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KSP2 Release Notes
Everything posted by Zorg
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
I havent come across anything no.- 497 replies
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Its not a bug. Hydrolox has a much much lower density compared to kerolox or hypergolix biprop combos like Aerozine+NTO. As a result if you took a stage like the Saturn SII that used hydrolox IRL, and filled it with LFO, it would weigh much more than it should, have far more delta v than it should, and require far more powerful engines than it should (due to the greater mass of the stage coming from the denser LFO fuel). While LFO can reasonably represent a variety of dense fuelds like kerolox and various hypergolics, a hydrolox resource is necessary for any sort of reasonable balancing and performance comapred to everything else. Our Hydrolox mixture and density is the exact same as Nertea's Cryotanks/CryoEngines/Kerbal Atomics. Its a stockalike representation of cryogenics.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Two pre-releases in one day! I managed to finish the multi adapter a little earlier than I thought I would so pushed this out. This part has a stagable top decoupler and a manually triggered second decoupler on the bottom so the larger models can be used for secondary paylaods (up to you to figure out an adapter). DOWNLOAD- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
New beta update today: DOWNLOAD Fix not switching between multiple drag cubes in airbags module (fixes some reentry heating issues) Change capsule vesselType from probe to ship Increase capsule probe core SAS level Update service module textures Update heatshield paramaters Fix audio related log spam on RCS block B Add custom staging icons (thanks to EmberSkyMedia)- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
VesselType definitely does need to be defined for command to work. I have helped multiple other modders diagnose why their module command on probes wasnt working and each time it was because VesselType = probe was missing. However it may be the case that the issue is simply the VesselType field being missing. Perhaps 0 minimum crew will work even with VesselType = Ship. Anyway I haven't had the chance to test yet.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
hmm I thought vesseltype = probe is required for command to work when uncrewed. Can check and test later though.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Well Starliner can be flown without crew both as seen on the OFT-1/2 and of course the infamous uncrewed return recently. So I gave it probe capability. I would suggest an update to Skyhawk if its a problem.- 497 replies
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I just launched in KSRSS from the cape into 100x100km at 28deg inclination. Probably due to end TWR it overshot slightly and got to 100x145km with a tiny bit still left in the second stage and nothing used from the Gemini. 5200m/s of vacuum Dv is usually enough to get into orbit in KSRSS and JNSQ. Titan II GLV is a bit marginal due to initial low TWR but it still manages. Would have better margins launching from the equator into 0 inclination.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Welcome back everyone lol. There was a beta update today: DOWNLOAD REMINDER: Please download the prepackaged beta zip from the releases page linked above, do not download the github main branch directly as it will not contain the plugin. There is a now a custom BCS decal for ConformalDecals. However there is also a b9PS switch that just configures the part with realistic *built in decals*. This is only available if resurfaced is installed since it uses its decal blend shader to achieve the effect. This basically allows for realistic flags and logos without needing a whole alternate texture and doesnt need you to meticulously place decals (you can do that if you want of course). In addition to IRL logos, there is a version with Boring Crew Services logos. Changelog- 497 replies
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None of the authors actually play much these days and so we don't have a lot of first hand experience with them recently. The life support configs in the mod are provided by other users and I believe configs for TAC-LS, USI-LS and Snacks are all fairly up to date. For what its worth I used to use TAC myself back in the day.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
I forgot about generic use for a moment... will add it back in corrected for both variants- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Another alpha build TAC Life support patch (thanks to EmberSkyMedia) Updates to descriptions, tags and bulkhead profiles VABOrganizer support (thanks to EmberSkyMedia) Fix missing NavLights emissive Fix RCS thruster doghouse surface attach node Remove bottom node from abort engine, add b9ps node switch to switch top node position Reduce main chute opening speed https://github.com/zorg2044/BoringCrewServices/releases- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Thanks, I'll take a look. Unfortunately not in stock. But it is being looked at. Theres something in the BDB plugin that could be adapted possibly.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
I'd appreciate life support contributions yeah. I've not properly played with any of those in a long while so its better if it comes from people using it. For the IVA I will be making a custom one after the initial 1.0 update. this would be a new interior shell, freeIVA colliders, some decorative props and of course the blank control panel which will be populated with stock props plus a custom MFD prop. For people who want functional MAS/RPM IVAs at that point again I would be looking for configs from users to configure the control panel with functional props from those mods.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
I just decided to change the versioning for the pre-releases. Basically we are working on what will become v1.0.0 and this is the third alpha build .a3 it made some kind of sense to me idk. I didnt want to keep incrementing the actual numbers for each alpha build. Tweaks on what areas exactly?- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
ps. if anyone wants to contribute patches for life support mods, pull requests on github are very welcome. https://github.com/zorg2044/BoringCrewServices/issues/10- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Newest pre-release build (as well as earlier one today) should have Fix for the parachute cover separation Fix some missing materials Initial pass on mass and propellant balance (chute performance excluded for now) Boost abort engine thrust Added EVA hatch functionality https://github.com/zorg2044/BoringCrewServices/releases- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
EVA hatch (and a small ladder collider where the handle is) doesn't need the IVA. I meant to add it earlier but forgot tbh. Will add it soon.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
The chute cover should be fixed. It was a collider issue. The parachutes will be tuned as part of the broader part balancing of mass and prop loads etc- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Some fixes up on github for the SM having no drag, the heat shield not occluding the capsule and to change the crew capacity to 5.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
A very early alpha build of the BCS revamp is now available on github! You can clone the main branch or grab the pre-release zip from the Releases page (which will continue to be updated on a regular basis). DOWNLOAD Make sure to grab all of the dependencies mentioned in the readme. In particular you are unlikely to have KSPCommunityPartModules which contains a new module written by @SofieBrink for BCS (makes the cool parachute animation work properly). Make sure you also have Animated Decouplers which is necessary for the service module. A big thanks to @DylanSemrau once again for trusting me with this project We also have an included copy of the beautiful NDS port by @benjee10. Again much thanks for giving permission to include it. It has the same name as Benjees part and using some MM trickery gets out of the way when Benjee10ShareAssets is installed without breaking craft files. This should be in a mostly playable state but theres lots to do till an initial release in particular balancing. Reentry might be a bit dodgy with the center airbag attached, thats something thats being looked at. The airbags use a simple animation that needs to be deployed manually. Comfortable landing doesnt quite do everything we need so we're looking at a new option too but in the meantime it looks the part. Anyway enjoy for now but keep in mind there will be bugs and there may be a lot of changes and tweaks coming. Variants are pending too. ps. It already has PBR support via Resurfaced.- 497 replies
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