bcink

[WIP]Duna Direct - Formerly Mars Direct

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I took a quick look tried shuffling the .cfg around a bit, and spied the log. Seems to be a problem with simpleboiloff (Cryotanks) + B9. After figuring that out I was stumped. To me it looks like it should be fine and I'm not quite sure where the stack of null-refs is coming from or how to resolve them. @blowfish? @Nertea?
here's the part of KSP.log where I drop in stage 1 to stage 2 in the VAB

[LOG 00:53:25.213] MD-Stage2
[LOG 00:53:25.216] [MechJeb2] Loading Mechjeb Dev #814 Sarbian
[LOG 00:53:25.279] [Part MD-Stage2] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O
[LOG 00:53:25.319] ScaleModList: listSize 328 maxListSize 1403
[LOG 00:53:25.815] MD-Stage1
[ERR 00:53:25.817] Module ModuleCryoTank threw during OnStart: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Single[ConfigNode] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 
  at System.Linq.Enumerable.Single[ConfigNode] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 
  at SimpleBoiloff.ModuleCryoTank.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 

[LOG 00:53:25.817] MD-Stage1
[ERR 00:53:25.818] Module ModuleCryoTank threw during OnStart: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Single[ConfigNode] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 
  at System.Linq.Enumerable.Single[ConfigNode] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 
  at SimpleBoiloff.ModuleCryoTank.OnStart (StartState state) [0x00000] in <filename unknown>:0 
  at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 

[WRN 00:53:25.826] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[EXC 00:53:25.828] Exception: Conflict found between ModuleB9PartSwitch (moduleID='fuelSwitch') on part MD-Stage1 and ModuleB9PartSwitch (moduleID='fuelSwitch') on part MD-Stage1:
  Two modules cannot manage the same resource: Oxidizer
  Two modules cannot manage the same resource: LqdHydrogen
  Two modules cannot manage the same resource: Oxidizer
  Two modules cannot manage the same resource: LqdHydrogen
  Two modules cannot manage the same resource: Oxidizer
	B9PartSwitch.ModuleB9PartSwitch.CheckOtherSwitchers ()
	B9PartSwitch.ModuleB9PartSwitch.Start ()
[WRN 00:53:25.830] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[EXC 00:53:25.830] Exception: Conflict found between ModuleB9PartSwitch (moduleID='fuelSwitch') on part MD-Stage1 and ModuleB9PartSwitch (moduleID='fuelSwitch') on part MD-Stage1:
  Two modules cannot manage the same resource: LqdHydrogen
  Two modules cannot manage the same resource: Oxidizer
  Two modules cannot manage the same resource: LqdHydrogen
  Two modules cannot manage the same resource: Oxidizer
	B9PartSwitch.ModuleB9PartSwitch.CheckOtherSwitchers ()
	B9PartSwitch.ModuleB9PartSwitch.Start ()
[EXC 00:53:25.869] NullReferenceException: Object reference not set to an instance of an object
	SimpleBoiloff.ModuleCryoTank.Update ()
[EXC 00:53:25.869] NullReferenceException: Object reference not set to an instance of an object
	SimpleBoiloff.ModuleCryoTank.Update ()
[EXC 00:53:25.880] NullReferenceException: Object reference not set to an instance of an object
	SimpleBoiloff.ModuleCryoTank.Update ()
[EXC 00:53:25.880] NullReferenceException: Object reference not set to an instance of an object
	SimpleBoiloff.ModuleCryoTank.Update ()

It's easy to reproduce if the full log or another log is needed.

Edited by helaeon

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@bcink That screenshot of the error is the exact error I was getting. Near as I could tell with the mods I run, CRP didn't appear to cause any game-breaking bugs, but as soon as Cryogenic Engines was in the mix is when that error did pop up, so helaeon most likely has the culprit.

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About B9PartSwitch error: I think CryoTanksFuelTankSwitcher.cfg from CryoTanks mod causes it.

Basically, this config file has two patches: first adds ModuleB9PartSwitch with few fuel tanks configurations to fuel tanks, containing LiquidFuel and Oxidizer. Second patch does the same for fuel tanks, containing LqdHydrogen.

