Dr. Jet

[1.3.x]Dr. Jet's Chop Shop v0.11.0.2 (16.07.2017)

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0732a6934c39daf24867e37f703c7b31.png

===> Curse.com main download. <===

===> SpaceDock mirror. <===

===> Available in CKAN. <===

Dev thread here

Pics Here (Damn you, Imgur!):

https://imgur.com/a/egLdt

 

Video review by Kottabos:

Spoiler

 

It's 0.6.4 version thus some nasty bugs are seen. :blush:

Blister decouplers are for boosters, not for engines.

Also don't follow Kottabos style of attaching LTS Mk1. Side tanks must be strapped on Core tank side nodes. Strictly in couples. That's it. :P

 

Video review by GrunfWorks (fresher one):

Spoiler

Parts are describes correctly here, which I think is very nice. 

Though... LTS-1 side tanks were abused again... :( They were specially designed to provide asparagus fueling capability to LTS-1 system and not as rover attachments.


Languages:

f0-us.gif,f0-ru.gif,f0-es.gif 

For other languages - commit to GitHub instance of ChopShop (/GameData/ChopShop/Localization.cfg).


Other mods support:

 

ModuleManager IS ABSOLUTELY ESSENTIAL for mods support.

Connected Living Space is supported where it matters.

F.A.R. is supported. (Hopefully...)

JSI Advanced Transparent Pods

Modular Fuel Tanks and Real Fuels are supported. RealFuels is recommended.

TweakScale is supported and highly recommended.

RasterPropMonitor

RemoteTech is supported and recommended.

 


 

Is supported by other mods:

ModuleSolarTracking - should automatically make SSP right-click menus less confusing.

SETI Techtree and Balance mods

 


Parts are mostly self-explaining - either in Imgur album or  in game.

But here is what you're generally getting:

  • Deployable skycrane in two sizes. 
  • Easy to use modular parachute system.
  • Double-axis solar panels.
  • Multistage Lander tank systems.
  • Tiny electric impeller for atmospheric drones.
  • Family of rovers - both manned and unmanned. Also a fix for stock rover body orientation.
  • Mk2 spaceplane extension parts - mostly butts and some noses.
  • Primitive unmanned soil sampler.
  • Real worls CubeSat double-dipole antenna replica.
  • 2.5m hubs.
  • Aerodynamic blisters.
  • Opening heatshield, allowing protection for your bottom docking port. 
  • Small tweakable weight to finely balance your tiny probes.

 

Changelog:

Spoiler

v 0.11.0.2

Eng:
- Spanish language support (thanks to @fitiales)
- Fixed LED Headlight Culling Mask trouble (illuminating planets).
Rus:
- Поддержка испанского языка (спасибо, @fitiales)
- Исправлена проблема Светодиодной Фары с Culling Mask (освещение планет).

v 0.11.0.1

Eng:
- Russian language support in KSP 1.3.0 and beyond.
- Eliminated ModuleManager dependency! You will still need it for other mods compatibility though.
- Unified mod part IDs. Unfortunately this will brake your older crafts.
- Fixed decal meshes for Mk2 nosecone parts.
- Sample crafts updated.
Rus:
- Поддежрка русского языка в KSP 1.3.0 и далее.
- Устранена зависимость от ModuleManager-а! Хотя для обеспечения совместимости с другими модами он всё равно понадобится.
- Унифицированы ID-шники запчастей. К сожалению, это сломает ваши старые аппараты.
- Исправлены меши декалей для носовых модулей Mk2.
- Обновлены примеры аппаратов.

       v 0.10.1 (KSP 1.2 compatibility patch, NOT compatible with KSP 1.1.x.)

  •  Tech node changes, module adjustments and other compatibility fixes for KSP 1.2
  •  Sample craft "Surface Sampler" updated to use new stock feature and return science in Luna-16 style.

       v 0.10.0

          Parts: 

  • New Manned Rugged Rover Mk2 (3 seats)
  • New Opening Heat Shield (CLS passable) to protect your docking ports or probe cores on reentry.

        Improvements: 

  • Audio clip for Impeller. Now it sounds like real Hubsan drone.

           Bugfixes:

  • Lots of small fixes (animation glitches, changes due to JSI mods separation, etc.)

v 0.9 (should be 1.1 compatible, but cannot test it)

Parts: 

  • New manned rover derived from rugged rover. Fully functional RPM compatible IVA.
  • SSP Mk2 now has optional connectors to fit both 2.5m and 1.25m designs.
  • Rugged Rover internal composition revised - it actually had more space for batteries. 1600 charge now (was 800).
  • SP-RR-1 revised - now produce 5.5 e/s at Kerbin (was 4.5)

Bugfixes:

  • Ven's Stock Revamp compatibility (use Ven's probeRoverBody model when available).
  • Impeller animation is binded to FXModuleAnimateThrottle. No more spinning while engine is offline.
  • Some other minor bugfixes.

