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[WIP][RSS/RO] Alternate Apollo


mcdouble

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46 minutes ago, species said:

Im sorry for my ineptitude, please be sure it comes from my next to no knowledge about how KSP modding work(ive tried, its just not my department) and not from any malicious or entitled reasons.

 

No you are fine no reason to apologize.  I realized you may not have know what was needed so I posted what I did.  Thanks for the more details.  *I* am sorry if my post seemed brusque.  

I find it interesting that even NOT deployed they are blowing up.      I don't do RSS/RO so I won't be much of a help there.     BUT maybe it is some of the same problems we were having with these chutes in Stock play.

However, it seems to me that the aerodynamic model in RSS/RO is seeing the chutes when they should be hidden.  One thing I would suggest is editing the .cfg part for the parachutes.  Delete the Drag cube line in it.   I don't know if that will work for RSS/RO but in stock it eliminated all the problems we were having with the chutes.

Does RSS/RO use RealChutes?   If so set the Chute to Kevlar instead of Nylon when building the part.  I feel that Nylon is "Under" appreciated in Realchutes.  AKA it burns too easily / KSP Physics applies forces to it with too much acceleration.     

I am appending in the hidden line below my version of the parachute file for the D-2.  Just copy what I have done and save it over the top of the existing parachute (it is a direct replacement.)  

Spoiler

PART
{
    name = ApolloD2_parachute
    module = Part
    author = mcdouble
    mesh = model.mu
    scale = 1
    node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0
    node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

    rescaleFactor = 0.625
    buoyancyUseCubeNamed = PACKED
    sound_parachute_open = activate
    sound_parachute_single = deploy
    TechRequired = survivability
    entryCost = 2800
    cost = 400
    category = Utility
    subcategory = 0
    title = Apollo D-2 Parachute
    description = Landing parachute for the D-2 descent capsule. Only one side is deployed, the other is a backup.
    attachRules = 1,0,0,1,0
    mass = 0.1
    dragModelType = default
    angularDrag = 3
    crashTolerance = 12
    maxTemp = 2500 // = 3100
    emissiveConstant = 0.7
    breakingForce = 100
    breakingTorque = 50
    bodyLiftMultiplier = 0
    stageOffset = -1
    bulkheadProfiles = srf
    tags = #autoLOC_500932 //#autoLOC_500932 = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow

//    DRAG_CUBE
//    {
//        cube = PACKED, 0.6356,0.6276,0.7027, 0.6356,0.6276,0.7027, 1.116,0.7271,0.523, 1.116,0.9385,0.163, 0.6356,0.6287,0.7027, 0.6356,0.6265,0.7027, 0,0.2645,0, 1.233,0.6659,1.233
//        cube = SEMIDEPLOYED, 23.3,0.1434,1.65, 23.31,0.1434,1.65, 9.4,0.6506,18.06, 9.4,0.645,18.5, 23.31,0.1445,1.65, 23.31,0.1424,1.65, 0,9.231,-1.073E-06, 3.459,18.6,3.459
//        cube = DEPLOYED, 63.54,11.04,6.008, 63.54,11.04,6.008, 115.9,22.12,18.44, 115.9,21.86,18.73, 63.54,11.07,6.008, 63.54,11,6.008, 0,9.235,-9.537E-07, 12.15,18.61,12.15
//    }