Now, thanks to config file MD-ISRU-CommunityResourcePack.cfg, Duna Direct first stage part has liquid fuel, oxidizer and liquid hydrogen for ISRU purposes (if CommunityResourcePack is installed). So, Nertea's patches both apply, and we have duplicate ModuleB9PartSwitch and an error in game.

Fast and dirty solution (new MD-ISRU-CommunityResourcePack.cfg):

Spoiler

// Mars Direct ISRU Patch. Required community Resource Pack.
// Special thanks to dvdwilliams88 for this patch!

@PART[MD-Stage1]:NEEDS[CommunityResourcePack,!CryoTanks]
{
RESOURCE
    {
        name = LqdHydrogen
        amount = 100
        maxAmount = 100
    }
}

@PART[MD-Stage1]:NEEDS[CommunityResourcePack,!CryoTanks] 
{
    MODULE {
        // ---specific module parameters ---
        name = ModuleResourceConverter
        ConverterName = Sabatier
        StartActionName = Start ISRU [Sabatier]
        StopActionName = Stop ISRU [Sabatier]
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Speciality = Engineer
        EfficiencyBonus = 1
        INPUT_RESOURCE {
            ResourceName = ElectricCharge
            Ratio = 0.1
        }

        INPUT_RESOURCE {
            ResourceName = LqdHydrogen
            Ratio = 0.001
            FlowMode = STAGE_PRIORITY_FLOW
        }

        INPUT_RESOURCE {
            ResourceName = CarbonDioxide
            Ratio = 0.019
        }

        OUTPUT_RESOURCE {
            ResourceName = LiquidFuel
            Ratio = 0.009
            FlowMode = STAGE_PRIORITY_FLOW
        }

        OUTPUT_RESOURCE {
            ResourceName = Oxidizer
            Ratio = 0.011
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }
}

@PART[MD-Stage1]:NEEDS[CommunityResourcePack,!CryoTanks] 
{
    MODULE {
        name = ModuleResourceIntake
        resourceName = CarbonDioxide
        checkForOxygen = false
        area = 0.0085
        intakeSpeed = 10
        intakeTransformName = Intake
    }
    RESOURCE {
        name = CarbonDioxide
        amount = 0.85
        maxAmount = 0.85
    }
}

 

This, of course, disables ISRU, if CryoTanks mod is installed.

Any better solutions... I don't know yet. Any thoughts?

 

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14 hours ago, Judicator81 said:

Any better solutions... I don't know yet. Any thoughts?

 

How about this: We're using module manager as a requirement for the mod anyway so let's write the config that way.
Do the resources with a :NEEDS[!CryoTanks]. Then another block for :NEEDS[CryoTanks] that will be set-up as it should be for that use case. Then the resources aren't exposed for the cryotanks patch to mess with AND you get to explicitly describe the resource load in each case. You should be able to do that right in the part's cfg.
I may not have any KSP time tonight, but unless someone beats me to it I can try to get this to work.

Edited by helaeon
clarification?

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I know exactly what is going on now and the change is really easy so question is how would ya'll ( @bcink being primary) like me to fix it?

In the case that CryoTanks is present:
1) Disable ISRU entirely?

2) Disable fuel switching entirely so the ISRU can work as designed?

There is a much harder 3rd option that involves setting up lots of ISRU options and figuring out balancing and such, so no.

Once I know that I will alter the relevant file and post it here for bcink to integrate into the next release.

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4 hours ago, helaeon said:

In the case that CryoTanks is present:
1) Disable ISRU entirely?

2) Disable fuel switching entirely so the ISRU can work as designed?

I would vote for option 2. Thanks for your help with this :}

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This looks really cool. Question about the design -

Why are there heatshields on the belly of the capsule but not the rest of that side of the ship? I'm trying to visualize the landing profile that requires shielding on only that part, but not the parts further back. If it's designed to belly flop in like the shuttle does I'd think the lower portions of the craft would be subject to the same heating.

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54 minutes ago, Tyko said:

This looks really cool. Question about the design -

Why are there heatshields on the belly of the capsule but not the rest of that side of the ship? I'm trying to visualize the landing profile that requires shielding on only that part, but not the parts further back. If it's designed to belly flop in like the shuttle does I'd think the lower portions of the craft would be subject to the same heating.

Because only the upper part is the Kerbin Return Vehicle. This heatshild isn`t for Dunalanding, it's for Kerbinlanding.