 

v 0.8

Parts:

  • New parts for modular parachute system based on stock modules and aerodynamics. Parts are calibrated by recommended payload weight. By easyness of use and flexibility it should take place between stock chutes and famous RealChutes. ATTENTION: Those are NOT TESTED/CALIBRATED FOR F.A.R.!
  • SPP "Beak" bicoupler. No fuel, but slim fit and integrated linear RCS.
  • Aerospike Adapter REMOVED, because stock Aerospikes now have proper bottom nodes.
  • Small Jet Engine REMOVED because we now have J-20 engine in stock. Small Turbofan remains.

Bugfixes:

  • KSP version 1.0.5 forced CONVEX colliders EVERYWHERE. That called for major overhaul. Many parts have 7-9 colliders now instead of 1-3 colliders they had before. Something may work even a bit better, but most surely it won't. It's highly advised to rebuild vehicles that use LTS or rover bodies.
  • Tweaked model and animation of SSP Mk2 to look a bit less ugly on deployment and more like stretching a real thin film panels... hopefully...
  • Finally a PROPER volumes for RealFuels. They should be 5 times bigger than MFT volumes.
  • Rugged Rover patch by Kerbas_ad_astra. Dunno if it will work with new colliders, but nevertheless.
  • Some minor tweaks.

v 0.7.3.2

  • Both SSP Mk1 and Mk2 animations revised for longer deployment and sane rotator docking animation (at cost of 5 seconds rotator activation pause).
  • Both SSP Mk1 and Mk2 are fixed to keep position on vehicle switch/load (at cost of non-working VAB deployment).
  • CLS Support.

v 0.7.3

  • New Smart Solar Panel Mk2 (long awaited)
  • New tweakable 1-100 kg counterweight.
  • Animations revision for both SSP-1 and SSP-2. Now wings deployment and rotator activation are independent and should glitch less when activated from right-click menu.
  • Config updates for SPP butts and noses according to 1.0.4 stock settings.
  • Better collider for LTS-2 upper stage.
  • Some RealFuels compatibility patches.
  • Soil sampler model rebuilt with proper parameters. Still crappy though.
  • "Cargo bay" patch for Rugged Rover body by Kerbas_ad_astra. Also less heat conductivity to make it have sense.
  • Bahamuto Dynamics animation plugin support (for automatic Sky Crane deployment) returned from deprecated.zip.
  • Few minor bugfixes.

 

v 0.7.2

 

  • New LTS-2 landing tank system.
  • Fixed RemoteTech support.
  • Few minor bugfixes.

 

v 0.7.1

 

  • Patched thermals and aerodynamics for 1.0.2.
  • Updated sample crafts (SPH) and part technodes.
  • Few minor bugfixes.

 

v 0.7.0

 

  • Patched for KSP 1.0, now incompatible with 0.90 and lower
  • Added experimental electric impeller "Li'l Buzzer". Still badly configured, need help with that.
  • New sample craft "Buzzer" using impeller. Other crafts may be broken, will check em later.

 

v 0.6.5

 

  • Minor bugfixes (Texture bug with aerospike adapter, Skycranes not seen in producer tab)
  • Removal of experimental alpha tricoupler (Don't know how it got into 0.6.4 build... anyway it' doesn't work right in stock game, as Kottabos video displayed).
  • ModuleManager is excluded from pack due to CKAN rules. (Some good man had included my mod into CKAN.) But it's still essential!

 

v 0.6.4

 

  • New SpacePlane+ part: Intake nosecone
  • New structural parts: 3-way 2.5m hub, 4-way 2.5m hub, 6-way 2.5m to 1.25m hub.
  • MM config and some model bugfixes to normalize F.A.R. behavior of SP++ parts. Should fix air intakes problem.

 

v 0.6.3

 

  • Aside from declaring an Agency (for part sorting reasons) it's just file cleaning, general tidyup and some bugfixes. All textures were quantized. Most of PimpMyRover configs are deprecated and put into separate file.

 

v 0.6.2

 

  • New SpacePlane+ parts: Wide Tricoupler (3 x 1.25m + 2 Ram Air intakes, capable of holding LV-N engine) and Drone Nosecone (air intakes, RT and RPM support), both using stock textures.
  • Configurations for 0.625 jets, aerospike and aerospike adapter.
  • 1.25m configuration for SSP Mk1 (model looks quite crappy at 2.5m and above, so it will be SSP Mk2 with another model and animation)
  • New sample crafts.
  • Some minor bugfixes.

