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Chaka Monkey - Closed Development Thread


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http://imageshack.com/a/img24/2268/4aoq.jpg

What if the best mods in the universe were aligned to look and work together for one purpose, realistic simulation of human space exploration?

Chaka Monkey Exploration Systems, GMBH seeks to create a space program based on future NASA proposals to land Kerbals on Duna and return them safely to the Kerbin using modified parts from a wide variety of content authors.

These images are sample of systems we are working on which will be detailed more thoroughly in the future. Our space program is modeled in 0.75 scale.

http://imageshack.com/a/img543/3378/mgwu.jpg

http://imageshack.com/a/img41/1258/v0xa.jpg

http://imageshack.com/a/img836/492/v1b5.jpg

http://imageshack.com/a/img545/2555/zk8l.jpg

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http://imageshack.com/a/img23/7735/xno8.jpg

http://imageshack.com/a/img826/7297/g1wo.jpg

http://imageshack.com/a/img571/6780/ygs9.jpg

http://imageshack.com/a/img19/1277/irow.jpg

http://imageshack.com/a/img199/7943/tvuz.jpg

http://imageshack.com/a/img17/9208/tjl9.jpg

http://imageshack.com/a/img571/8015/pw1m.jpg

http://imageshack.com/a/img835/4017/i4gp.jpg

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http://imageshack.com/a/img89/29/75ea.jpg

http://imageshack.com/a/img827/6883/4d7w.jpg

:0.0: uhh is this for real because if it is than :0.0::0.0::0.0::0.0::0.0: and if not well yeah but seeing these pictures makes me think this is for real so..... :0.0:

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:0.0: uhh is this for real because if it is than :0.0::0.0::0.0::0.0::0.0: and if not well yeah but seeing these pictures makes me think this is for real so..... :0.0:

Real as in... can you have it? or real as in do I have it? Yes it's real.

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Ehm.

Could you *Cough*.... Post that... Colombian flag? :D

Have we crashed anyone's browser yet because we'l just keep posting pics until you tell us to stop or sleep happens.

Ideally you guys could fill up this page with some Q&A and then more pictures can be on page two or something.

Edited by YANFRET
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This looks awesome, i have a few questions. Will it use real fuels? Is this using stretchy tanks? And most importantly, would you like help beta testing this?

Actually all for fuel we are using Heineken Light exclusively. NO I mean yes everything is LFT and monopropellant, wait let me save time read this http://www.nasa.gov/pdf/373665main_NASA-SP-2009-566.pdf ... more or less that's the baseline. When you get to page 25 we're using option A: NTR. That doesnt mean we didnt try out the chemical option, just that the chemical option sucks.

Before all this takes it's first small step off the local box here even for beta testing I'd like to have a little more communication with some of the content authors because there is a lot of modification here of work they did. Blessings aside I can't see any reason why this won't make it to market in the end. The todo list includes some balancing, maybe adding a few systems here and there, and for gods sake aligning the file structure and cfg's with something that would make sense to a 3rd party. But let's be clear we're talking about a stand alone KSP install for this most likely unless you have 20gb of ram or no mods already. Also, since we started work on this in .21, it's kinda stayed there, not because it cant work in versions beyond, just that it's so complicated and works so well presently I cant prioritize moving it up a version yet until I understand more things about structural rigidity, ASAS, Mech Jeb, etc etc in higher versions.

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Sorry, but am I the only one here that's confused by what you're trying to show? From the looks of it are you just taking a set of mods and retexturing them so they look like they all go together? Or are you trying to make this into a mod pack judging by your comment about needing communication from mod authors and it being a "stand alone install"?

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Sorry, but am I the only one here that's confused by what you're trying to show? From the looks of it are you just taking a set of mods and retexturing them so they look like they all go together? Or are you trying to make this into a mod pack judging by your comment about needing communication from mod authors and it being a "stand alone install"?

That's a great question. I took a set of mods and re textured them, resized them, re configured the CFG's and assembled them together into a functional NASA style mars programme that works really well and looks nice too. Before we go any further than just showing you guys that, a lot needs to be discussed in terms of what is a mod, what can be released and what shouldnt be. You're question is the center of this, and the answer is I don't know. Did I do a lot of work on this and would really just like to show it around? yes. Do I think this should be it's own downloadable set of mods some day, hmmmm yeah I do actually, you guys would get a kick out of these systems because they WORK and more importantly they work the way NASA intends them to I think. But since what I've done is based on the excellent progress and effort of others, that's only partially up to me.

Edited by YANFRET
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So this is a modified repost of a range of mods, my question is, a lot of these mods have very similar parts, are you deleting all but one of each "near equivalent" part? How many parts are there in this pack?