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19 minutes ago, Cheesecake said:

Because only the upper part is the Kerbin Return Vehicle. This heatshild isn`t for Dunalanding, it's for Kerbinlanding.

That makes sense...and...it's called the Kerbin Return Vehicle, that should have been my first clue  :/

@bcink That part would look so great as a command module for orbital ships or other applications that don't require re-entry. Would you consider creating a variant for that without the heat shield? 

By the way, do you have a paypal donation setup? 

Edited by Tyko

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32 minutes ago, Tyko said:

That makes sense...and...it's called the Kerbin Return Vehicle, that should have been my first clue  :/

@bcink That part would look so great as a command module for orbital ships or other applications that don't require re-entry. Would you consider creating a variant for that without the heat shield? 

By the way, do you have a paypal donation setup? 

Thank you! I agree. I will definitely consider this option in the next iteration. 

And yes, I do, thanks! :D  https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;hosted_button_id=USKXBU9JAN9W2

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9 hours ago, bcink said:

I would vote for option 2. Thanks for your help with this :}

Disabling ISRU is actually easier. (that's what I did for my own interim until I can make a real fix - I can post that when I get back to my KSP computer just for now). I do kind of agree with MaverickSawyer that those of us running CryoTanks probably are running other mods that give more ISRU options so wasn't a big deal if it wasn't available for us.
I tried the obvious ways last night to disable tank switching and ended up with the tanks I tried to protect from B9 being deleted. I have a couple more ideas I'll try those too as that is your wish.

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Alright here is the fix.

Stage1.cfg reads like this

PART
{
	name = MD-Stage1
	module = Part
	author = bcink
	MODEL
	{
		model = MarsDirect/Stage1/MD-Stage1
	}
	rescaleFactor = 1.0
	node_stack_top = 0.0, 1.29, 0.0, 0.0, 1.0, 0.0, 2
	node_stack_bottom = 0.0, -1.73, 0.0, 0.0, -1.0, 0.0, 2
	node_stack_engine1 = 0.0, -1.47, -0.93, 0.0, -1.0, 0.0, 1
	node_stack_engine2 = 0.0, -1.47, 0.93, 0.0, -1.0, 0.0, 1
	node_stack_engine3 = 0.93, -1.47, 0.0, 0.0, -1.0, 0.0, 1
	node_stack_engine4 = -0.93, -1.47, 0.0, 0.0, -1.0, 0.0, 1
	node_stack_legs1 = -1.08, -0.34, 1.07, -0.5, 0.0, 0.5, 1
	node_stack_legs2 = -1.08, -0.34, -1.07, -0.5, 0.0, -0.5, 1
	node_stack_legs3 = 1.08, -0.34, -1.07, 0.5, 0, -0.5, 1
	node_stack_legs4 = 1.08, -0.34, 1.07, 0.5, 0, 0.5, 1
	node_attach = 0.0, 2.48, 0.0, 0.0, 1.0, 0.0
	node_stack_laddernode = -0.86737, 0.01652, -1.52199, -0.29, 0.0, -0.55, 1
	NODE
     {
        name = bay1
        transform = Empty_001 // GameObject
        size = 1
        method = FIXED_JOINT
     }
	NODE
     {
        name = bay2
        transform = Empty_002 // GameObject
        size = 1
        method = FIXED_JOINT
     }
	NODE
     {
        name = bay3
        transform = Empty_003 // GameObject
        size = 1
        method = FIXED_JOINT
     }
	CoMOffset = 0.0, -1.0, 0.0
	stackSymmetry = 3
	TechRequired = experimentalAerodynamics
	entryCost = 12000
	cost = 4000
	category = FuelTank
	subcategory = 0
	title = Baker 1st Stage
	manufacturer = Direct
	description = Duna Direct's Baker first stage with cargo / rover bay and ramp, bay light and exterior spotlights.
	attachRules = 1,1,1,1,0
	mass = 7
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.3
	angularDrag = 1
	crashTolerance = 50
	maxTemp = 2900
	emissiveConstant = 0.87
	fuelCrossFeed = True
	bulkheadProfiles = srf, mk3
	breakingForce = 300
	breakingTorque = 300
	tags = Duna Baker Mars Direct Stage1
	fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple
	sound_decoupler_fire = decouple	
	