 

v 0.6.1

 

  • New SpacePlane+ parts: Quadcoupler (2 x 1.25m + 2 x 0.625m) and 2.5m Adapter, both using stock textures.
  • Blister stripes are darker to draftly match SpacePlane+ side stripes color.

 

v 0.6

 

  • New SpacePlane+ parts: Tricoupler (1 x 1.25m + 2 x 0.625m) and Quintcoupler (1 x 1.25m + 4 x 0.625m), both using stock textures.
  • TweakScale integration (Blisters and Skycrane)
  • ModularFuelTanks and RealFuels integration (LTS and Skycrane)

 

V 0.5

 

  • Complete rework of Rugged Rover - it's really fancy now.
  • Complete rework of RTG Rover. It won't seem anymore that RTGs don't have enough free space for cooling.
  • New LTS landing system introduced to replace experimental Segmented Tanks.
  • New SSP solar panels introduced to replace experimental ISP1.
  • New DAS-1 Deployable Antenna System. Replica of real CubeSat part.
  • New LED headlight for rovers.
  • Deployable Skycrane model recieved a bit of mesh tidying. Bigger Deployable SkyCrane Mk2 configured. Working gimbals and overheat animation for both. Though only MK2 is prone to overheat.
  • Mechanical Soil Sampler as a way of unmanned soil sample retrieval. Single charge version, as stock animation module failed to work with 3-in-one experimental design. Still the same crappy texture though.
  • ChopShop logos were replaced with changeable and toggleable flag decals. You still can get my smile back by chosing the proper flag. =^_^=

 

v 0.4.1

 

  • New experimental probe-sized solar panel. ISS "Balka"-style 2-axis rotation, but fits in 0.625m design.
  • SkyCrane will autodeploy on engine activation if Bahamuto Dynamics DLL is present.

 

v 0.4

 

  • New rover body intended for ruggedised wheels placement. Smoothly fits in 3.75m.
  • Simple passive solar panel for rover back (alpha).
  • Experimental segmented 2.5m fuel tank for upper stages (alpha).
  • Finally some mesh tidying, new texture and normalmap for Deployable Skycrane.

 

v 0.3.3

 

  • Added support for Soviet Pack "Lunokhod 1" (Soviet Pack v1.9.1b).
  • Added support for Space Factory Ind. Luna-17.

 

v 0.3.2

 

  • Added support for Bahamuto Dynamics CritterCrawler.
  • Relocated both PimpMyRover and SkyCrane folders into ChopShop folder.
  •  

 

v 0.3.1

 

  • Fixed a bug with "Probodobodyne MastCam" actually facing rearwards while it's camera looking forwards.
  • Fixed a bug with Pimped RTG RoveMate part being upside down.
  •  

 

v 0.3

 

  • Deployable SkyCrane was added.

 

v 0.2

 

  • A new rover core was added, that allows attachment of up to 4 stock RTGs.

 

v0.1

 

  • Stock Probodobodyne RoveMate part was duplicated and made into two functional rover cores (just config).
  • Spacetech "Eva" rover from "SpaceTech Landing Project" was properly reoriented and partly befriended with RasterPropMonitor for use with ProbeControlRoom (just config).

 

 


Troubleshooting:

Spoiler
  1. Skycrane animation glitches: jitters, refuse to open fully, shown in wrong state on load, etc.   -> your Bahamuto Dynamics animation library is bugged or outdated -> either update your Bahamuto Dynamics animation library or delete GameData/ChopShop/ModuleManager/BahamutoDynamics.cfg
  2. Parachutes make your craft ridiculously bigger then it is (in VAB/SPH engineer report) -> you have old chute models that don't work right in KSP 1.1.x -> update ChopShop to 0.9.0.3 or later AND delete PartDatabase.cfg from KSP folder to force part sizes recalculation on game start.
  3. Wheel blocked: Yes - upgrade to KSP 1.2 Pre OR set WHEEL_CLIP_RANGE = 0 and WHEEL_CLIP_MULTIPLIER = 0 in your settings.cfg

It's GNU GPL 3.0 until I find something more CopyLeft-ish. :wink: Now I have a proper place on GitHub, so grab Unity Package from here and feel free to make commits.

Comments, bug reports and ideas for further development are welcome.

Edited by Dr. Jet
0.11.0.2

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The skycrane goes into my main save, nice work. :) Thanks.

