA has extra props when using Near Future Props
Fixed Kerbal Inventory System and Connected Living Space patches (They now function properly)
Greatly reduced fuel volume in descent stage (without BDB addon)
Ascent stage now supports 4x Kerbals

@MaverickSawyer @Kablob @Drakenex @Barzon Kerman @ddavis425 @Gyrfalcon5 - Folks, thank you very much for your feedback and reports. I hope this addresses everything and more. Sorry again about the issues.

7u5bbJH.pngXeWXzkl.png

Download Available Now on Spacedock

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17 hours ago, bcink said:

Folks, thank you very much for your feedback and reports. I hope this addresses everything and more. Sorry again about the issues.

Download Available Now on Spacedock

Come on! You don't owe us an apology, we owe you a lot for making such a wonderful addition to our hobby for free, light years away from any paid DLC ...

Thanks a again

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"Added 4x attachment nodes to the ascent stage for the RCS thrusters"

The idea is to add all of them at the same time time? Because is not working:

YLqCcGd.png

Or, I'm I holding it wrong? :P

 

 

Edit:

 

Oh! I get it, they use to be surface attach, and now they have nodes. Sorry!

Edited by Drakenex
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4 hours ago, Drakenex said:

Thanks a again

My pleasure!

4 hours ago, linuxgurugamer said:

Wow for the follow

Nice! Thanks :D

2 hours ago, Drakenex said:

The idea is to add all of them at the same time time? Because is not working:

Or, I'm I holding it wrong? :P

Still no symmetry, unfortunately. And I'm not sure if bi-symmetry works actually, I was just placing them individually, lol

2 hours ago, linuxgurugamer said:

Would it be ok to add this to CKAN?

Absolutely. I checked the box to add to CKAN from Spacedock as I've done in the past. I don't know if I need to do anything else to be honest.

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2 minutes ago, bcink said:

Still no symmetry, unfortunately. And I'm not sure if bi-symmetry works actually, I was just placing them individually, lol

bi-symmetry works perfect.

Also, adding stackSymmetry = 2 to the Descent Stage lets you have all three RL-10 on a single icon. Well if you like that kind of details hehe

 

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Now we just need a method of delivering DSSHU cans from the top of the descent stage to the surface.

@Drakenex You ever find a method of doing this that wasn't stupid?

According to e of pi its apparently supposed to be something like this:

 


And while I'm inclined to give it another go (i tried it once, I can't remember how well it went), I'm curious if you've given it any thought. 

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13 hours ago, G'th said:

Now we just need a method of delivering DSSHU cans from the top of the descent stage to the surface.

@Drakenex You ever find a method of doing this that wasn't stupid?

According to e of pi its apparently supposed to be something like this:


And while I'm inclined to give it another go (i tried it once, I can't remember how well it went), I'm curious if you've given it any thought. 

Never studied Orion in depth, have a link to the relevant posts??

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  • 1 year later...

Hey,

What from this mod could work in 1.8?  I ask vs. try because i know the dependency is not updated to 1.8, and i am not sure what to cut out (if possible)?  Basically can the remaining parts work on 1.8 that needed the texture replacement mod?

Cheers

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24 minutes ago, debaker02 said:

Hey,

What from this mod could work in 1.8?  I ask vs. try because i know the dependency is not updated to 1.8, and i am not sure what to cut out (if possible)?  Basically can the remaining parts work on 1.8 that needed the texture replacement mod?

Cheers

Why don`t you test it yourself and post your result here?

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  • 6 months later...
  • 7 months later...
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