    MODULE
    {
        name = ModuleParachute
        invertCanopy = true
        autoCutSpeed = 0.5
        capName = cap
        canopyName = canopy
        semiDeployedAnimation = semiDeployLarge
        fullyDeployedAnimation = fullyDeployLarge
        stowedDrag = 0.22
        semiDeployedDrag = 1
        fullyDeployedDrag = 500
        minAirPressureToOpen = 0.04
        clampMinAirPressure = 0.04
        deployAltitude = 3000
        deploymentSpeed = 0.12
        semiDeploymentSpeed = 0.5
        chuteMaxTemp = 650
    }
    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = False
        situationMask = 8
        CONSTRAINT
        {
            type = ATMOSPHERE
            value = True
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 200
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 100
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 100
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 50
            prestige = Significant
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = LT
            value = 50
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEEDENV
            test = GT
            value = 20
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = DENSITY
            test = GT
            value = 0.2
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = DENSITY
            test = GT
            value = 0.1
            prestige = Significant
        }
        CONSTRAINT
        {
            type = DENSITY
            test = GT
            value = 0.02
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDE
            test = GT
            value = 1000
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 4000
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 8000
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 2000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 4000
            prestige = Significant
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = GT
            value = 1000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = ALTITUDEENV
            test = LT
            value = 2000
            prestige = Exceptional
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 300
            body = _Home
        }
        CONSTRAINT
        {
            type = SPEED
            test = LT
            value = 1000
            body = _NotHome
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ALWAYS
            prestige = Trivial
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = BODYANDSITUATION
            prestige = Significant
        }
        CONSTRAINT
        {
            type = REPEATABILITY
            value = ONCEPERPART
            prestige = Exceptional
        }
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = SEMIDEPLOYED
        dragModifier = 1
    }
    MODULE
    {
        name = ModuleDragModifier
        dragCubeName = DEPLOYED
        dragModifier = 58
    }
}

 

As you can see All I did is comment out the Drag Cube section.  It works fine on my game (but I am playing 2.5x Stock)

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2 hours ago, Pappystein said:

As you can see All I did is comment out the Drag Cube section.  It works fine on my game (but I am playing 2.5x Stock)

You rock sir! I did a quick test by hyperediting the spacecraft into lunar orbit in sandbox and did the rest of the mission(even gave the crew 18g reentry, they loved it)using your config. The temperature gauges didnt even appear + the chutes didnt got "red hot" so i think its as you said, its now ignoring em :>  Thank you!!!

Everything else seems to be also working fine, tried opening the chute in higher speeds and it tear up as it should, opening the second one worked like a charm :>

Also yea RO/RP-1 is using real chutes.

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4 minutes ago, species said:

You rock sir! I did a quick test by hyperediting the spacecraft into lunar orbit in sandbox and did the rest of the mission(even gave the crew 18g reentry, they loved it)using your config. The temperature gauges didnt even appear + the chutes didnt got "red hot" so i think its as you said, its now ignoring em :>  Thank you!!!

Everything else seems to be also working fine, tried opening the chute in higher speeds and it tear up as it should, opening the second one worked like a charm :>

Also yea RO/RP-1 is using real chutes.

Cool I actually DO know something about RO/RP-1 :)

Glad that helped.   In my experience any problems with Parachutes is caused by the Drag cubes being "off"

@mcdouble

Feel free to use the info posted above as needed!

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Here comes my "guessing cause can't test now" moment: does the capsule use a separate heat shield, or does the part itself have the ablator? I have had all in one parts end up transferring too much heat to attaches parts inappropriately. 

Now , I only mention it as somewhere in my head it has this pod with integrated heat shield... But between that and the drag cube fix above... I'm probably talking out my behind! :P

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10 hours ago, komodo said:

 I have had all in one parts end up transferring too much heat to attaches parts inappropriately.

Yes that can be a concern Komodo,  But it appears that mcdouble has done a great job of balancing the heat conductivity max heat values of the core capsule and we are not seeing MUCH in the way of problems.  Just the pesky drag cube in the chutes.   IDK why they cause the issue but this is the 3rd set of chutes that had a drag cube that had something go wonky on it in my memory.. in the last year... I have been playing KSP since 0.21 so I KNOW there are more out there. 

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  • 9 months later...

Hello

Not sure if anyone is interested but I finally got around to cleaning up the models and textures for this thing, so it should all be a lot more consistent (and hopefully be able to fit with other parts better). It's up on the 1.8.1 branch here, should be working with stock 1.8.1 and RSS/RO 1.7.3:

https://github.com/mcd0uble/AlternateApollo

Also with regards to parachute issues above, I was having a few problems getting them to work this time around so I deleted the drag cubes from the config and it seems to work ok now, but not entirely sure... if anyone wants to test that out it would be great.

ub8DzGl.png

mli0KnF.png

f2NKlxG.png

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13 hours ago, mcdouble said:

Not sure if anyone is interested but I finally got around to cleaning up the models and textures for this thing, so it should all be a lot more consistent (and hopefully be able to fit with other parts better). It's up on the 1.8.1 branch here, should be working with stock 1.8.1 and RSS/RO 1.7.3:

Ah, cool!  I will download it and rotate it back into my flight planning.