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Love what you've done with the mast cam, in what is proving to be slightly annoying, however, and this is not your fault, the orientation of BahmutoD's critter crawler body has a yaw of 180, and a roll axis of 180 relative all other body parts in the game, so placing the reworked mast cam on it, causes it to turn left if you steer right, and to go into reverse if you try to go forward. I have no idea how one could reverse the orientation of the body part to work with the cam.

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Love what you've done with the mast cam, in what is proving to be slightly annoying, however, and this is not your fault, the orientation of BahmutoD's critter crawler body has a yaw of 180, and a roll axis of 180 relative all other body parts in the game, so placing the reworked mast cam on it, causes it to turn left if you steer right, and to go into reverse if you try to go forward. I have no idea how one could reverse the orientation of the body part to work with the cam.

My fault actually. Critter seems to be OK.

Fixed. Download 0.3.1.

Edited by Dr. Jet

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My fault actually. Critter seems to be OK.

Really? then I must be putting it on backwards on everything else, because critter is the only one I have issues with... :blush:

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Really? then I must be putting it on backwards on everything else, because critter is the only one I have issues with... :blush:

The slot with the camera on it is backwards from the center of the box.

And yeah, I think the rotation introduced on the MastCam has back to front reversed.

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Got the newest version in, and it seems to have fixed the front to back issues. it goes forward went I want to and back when I want it too, but the steering still seems inverted, compared to other KSP command parts. push A the rover turns right, push D rover turns left. Am I just Derping that hard with this? maybe someone give me a pic of this on something the correct way? :(:blush:

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Hm-m-m... It shouldn't be. Just a second ago tried with stock RoveMate and some wheels. Turns correctly.

A-ah... You're still trying with Critter, do you? Critter config is using weird wheel control axis on all 6 virtual wheels. I have changed it before finding my own bug. Now that I reverted config to what it was - I can replicate your trouble.

I will try to write a reconfigure for Critter.

BTW, I advise to remap keys in game options. WASD is for rockets, something else should be for rovers to NOT turn over due to ReactionWheels. I personally use 8456 on numeric keypad.

22:59 MSK - Update: partial success. I have a Critter config working properly both with vertical and horizontal orientation of probe core. But MM reconfig which do the same doesn't work... yet.

23.25 MSK - Update: Success!

Edited by Dr. Jet

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I use docking controls for driving rovers. thanks for all the help. :)

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yay, I finally got a critter crawler that goes the right direction, still got it wrong on the first try with the new file, but got it on the second. man do I have problems with that mast cam. It just does not go the way I think makes sense. :huh: oh well, thanks for the help, and the awesome mod that goes into my permanent folder.

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Update v 0.3.3

Lunokhod-1 and Luna-17 support.

Unfortunately Lunokhod-1 have just a single working camera. I was unable to configure other ones without corresponding meshes or nodes.

For Luna-17 I configured something like non-rechargeable chemical battery (as in it's real prototype) which lasts from Kerbin to Mun, since Luna-17 lander is not supposed to have RTGs or solar panels or open Lunokhod solar panel in flight.

Should I make a set of such one-use batteries as a separate parts? What do you think?

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Should I make a set of such one-use batteries as a separate parts? What do you think?

I think that would be handy.

Then again, I think any changes to ElectricCharge that would make it make sense would be good. :)

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Update 0.4. Much nicer SkyCrane and some new parts.

Comments and suggestions are still welcome.

Edited by Dr. Jet

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Update v 0.4.1

- New experimental probe-sized solar panel. ISS "Balka"-style 2-axis rotation, but fits in 0.625m design.

b0a0b45a20433fd47d2082213de2a7cf.jpg

- SkyCrane will autodeploy on engine activation if Bahamuto Dynamics DLL is present.

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V 0.5 is out.

- Complete rework of Rugged Rover - it's really fancy now.

- Complete rework of RTG Rover. It won't seem anymore that RTGs don't have enough free space for cooling.

- New LTS landing system introduced to replace experimental Segmented Tanks.

- New SSP solar panels introduced to replace experimental ISP1.

- New DAS-1 Deployable Antenna System. Replica of real CubeSat part.

- New LED headlight for rovers.

- Deployable Skycrane model recieved a bit of mesh tidying. Bigger Deployable SkyCrane Mk2 configured. Working gimbals and overheat animation for both. Though only MK2 is prone to overheat.

- Mechanical Soil Sampler as a way of unmanned soil sample retrieval. Single charge version, as stock animation module failed to work with 3-in-one experimental design. Still the same crappy texture though.

- ChopShop logos were replaced with changeable and toggleable flag decals. You still can get my smile back by chosing the proper flag. =^_^=

- Some folder and part name changes.

