bcink

[1.10.1] Duna Direct

Recommended Posts

1 minute ago, Selphadur said:

I do not use KNES and never had :/

Sorry, I meant DUNA Direct.

Share this post


Link to post
Share on other sites
Posted (edited)
6 minutes ago, Cheesecake said:

Sorry, I meant DUNA Direct.

Oh well trying without any mods right now. Will post the results.

EDIT: Or not. It seems I deleted clean install. I will probably test it later. But anyway, this mod needs to be updated to 1.10 as with it game simply won't load, even though Module Manager does not throw any warnings or errors.

 

Edited by Selphadur

Share this post


Link to post
Share on other sites
6 hours ago, Selphadur said:

Can't seem to load game after 1.10 update. Stuck at loading MD-HeatShield-V2 I believe, or something like that.

Anyone could recompile mod for 1.10 pretty please? :D

I just checked. Something about the particular heatshield (one of two) is disagreeing with the updates to the drag cube system. That's all I can tell.

Share this post


Link to post
Share on other sites
Posted (edited)
11 hours ago, JadeOfMaar said:

I just checked. Something about the particular heatshield (one of two) is disagreeing with the updates to the drag cube system. That's all I can tell.

I tested without MD-HeatShield-V2 present (deleted .mu and .cfg files) and then loading got stuck at MD-HeatShield.

EDIT: Deleting both heatshields game loads just fine.

Edited by Selphadur

Share this post


Link to post
Share on other sites

Confirming the loading problem is with the heatshields.  The new drag cube creation code seems to be causing issues with a number of mods' parts, and a simple recompile doesn't appear to fix the issue (suspecting it is an issue with the .mu files themselves at this point).

Share this post


Link to post
Share on other sites
Posted (edited)

Thanks for that amazing mod! 

The one improvement I can think of is in-flight tweakables for landing legs for hab leveling after landing.

I might try doing it myself but I've never done anything as complicated ;) Would that be feasible with the BDAdjustableLandingGear module from BD Animation Modules? Is there any example I could use?

Edited by Brimarx

Share this post


Link to post
Share on other sites

Howdy! I will get an update going here.

Share this post


Link to post
Share on other sites
On 6/1/2020 at 6:30 AM, Selphadur said:

Only problem I have is that engines have no sound at all when firing (new or old save - does not matter)! 

This was actually hit-or-miss when testing. I could make no change and the stage 1 would go from having audio on one load while not having it on another, but stage 2 seemed to have lost it all together.

I'm not sure what is driving that but in any case, putting in an audio reference into the effects portion of the config has solved it and we move on.

Things are looking good. Not much in the way of problems at this point and everything looks to check out!

Share this post


Link to post
Share on other sites
10 hours ago, bcink said:

This was actually hit-or-miss when testing. I could make no change and the stage 1 would go from having audio on one load while not having it on another, but stage 2 seemed to have lost it all together.

I'm not sure what is driving that but in any case, putting in an audio reference into the effects portion of the config has solved it and we move on.

Things are looking good. Not much in the way of problems at this point and everything looks to check out!

Well for me it would not work at all on 1.9.1 version. It would be just silent.

Good to hear that this mod is getting fixed! Thanks!

Share this post


Link to post
Share on other sites

Update for KSP 1.10.1 is now released! Link on OP!

Share this post


Link to post
Share on other sites

I totally failed doing it myself :(

So for now I'm using the largest adjustable base frame from Station Parts Expansion Redux. It's the right size, works great (inc with the heat shield) and looks good.

Share this post


Link to post
Share on other sites
6 minutes ago, Brimarx said:

So for now I'm using the largest adjustable base frame from Station Parts Expansion Redux. It's the right size, works great (inc with the heat shield) and looks good.

Hey, bummer no success. Wasn't trying to ignore you there, just been scurrying around trying to get all my mods updated to current baseline. I took a quick look around earlier and didn't quite find what is needed. Is there anything in existence already that I can use as a reference or copy from even?

Any pic of the current solution? 

Thanks :)

Share this post


Link to post
Share on other sites
Posted (edited)

No worries at all :)

Kerbal Foundry has adjustable legs, apparently based on KSPWheel. I tries modding the MD legs to use it based on the Kerbal Foundry part but could not figure out how to properly use it since the config attributes are very different from the stock ones. RO has MM files patching the stock legs into Kerbal Foundry legs. That could be used as an example how to convert the legs I guess, but I did have the time to look into properly.

So for now I switched to Station Parts Expansion Redux which has auto-leveling legs in the form of a single part frame attached below the Hab. Here is how it looks:

Before deployment

screenshot307.png

After deployment; the mod auto-levels:

screenshot309.png

Edited by Brimarx

Share this post


Link to post
Share on other sites

Also, those legs tend to slide a bit. Which is bummer unless when combined with USI-MKS and it's nice tethers :)

Kerbal Foundry legs are closer to the MD legs look, allow horizontal extension (extra stability!!!) and do not slide. But they require manual adjustment.

screenshot310.png

 

Vertical-only deployment:screenshot311.png

 

Horizontal deployment:

screenshot312.png

Share this post


Link to post
Share on other sites
5 minutes ago, Brimarx said:

Also, those legs tend to slide a bit. Which is bummer unless when combined with USI-MKS and it's nice tethers :)

Kerbal Foundry legs are closer to the MD legs look, allow horizontal extension (extra stability!!!) and do not slide. But they require manual adjustment.

Oh sweet. Yeah this is definitely in the *realm* of possibility. I will investigate!

Share this post


Link to post
Share on other sites
On 11/5/2018 at 4:48 AM, bcink said:

1.10.1 Update Changelog:

All engines mass / thrust balanced (Thanks @JadeOfMaar)

Hi @bcink

I just came back to Kerbal after skipping 1.9 and I am using your great mod again. Still loving it! I do however have a comment about the engines - again - if that is alright. You incorporated Jade's mass and thrust balance, but you left out his ISP suggestions. Was that on purpose or did you just miss it? I think the ISP suggestions are an important part of his balance equation. Right now, all three engines have the same ISPs, which result in the Hellas engine being overpowered again as it is lighter than the stage 1 engine (MIRA LM20) and still having 50% more power without any disadvantages. I believe JadeOfMaar purposely gave it worse ISP values as a trade-off.

Share this post


Link to post
Share on other sites
On 8/28/2020 at 8:25 AM, caipi said:

Was that on purpose or did you just miss it?

Yep that was missed.. lol. *facepalm

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.