	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = Deploy
		startEventGUIName = Open Bay Door
		endEventGUIName = Close Bay Door
		actionGUIName = Toggle transform
		allowDeployLimit = true
		revClampDirection = false
		revClampSpeed = true	
		revClampPercent = true
		instantAnimInEditor = false
	}
	MODULE
	{
		name = ModuleDecouple
		ejectionForce = 20
		isOmniDecoupler = false
		explosiveNodeID = top
	}
	MODULE
	{
		name = ModuleToggleCrossfeed
		crossfeedStatus = false
		toggleEditor = true
		toggleFlight = true
	}		
	MODULE
	{
		name = ModuleReactionWheel
		PitchTorque = 20
		YawTorque = 20
		RollTorque = 20
		RESOURCE
		{
			name = ElectricCharge
			rate = 1.2
		}
	}
	MODULE
	{
		name = ModuleLight
		lightName = spotlight
		useAnimationDim = true
		lightBrightenSpeed = 2.5
		lightDimSpeed = 2.5
		resourceAmount = 0.04
		animationName = LightAnimation
		useResources = true
	}
	MODULE
	{
		name = ModuleLight
		lightName = spotlight
		useAnimationDim = true
		lightBrightenSpeed = 2.5
		lightDimSpeed = 2.5
		resourceAmount = 0.04
		animationName = LightAnimation2
		useResources = true
	}
	MODULE
	{
		name = ModuleLight
		lightName = spotlight
		useAnimationDim = true
		lightBrightenSpeed = 2.5
		lightDimSpeed = 2.5
		resourceAmount = 0.04
		animationName = LightAnimation3
		useResources = true
	}
MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagtransform
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagtransform2
	}
}

MD-ISRU-CommunityResourcePack.cfg reads like this

// Mars Direct ISRU Patch. Required community Resource Pack, compatibility with cryotanks.
// Special thanks to dvdwilliams88 and helaeon for this patch!
@PART[MD-Stage1]:NEEDS[!CommunityResourcePack,!CryoTanks]
{

   	RESOURCE
	{
		name = LiquidFuel
		amount = 775
		maxAmount = 775
	}
	RESOURCE
	{
		name = Oxidizer
		amount = 1210
		maxAmount = 1210
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 200
		maxAmount = 200
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 200
		maxAmount = 200
	}
}
@PART[MD-Stage1]:NEEDS[CommunityResourcePack,!CryoTanks]
{

    MODULE {
        // ---specific module parameters ---
        name = ModuleResourceConverter
        ConverterName = Sabatier
        StartActionName = Start ISRU [Sabatier]
        StopActionName = Stop ISRU [Sabatier]
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Speciality = Engineer
        EfficiencyBonus = 1
        INPUT_RESOURCE {
            ResourceName = ElectricCharge
            Ratio = 0.1
        }

        INPUT_RESOURCE {
            ResourceName = LqdHydrogen
            Ratio = 0.001
            FlowMode = STAGE_PRIORITY_FLOW
        }

        INPUT_RESOURCE {
            ResourceName = CarbonDioxide
            Ratio = 0.019
        }

        OUTPUT_RESOURCE {
            ResourceName = LiquidFuel
            Ratio = 0.009
            FlowMode = STAGE_PRIORITY_FLOW
        }

        OUTPUT_RESOURCE {
            ResourceName = Oxidizer
            Ratio = 0.011
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }

    MODULE {
        name = ModuleResourceIntake
        resourceName = CarbonDioxide
        checkForOxygen = false
        area = 0.0085
        intakeSpeed = 10
        intakeTransformName = Intake
    }
    
	RESOURCE {
        name = CarbonDioxide
        amount = 0.85
        maxAmount = 0.85
    }
	RESOURCE
	{
        name = LqdHydrogen
        amount = 100
        maxAmount = 100
    }
	RESOURCE
	{
		name = LiquidFuel
		amount = 775
		maxAmount = 775
	}
	RESOURCE
	{
		name = Oxidizer
		amount = 1210
		maxAmount = 1210
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 200
		maxAmount = 200
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 200
		maxAmount = 200
	}
}
@PART[MD-Stage1]:NEEDS[CommunityResourcePack]:AFTER[zzz_Cryotanks]
{