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  • 1 month later...

So I downloaded the new partset for the Capsule.    While the dual Parachutes might have been more accurate in the past the new single Parachute part makes more sense in how KSP works.      I have flown this pod with the Mk2 top and using BDB's Probe (to match the BDB Drogues on my already orbiting stations.)      

However I do have a very small suggestion.    Add the tags D2, GE and Apollo to your part list when you get a chance.    Makes it easier to find the correct parts (I am running 2 massive part mods (BDB + SSTU) and several smaller part mods on my current game.      

Launched on a Titan 23D-4 (UA1204s on a basic Titan 23D stack)

YHWuTkl.jpg

 

yQHHHP7.jpg

And about here is where I realized that While I had patched the fuel tank to LH2/O...   The AJ10 was still set as LF/O!   DOH!

Edited by Pappystein
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  • 2 weeks later...
  • 1 month later...

I'm so glad someone is doing Alternate Apollo this is amazing and the quality is the same as Blue Dog and Near Future, flawless.

Have you looked at the expansion section of NASSP's wiki?

http://nassp.sourceforge.net/wiki/Future_Expansion

There are tons of original technical drawings on Apollo concepts that might help.

Alternate history also has "Eyes Turned Skywards" which hypothesizes what a continuation of the Apollo program might look like. Its even approved by Atomic Rocket! I've included its image section.

https://www.alternatehistory.com/wiki/doku.php?id=timelines:eyes_turned_skyward_media

P.S. I research this stuff as a hobby to let me know if you anything specific.

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  • 1 month later...
On 4/9/2020 at 12:56 AM, MonkeyCan'tDock said:

I'm so glad someone is doing Alternate Apollo this is amazing and the quality is the same as Blue Dog and Near Future, flawless.

Have you looked at the expansion section of NASSP's wiki?

http://nassp.sourceforge.net/wiki/Future_Expansion

There are tons of original technical drawings on Apollo concepts that might help.

Alternate history also has "Eyes Turned Skywards" which hypothesizes what a continuation of the Apollo program might look like. Its even approved by Atomic Rocket! I've included its image section.

https://www.alternatehistory.com/wiki/doku.php?id=timelines:eyes_turned_skyward_media

P.S. I research this stuff as a hobby to let me know if you anything specific.

Most of the stuff you are referring to is POST GE Apollo "cancellation"  And thus not part of this branch of the Apollo program.  Rather you should be looking to

and the, hopefully obvious:

For your Apollo Advanced Applications and EtS needs.   Between these three mods (including THIS ONE) I am able to run almost any Apollo mission....   Some are kludgy (LEM-SpaceLab)  And some are less than perfect (LEM Shelter)   But all are there and working.

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  • 8 months later...
On 2/11/2021 at 9:59 AM, MacLuky said:

I can't believe I never saw this before, downloading as we speak. Looks awesome

Yes, and it works great on-top of the Titans in BDB I posted above.   A fun bit of Apollo history most people do not know about.

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so i ran this little script:
 

Spoiler

grep -hrA 4 PART ../GameData/AlternateApollo/ |grep name | cut -d = -f 2|sort|uniq > x

for i in `cat x`
do
  if ! `grep -rq $i ../GameData/AlternateApollo/RO_config/*` ; 
  then 
      echo "$i"
  fi
done

 

And found configs were missing for:
 

D2_interstage4
LEM_antenna
LEM_ascentengine
LEM_ascentstage
LEM_descentengine
LEM_descentstage
LEM_rope
olympus_core
olympus_solar

I'll see what I can do and post the results here

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Ah, it seems I had pulled from the 1.8.1 branch and not from master. Apart from moving Olympus to ApolloLab are there any signinficant things I should be looking out for?