If every author says "go for it" and this becomes a pack, yes, there is a chosen part for each one. This system is built to use as few different parts as possible, you see a lot of modular or re used components all around. A great example of that is Tiberion's NovaPunch tanks and stack decouplers, which are all over this in six or seven sizes. But there's only four different textures for the tanks and one for the stack decouplers, so a few cfg's here and there are all that's needed. I would be able to condense it all down to a certain minimum mass, it wouldnt be rediculous, but I cant give you an exact parts count right this moment. And we would certainly make a file structure that doesn't mess up if you have one or more of these mods already, you would just get the additional version, that's easy. [edit: I hope that's easy]

What I said about a stand alone install was kinda directed at the eager beta test volunteer scenario, I was describing it's current state without thinking about how to optimize it, which makes me realize I'm glad you asked.

If the root of your question is would I take responsibility for making this work on your computer and fielding the inevitable Q&A tsunami regarding it without placing additional burden on the original authors, the answer is yes absolutely I would do that, in other words I would provide the support for it which I think would only improve the quality of this system which I believe in as a worthwhile adaptation of these mods.

Edited by YANFRET
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Much of the work on this project went into the MTV "Monkey Transfer Vehicle"... establishing how to make it modular to be "assembled in orbit" ... making it controllable and structurally sound, getting the lander at the front end not wiggle while under thrust for 10 minutes, and texturing it to look as good as it works.

474 metric tons

10,871 m/s total â–²V of stage 1, 2 and the lander. (Nuclear thermal 1st and 2nd stage) - 27 minute combined burn time

80 mt of habitat and cargo mass (including lander fuel)

f7ft.jpg

e2y3.jpg

sv5u.jpg

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m9b5.jpg

uylw.jpg

1pj0.jpg

ye9k.jpg

The fist stage engine is the excellent FTMN unit, which obviously leaves no engine out capability, but the 2nd stage has two smaller units so the theory is in the event of first stage failure you could return early with the upper stage even if one of those two failed also.

The white panels are supposed to be radiators like on ISS, and the texture on them is from a photo of the inside payload bay door radiators on Shuttle. The orange tanks are supposed to be ET insulation but maybe we need to work on that.

Edited by YANFRET
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I am giving you a big props on what I see. I have been putting my own mod together, but it's just for me at the moment. I have been taking my favorite parts from every mod I can find, finding ways of putting them together, and changing all the config files. I want something that looks realistic and yet is still fun. I can't stand having to reinforce everything to keep it from breaking, let alone not having enough power to return from the moon. I am terrible at modeling, and even worse with textures, but I am really good with config files and working on trying to balance everything out.

I originally had designed an entire new fuel system based off Kethane, but I had to scrap stretchy tanks, as you couldn't use a custom fuel. Learning how KSP uses drag, lift, and fuel utilization is even more of a pain. I want to be able to build a space station, then a moon base, and use this to move around the solar system. The Kethane mod is what started my yearning to reach out farther, but I kept running into issues. Whether it was crashing into the moon, or not having enough fuel to get back. I remember finally making it back to Kerbin. It felt so good, better than landing on the moon. Then I looked at how much science I had made, and even after unlocking a couple tiers, I still didn't have enough unlocked to make better space ships.

The last thing I want is a grind. If I could code I would make it so you got points just for landing on the moon, regardless if you returned or not, but if you do then you get even more points. The science thing is cool, but the way its implemented is terrible. The mission might be to go somewhere and return safely, and that's great, but I want to make an achievement system that rewards you on the spot. You get more points for each achievement than doing a single science report, yet achievements can only be done once. Set three tiers for each kind or part, and let yourself move up a new tier in a different category.

Right now I am just having fun modding parts, finding the limits of the game. Seeing how the weight of different fuels combined with how much you have available and how much thrust you have effects the control of your ship or craft. How much does it take to get 1 ton of weight in orbit compared to 5000. It's fun for now, but it can be frustrating at times. If you want i can send you some of what I have worked on. The author who made my parts gave anyone permission to use them however you like. I am far away from being where I want to be.

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Shouldn't it be 0.64 scale? I think that's what Bobcat uses. :)

You are correct that 0.64 scale is the agreed upon convention for historical packs.

These systems are in 0.75 scale not just visually but in terms of mass, fuel density, and structural properties as well. It was the only way to solve certain problems. The basic formula is that KW Rocketry's super cool SC1-LFT part = 5 meters at 0.75 scale, everything else is adjusted to fit that. For example, Bobcat's Orion capsule in this format is at x 1.12 and fits neatly on top of the SC1-LFT part. The concept makes it easier to use 3.75 meter parts as 5 meter parts and also happens to be about as big as you can make it and still fit an SLS Block II style vehicle in the VAB... just. Actually Jeb had to clear out some cob cobwebs up there first.

So, Bobcat's mega Ares V first stage model would measure 6.3 meters kerbal ( 8.4 x 0.75 )

Edited by YANFRET
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