    MODULE {
        // ---specific module parameters ---
        name = ModuleResourceConverter
        ConverterName = Sabatier
        StartActionName = Start ISRU [Sabatier]
        StopActionName = Stop ISRU [Sabatier]
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Speciality = Engineer
        EfficiencyBonus = 1
        INPUT_RESOURCE {
            ResourceName = ElectricCharge
            Ratio = 0.1
        }

        INPUT_RESOURCE {
            ResourceName = LqdHydrogen
            Ratio = 0.001
            FlowMode = STAGE_PRIORITY_FLOW
        }

        INPUT_RESOURCE {
            ResourceName = CarbonDioxide
            Ratio = 0.019
        }

        OUTPUT_RESOURCE {
            ResourceName = LiquidFuel
            Ratio = 0.009
            FlowMode = STAGE_PRIORITY_FLOW
        }

        OUTPUT_RESOURCE {
            ResourceName = Oxidizer
            Ratio = 0.011
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }

    MODULE {
        name = ModuleResourceIntake
        resourceName = CarbonDioxide
        checkForOxygen = false
        area = 0.0085
        intakeSpeed = 10
        intakeTransformName = Intake
    }
    
	RESOURCE {
        name = CarbonDioxide
        amount = 0.85
        maxAmount = 0.85
    }
	RESOURCE 	{
        name = LqdHydrogen
        amount = 100
        maxAmount = 100
    }
	RESOURCE
	{
		name = LiquidFuel
		amount = 775
		maxAmount = 775
	}
	RESOURCE
	{
		name = Oxidizer
		amount = 1210
		maxAmount = 1210
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 200
		maxAmount = 200
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 200
		maxAmount = 200
	}
}

I am thinking I might make an addition to the ISRU patch to make this play with Pathfinder/WildBlue. If I do (and no promises) I will post it here. The above I'm only considering fixing breaking what CryoTanks does with it's B9 patch. I run a decent mod load so its compatible with quite a few, but I don't have a way to test or consider things like RealFuels, InterstellarFuelSwitch, etc.

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On ‎11‎/‎9‎/‎2018 at 12:07 AM, helaeon said:

Alright here is the fix.

Very cool. Thanks!

@Tyko - A pretty hefty request there unfortunately as the model wasn't really UV unwrapped with that in mind and was quite awkward as it is. It would require trashing the entire main existing UV unwrap...

u6cDh71.png

and really just re-texturing the entire thing.... at double the resolution because it's nicer

rM2DWT4.png

But I like the idea, so sure :)  Still need to finish some parts on it and re-create the heatshield variant, but I think I will do another heatshield variant as well per request of @Drakenex

6wNYeMc.png

And... I seem to have changed my mind, @MaverickSawyer @Cheesecake

I3XUR5g.png

 

It's going to be a hefty undertaking. The thing apparently has some padding that is compressed on top and it all expands out over the top in some fashion, so I'll be doing that. It also gets to dock to other habs so I'll need to implement that. There will also be numerous other things not announced at this time.

 

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Is the parachute working for anybody? It isn't working for me unless I comment out the ModuleAnimateGeneric for the door in the docking port/parachute part.

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5 hours ago, Jso said:

Is the parachute working for anybody? It isn't working for me unless I comment out the ModuleAnimateGeneric for the door in the docking port/parachute part.

I played with this on release...and also had difficulty deploying the chute on duna. It wouldnt deploy unless i jettisoned the deployable heatshield/activated suicide landing engines(the engines part of the heatshield?). Even then..sometimes it wouldnt. I raised the min atmo and alt numbers to max as well with not much success.

Edited by Jesusthebird

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7 hours ago, Jso said:

Is the parachute working for anybody? It isn't working for me unless I comment out the ModuleAnimateGeneric for the door in the docking port/parachute part.

 

2 hours ago, Jesusthebird said:

I played with this on release...and also had difficulty deploying the chute on duna. It wouldnt deploy unless i jettisoned the deployable heatshield/activated suicide landing engines(the engines part of the heatshield?). Even then..sometimes it wouldnt. I raised the min atmo and alt numbers to max as well with not much success.

I haven't encountered any of the issues described here under any circumstances, though I was making sure to "open" the nosecone before deploying the chutes. Maybe that has an effect?

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1 hour ago, bcink said:

making sure to "open" the nosecone before deploying the chutes

I guess most people assume that should happen automatically.
Which indeed should imho.