0_5_rovers.jpg

spp-das.jpg

lts-aerospikeadapter.jpg

soil_sampler.jpg

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Small update.

V 0.5.1

- Rugged Rover and RTG Rover are moved to upper nodes in Tech tree.

- New Aerodynamic blisters (side mounts)(1.25m and 2.5m).

- New Aerodynamic blister decouplers with built-in retro-rockets (1.25m and 2.5m).

7f4867ae81ef24e9e84c37066c20fc26.jpg

17ff21a805fd0af14e477de1ef50267c.jpg

Considering Aerodynamic blisters - they have decent size... Should I add fuel tanks to them? Should I configure 0.625m variant?

Still open to any sound criticism or suggestions.

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No for the tanks, yes for more sizes (maybe 3.75m too ?) - they are looking nice, are they compatible with FAR ?

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No for the tanks, yes for more sizes (maybe 3.75m too ?) - they are looking nice, are they compatible with FAR ?

Yes, they are compatible with both F.A.R and N.E.A.R.

Quick tests (in N.E.A.R.) have shown that blisters are a bit better in terms of drag reduction then stock nosecaps on directly strapped boosters despite they are heavier.

screenshot1.jpg

And I did nothing to configure that - it's all F.A.R./N.E.A.R. computing the aerodynamic shape behavior. :cool:

As for 3.75m - there are no boosters of such size in any part pack for now (however I've seen 0.625m solids somewhere). I'll consider doing TweakScale integration to prevent part flooding.

Edited by Dr. Jet

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While I'm still fiddling with configs, you may try this. Put it in .cfg somewhere. Should cover all range of standard sizes.

@PART[AeroBlister2]:NEEDS[TweakScale]

{

@category = -1

}

@PART[AeroBlisterDecoupler2]:NEEDS[TweakScale]

{

%category = -1

}

@PART[AeroBlister]:NEEDS[TweakScale]

{

@title = Aerodynamic blister

MODULE {

name = TweakScale

type = stack

defaultScale = 1.25

techRequired = precisionEngineering, generalConstruction, advConstruction, composites, metaMaterials

TWEAKSCALEEXPONENTS

{

name = Part

mass = 2.1

}

}

}

@PART[AeroBlisterDecoupler]:NEEDS[TweakScale]

{

@title = Decoupling Aerodynamic Blister

MODULE {

name = TweakScale

type = stack

defaultScale = 1.25

techRequired = precisionEngineering, generalConstruction, advConstruction, composites, metaMaterials

TWEAKSCALEEXPONENTS

{

name = Part

mass = 2.1

Resources

{

amount = 1

maxAmount = 1

}

}

TWEAKSCALEEXPONENTS

{

name = ModuleAnchoredDecoupler

ejectionForce = 1

}

TWEAKSCALEEXPONENTS

{

name = ModuleEngines

minThrust = 1

maxThrust = 1

}

}

}

For each size except 1.25m and 2.5m (I tried to do scaling based on them) I'd like to hear about cost, weight, decoupling force, retrorocket power - is it too big, too small, etc. If it's not fine somewhere - this may call for non-exponential scaling.

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If I might make a suggestion while you're doing spaceplane+ parts, do you think you can do a mk2 to size 2 adapter?

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I'm really liking this part pack! The two-axis solar panels have a lot of promise. I'm currently playing Career and will be using the aerodynamic blisters to really good effect, to give my rockets the thrust they deserve.

Is it possible to recolor the blisters to go better with the stock NASA-like parts? That's about my only complaint, and it really is minor, but I think it'd work better.

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If I might make a suggestion while you're doing spaceplane+ parts, do you think you can do a mk2 to size 2 adapter?

What do you mean by "Size 2"? 2.5m cylinder or S2 form-factor (B9)?

Both are quite easy to do but questionably useful. 2.5m parts couple great with S2 and Mk3 but they seem too fat for flattish Mk2 (1.25x2.5).

I'm really liking this part pack! The two-axis solar panels have a lot of promise. I'm currently playing Career and will be using the aerodynamic blisters to really good effect, to give my rockets the thrust they deserve.

Will bigger size configs and/or TweakScale integration be needed for SSP? Current design was made and balanced for ion-propelled probes, but if people want something bigger...

Is it possible to recolor the blisters to go better with the stock NASA-like parts? That's about my only complaint, and it really is minor, but I think it'd work better.

Blisters were colored to draftly match stock FL-T800. What other parts do you have in mind exactly? I'm not an artist by any means, so any good ideas about model upgrading or retexturing are appreciated.

Edited by Dr. Jet

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