nuts, master had some intresting updates. This might have been for nothing but I spent at least 2 hours at, so perhaps useful to someone, additional patches for RO
 

Spoiler


 


// RP0 config
@PART[D2_interstage4]:FOR[AlternateApollo]:NEEDS[RP-0]
{
    %TechRequired = secondGenCapsules
    %cost = 50
    %entryCost = 500
    RP0conf = true

}

@PART[LEM_antenna]:FOR[AlternateApollo]:NEEDS[RP-0]
{
    %TechRequired = lunarOrbiterCapsules // lunarLanding
    %cost = 750
    %entryCost = 1200
    RP0conf = true

}

@PART[LEM_ascentstage]:FOR[AlternateApollo]:NEEDS[RP-0]
{
	%TechRequired = lunarOrbiterCapsules // lunarLanding
	%cost = 6000
	%entryCost = 300000
	RP0conf = true

	MODULE
	{ name = ModuleTagAvionics }
	MODULE
	{ name = ModuleTagHabitable }
	MODULE
	{ name = ModuleTagHumanRated }
	MODULE
	{ name = ModuleTagReentry }
	MODULE
	{
		name = ModuleAvionics
		massLimit = 5
	}
}

@PART[LEM_descentstage]:FOR[AlternateApollo]:NEEDS[RP-0]
{
    %TechRequired = lunarOrbiterCapsules // lunarLanding
    %cost = 1500
    %entryCost = 3500
    RP0conf = true
}

@PART[LEM_rope]:FOR[AlternateApollo]:NEEDS[RP-0]
{
    %TechRequired = lunarOrbiterCapsules // lunarLanding
    %cost = 15
    %entryCost = 350
    RP0conf = true
}

@PART[olympus_core]:FOR[AlternateApollo]:NEEDS[RP-0]
{
	%TechRequired = spaceStationPrototypes
	%cost = 6000
	%entryCost = 300000
	RP0conf = true

	MODULE
	{ name = ModuleTagAvionics }
	MODULE
	{ name = ModuleTagHabitable }
	MODULE
	{ name = ModuleTagHumanRated }
	MODULE
	{ name = ModuleTagReentry }
	MODULE
	{ name = ModuleStationPart }

	MODULE
	{
		name = ModuleAvionics
		massLimit = 5
	}
}

@PART[olympus_solar]:NEEDS[RP-0]
{
    %TechRequired = maturePower
    %cost = 1200
    %entryCost = 25000
    RP0conf = true
}

// RealismOverhaul config
@PART[D2_interstage4]:FOR[AlternateApollo]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
    %rescaleFactor = 1

    @title = D-2 4.5m Interstage
    %manufacturer = General Electric

    @mass = 0.2
    @CoMOffset = 0.0, 0.0, 0.0

    %maxTemp = 900
    %skinMaxTemp = 2000
    %emissiveConstant = 0.6
    %thermalMassModifier = 1.0
    %skinMassPerArea = 4

    !RESOURCE,* {}
}

@PART[LEM_antenna]:FOR[AlternateApollo]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = true
    %rescaleFactor = 1
    @mass = 0.03
    @MODULE[ModuleDataTransmitter]
    {
        @antennaType = DIRECT
        @antennaCombinable = True
        %antennaCombinableExponent = 1
        @antennaPower = 5750000000
        @packetInterval = 1.0
        @packetSize = 1.28
        @packetResourceCost = 0.01
    }

}

@PART[LEM_ascentstage]:FOR[AlternateApollo]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
    %rescaleFactor = 1

    @mass = 2.6
    @buoyancy = 0.4

    @CoMOffset = 0.0, -0.3, 0.0

    %maxTemp = 900
    %skinMaxTemp = 3600
    %emissiveConstant = 0.6
    %thermalMassModifier = 1.0
    %skinMassPerArea = 4

    !RESOURCE,* {}

    @MODULE[ModuleCommand]
    {
        @minimumCrew = 0
        RESOURCE
        {
            name = ElectricCharge
            rate = 1.0
        }
    }

    !MODULE[ModuleReactionWheel] {}

    MODULE
    {
        name = CoMShifter
        DescentModeCoM = 0, 0, -0.062
    }