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3 hours ago, bcink said:

making sure to "open" the nosecone before deploying the chutes

Huh. I swore I tried that. It works, sort of, the chutes do the deploy animation, then vanish, then deploy again and it works. This is on Kerbin. Just a quick test with a couple of RT-5's to shoot it up in the air, then pop chutes. I'll try a pure stock setup later, maybe I've got a mod screwing with it.

Other than the epic fail I'm having with the chutes the nose first reentry is cool. Maybe when you get the cockpit rotation sorted out it be tweaked to let it ride a little nose up. It seems weird with the windows in the reentry flames. Though I'm cringing at the though of the front mounted chutes jerking it back around.

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3 hours ago, Gordon Dry said:

I guess most people assume that should happen automatically.
Which indeed should imho.

I don't disagree. I'll search for some sort of a solution for: "Nosecone -- <Stage> (nosecone opens)+(parachutes deploy)" with ability to still close the nosecone afterwards. Don't know if it's possible. For now it must be treated as a shielded docking port.

40 minutes ago, Jso said:

the chutes do the deploy animation, then vanish, then deploy again and it works.

Could just be the deployment altitude. Full deploy is at 1000. 

40 minutes ago, Jso said:

Huh. I swore I tried that. It works, sort of, the chutes do the deploy animation, then vanish, then deploy again and it works. This is on Kerbin. Just a quick test with a couple of RT-5's to shoot it up in the air, then pop chutes. I'll try a pure stock setup later, maybe I've got a mod screwing with it.

Other than the epic fail I'm having with the chutes the nose first reentry is cool. Maybe when you get the cockpit rotation sorted out it be tweaked to let it ride a little nose up. It seems weird with the windows in the reentry flames. Though I'm cringing at the though of the front mounted chutes jerking it back around.

Thanks :)  I will see if there are any possibilities for the drag cube. I am noob on that aspect for now. I think a precise drag cube is the only way to avoid the chute-jerk.

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23 hours ago, bcink said:

I will see if there are any possibilities for the drag cube. I am noob on that aspect for now. I think a precise drag cube is the only way to avoid the chute-jerk.

Tweaking the centers of mass, lift, and pressure will orient it. Slowing down the chute deployment speed might help with the jerk around. The Duna chutes are very draggy on Kerbin.

This:

CoLOffset = 0.0, 1.75, 0.0
CoMOffset = 0.0, 1.75, 0.0
CoPOffset = 0.0, 0.0, -0.8

Gets this nose up attitude:

UY4GZxB.png

23 hours ago, bcink said:

Could just be the deployment altitude. Full deploy is at 1000. 

That was it. Higher up and with the door open it works better. I'm seeing the chutes semi deployed until 1000 meters, then they vanish, I guess that the drogue chute cutting? Then the mains deploy.

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Did anybody already mention that the Rudaux Nosecone cannot be opened by an action group trigger?

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Just now, Gordon Dry said:

Did anybody already mention that the Rudaux Nosecone cannot be opened by an action group trigger?

Curious. No - I have not heard about that yet. Thanks. Will need to investigate - though I don't know that there is anything I will be able to do about it. It really seems the game is not designed to have one part function as all 3x: opening nose cone, docking port, parachute. I can hardly believe I got it to working condition as is. Open to suggestions on this one as well.

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2 hours ago, Gordon Dry said:

Did anybody already mention that the Rudaux Nosecone cannot be opened by an action group trigger?

 

2 hours ago, bcink said:

Curious. No - I have not heard about that yet. Thanks. Will need to investigate - though I don't know that there is anything I will be able to do about it. It really seems the game is not designed to have one part function as all 3x: opening nose cone, docking port, parachute. I can hardly believe I got it to working condition as is. Open to suggestions on this one as well.

Yes it can with the stock action group you need to pick ( transform ) in the action group

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When building the entire set of parts as intended, when I move to the launch pad, the Baker Stage "falls" off the Heatshield without any input from me.  I've taken everything apart, and reassembled it, and the same thing happens again. I can't think of any mods that I have installed that would cause such a problem.

 

I've temporarily solved the problem by using a decoupler, structural girder segment, some separatrons, and the 10m inflatable heatshield.

Edited by icanhazurhp
adding info.

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