    MODULE
    {
        name = ModuleFuelTanks
        type = ServiceModule
        volume = 300.0
        basemass = -1
        TANK
        {
            name = ElectricCharge
            amount = 16000
            maxAmount = 16000
        }
        TANK
        {
            name = MMH
            amount = 46.9
            maxAmount = 46.9
        }
        TANK
        {
            name = NTO
            amount = 56.1
            maxAmount = 56.1
        }
        TANK
        {
            name = Oxygen
            amount = 350
            maxAmount = 350
        }
        TANK
        {
            name = Water
            amount = 2.5
            maxAmount = 2.5
        }
        TANK
        {
            name = Food
            amount = 3
            maxAmount = 3
        }
        TANK
        {
            name = LithiumHydroxide
            amount = 20
            maxAmount = 20
        }
        TANK
        {
            name = CarbonDioxide
            amount = 0
            maxAmount = 100
        }
        TANK
        {
            name = Waste
            amount = 0
            maxAmount = 7.5
        }
        TANK
        {
            name = WasteWater
            amount = 0
            maxAmount = 7.5
        }
    }

    @MODULE[ModuleRCSFX]
    {
        @thrusterPower = 0.15
        !resourceName = DELETE
        @resourceFlowMode = STACK_PRIORITY_SEARCH
        PROPELLANT
        {
            name = MMH
            ratio = 0.456
        }
        PROPELLANT
        {
            name = NTO
            ratio = 0.544
        }
        @atmosphereCurve
        {
            @key,0 = 0 260
            @key,1 = 1 100
            !key,4 = DELETE
        }
    }
}

@PART[LEM_descentstage]:FOR[AlternateApollo]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
    %rescaleFactor = 1
    @mass *= 2

    @CoMOffset = 0.0, -1.4, 0.0

    %maxTemp = 900
    %skinMaxTemp = 2000
    %emissiveConstant = 0.6
    %thermalMassModifier = 1.0
    %skinMassPerArea = 4

    !RESOURCE,* {}
    !MODULE[ModuleReactionWheel] {}
    !MODULE[ModuleResourceConverter] {}

    MODULE
    {
        name = ModuleFuelTanks
        type = ServiceModule
        volume = 500.0
        basemass = -1
        TANK
        {
            name = ElectricCharge
            amount = 1000
            maxAmount = 100
        }
        TANK
        {
            name = MMH
            amount = 117.25
            maxAmount = 117.25
        }
        TANK
        {
            name = NTO
            amount = 140.25
            maxAmount = 140.25
        }
    }
}

@PART[LEM_rope]:FOR[AlternateApollo]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
    %rescaleFactor = 1
    @mass = 0.002
}

@PART[olympus_core]:FOR[AlternateApollo]:NEEDS[RealismOverhaul]
{
	%RSSROConfig = True

	@maxTemp = 773.15
	%skinMaxTemp = 873.15
	%radiatorMax = 0.192 // 873.15 * 0.192 = 167.64 , above this temperature it receives cooling by radiators
	@scale = 1.00
	@rescaleFactor = 1
	@mass = 12

	@MODULE[ModuleCommand]
	{
		@RESOURCE[ElectricCharge]
		{
			@rate = 5.2 //200W for life support base
		}
	}

	!RESOURCE[ElectricCharge] {}
	!RESOURCE[MonoPropellant] {}

	// based on RN_Salyut
	@MODULE[ModuleReactionWheel]
	{
		@PitchTorque = 0.5
		@YawTorque = 0.5
		@RollTorque = 0.5

		@RESOURCE[ElectricCharge]
		{
			@rate = 0.3
		}
	}

	MODULE
	{
		name = ModuleFuelTanks
		volume = 5933.2000424
		type = ServiceModule
		basemass = -1
		TANK
		{
			name = ElectricCharge
			amount = Full
			maxAmount = 210000
		}
		TANK
		{
			name = Food
			amount = Full
			maxAmount = 810.191093199999
		}
		TANK
		{
			name = Water
			amount = Full
			maxAmount = 459.1082812
		}
		TANK
		{
			name = Oxygen
			amount = Full
			maxAmount = 170140.12936
		}
		TANK
		{
			name = Waste
			amount = 0
			maxAmount = 810.191093199999
		}
		TANK
		{
			name = WasteWater
			amount = 0
			maxAmount = 459.1082812
		}
		TANK
		{
			name = CarbonDioxide
			amount = 0
			maxAmount = 170140.12936
		}
		TANK
		{
			name = UDMH
			amount = Full
			maxAmount = 529.502390098
		}

		TANK
		{
			name = NTO
			amount = Full
			maxAmount = 953.697609902
		}
	}

	!MODULE[ModuleScienceContainer] {}
	//!MODULE[ModuleScienceConverter] {} // Kerbalism will do this and add a lab

	@MODULE[ModuleDataTransmitter]
	{
		@PacketInterval = 0.10
		@PacketSize = 2
		@PacketResourceCost = 4.0
	}
}

@PART[olympus_core]:FOR[AlternateApollo]:NEEDS[RealAntenna]
{
    !MODULE[ModuleDataTransmitter],* {}
    MODULE
    {
        name = ModuleRealAntenna
        antennaDiameter = 0.8
    }
}

@PART[olympus_solar]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
    @mass = 0.2
    %rescaleFactor = 1
    @MODULE[ModuleDeployableSolarPanel]
    {
        @chargeRate = 2.94 // 7 times the D2 panel
    }
}

// Kerbalism
@PART[olympus_core]:FOR[AlternateApollo]:NEEDS[Kerbalism]:BEFORE[RP-0-Kerbalism]
{
    // Lifesupport Similar to DOS
    MODULE
    {
        name = Habitat
        %volume = 17.97
        %surface = 40.38
    }

    MODULE
    {
        name = ProcessController
        resource = _Scrubber
        title = Scrubber
        capacity = #$/CrewCapacity$
        toggle = true
        running = true
    }

    MODULE
    {
        name = Configure
        title = Life Support
        slots = 2

        SETUP
        {
            name = LiOH Scrubber
            desc = A Lithium Hydroxide scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere.
            mass = 0.0
            cost = 0

            MODULE
            {
                type = ProcessController
                id_field = resource
                id_value = _Scrubber
            }
        }
        SETUP
        {
            name = O2 Pressure Controller
            desc = Use <b>Oxygen</b> to maintain the internal atmosphere at a comfortable pressure.
            mass = 0.0
            cost = 0

            MODULE
            {
                type = ProcessController
                id_field = resource
                id_value = _PressureControlOxygen
            }
        }
    }

    // basic science
    %capsuleTier = SecondGen
    !MODULE[HardDrive] {}
    MODULE
    {
        name = HardDrive
        title = Data Storage
        dataCapacity = #$@KERBALISM_HDD_SIZES/gemini/data$
        sampleCapacity = #$@KERBALISM_HDD_SIZES/gemini/samples$
    }
}

 

 

Edited by MacLuky
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no rp config for ApolloLab_cbm 
no rp config for ApolloLab_hab 
no rp config for ApolloLab_node 
no rp config for ApolloLab_node2
no rp config for ApolloLab_prop 
no rp config for ApolloLab_reactor 
no rp config for ApolloLab_science 
no rp config for ApolloLab_tug 
no rp config for ApolloLab_tug_engine 
no rp config for ApolloLab_tug_rcs 

Missing a few in rp0 but they have ro configs

 

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Here's what my other script generated. I haven't tested it yet:

@PART[ApolloLab_cbm]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_hab]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_node]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_node2]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_prop]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_reactor]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_science]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_tug]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_tug_engine]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[ApolloLab_tug_rcs]:FOR[AlternateApollo]:NEEDS[RP-0]
{
  %TechRequired = improvedCapsules
	@description ^=:$: <color=green>From AlternateApollo mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

 

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  • 2 weeks later...

Oh, and ablator is not enough for a lunar return. RP0 comparable size heat shields carry 563 units rather than 200. I wanted to create an upgrade patch for the D2 but found it to complex so I just edited the cfg 

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  • 1 month later...
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