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MDBenson

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Everything posted by MDBenson

  1. Well that makes sense, Delta III and IV Medium (4m) share an upper stage, and the Delta IV 5M upper stage is just an expanded version IIRC. Yay for German efficiency You are doing great work, keep it up!
  2. These look really great, it's great to see someone finally giving some love to ULA's fleet Delta IV next? With your quality of modelling and texturing, I'd love to see what you could do with a Delta IV Heavy
  3. Yus!! My one go-to editor tool is ALREADY updated. Excellent work!
  4. Ah, gotcha, yeah my mistake. I saw a picture from the ARM program literatusre that was from a weird angle that made it look like the OM was using 4 small bells like ATV, but actually yeah it's the 4 RCS jet pairs, I see, but I'm glad to see you giving some love to the real ESA/NASA service module, even in mini-form, and hopefully eventually up-scaled for Taurus There's a nice piceture of the tail end here:
  5. Are you going to supply the ATV-alike version with the 4 small engine nozzles rather than the one large one seen on Constellation versions of Orion?
  6. Thanks, it's great that the mod works across versions. Having the tags really helps people keep track of you change or update stuff easily, though
  7. PCDWolf I've loved and used your Perfectron separation motors for a long time, and they are one of my 'go-to' mods for neat, easy staging. Could you be a gem and update your thread title with your veriosn compatibility and last update date as is the norm with most others? It'd help us keep track
  8. I have a bug using this with with 24.2 - I am getting ridiculous quantities of money back for recovery of a stage? I know Elon Musk says re-usability is the key to affordability but this is silly I am using other addons and plugins so there may be a conflict. I can test in an inert setup if required. EDIT: Doh! Too late Glad you fixed it, it is a really handy mod!
  9. Just a heads-up - at some stage I'm going to redo these for the experimental 0.9 version of TAC, but I haven't got to investigating it yet.
  10. Because of the enforced height limit on the forums your sig does not show the links below fully for me... Also can I request you make sure you clean the Mac OS garbage out of the ZIP file in future versions, please?
  11. Do you have any plans to do a Rosetta/Philae probe? I know we have no comets to chase yet but it'd be a pretty awesome probe package for small moons and such
  12. I have added science configs to this. I'm working on a system that uses stock science configs and the Ship Manifest plugin to do science and allow you to transfer the data to a return capsule to take back to Kerbin, or transmit the results back to Kerbin from orbit. All this involves using a Lab module to clean the experiments, which consumes a resource called 'Experiments'. This should add a somewhat analogous situation to the real ISS and allow science to be carried out in exchange for Experiments flow up form the ground, then return to the ground by recoverable return craft like Dragon. HOWEVER it has a few niggles I need to iron out so right now it's not going to be seeing the light of day for a while. MEANWHILE I also intend to jump on the CLS then TAC configs for the ISS liveable station modules. CLS is straightforward. For TAC I still need to research some stuff but hopefully I can see that getting done in the next few weeks. I apologise for the currently very rudimentary state of these files, they are currently heavily in development so I haven't packaged them up for easy Mod installation yet. Dr. Jet was on the money, just install ModuleManager (2.0.5 or later) and put them inside GameData, preferably in their own folder for neatness sakes.
  13. Ah! I had turned it off by accident when trying to debug another issue, Thanks!
  14. (Posting again in the RIGHT thread) I wonder, is it possible for the 'Realism' mode, or just an optional setting, to have experiments rendered 'Inoperable' after transferring the data from them to another science container, as they would be if you transmitted the results? I am trying to devise a relatively stock-friendly way of rigging station science that uses resources and returns science data. Right now I can do it by transmitting results to the ground and then cleaning up using a lab module, but I'd like to be able to move the data to a capsule and send it back to the ground ala Shuttle, Dragon or Soyuz.
  15. DOH! Sorry. Wrong thread. I must have been half asleep when I posted that :S
  16. I wonder, is it possible for the 'Realism' mode, or just an optional setting, to have experiments rendered 'Inoperable' after transferring the data from them to another science container, as they would be if you transmitted the results? I am trying to devise a relatively stock-friendly way of rigging station science that uses resources and returns science data. Right now I can do it by transmitting results to the ground and then cleaning up using a lab module, but I'd like to be able to move the data to a capsule and send it back to the ground ala Shuttle, Dragon or Soyuz.
  17. The very best of luck codepoet, I hope your life changes make a difference for the better. The brief time I worked on bugs on CLS with you you were very helpful Please someone adopt this, it's a great mod for station and large spacecraft builds.
  18. I am playing around with science experiments for the first time in CFG files. I am trying to make Science depend on resources without using mods ( managed it using mods but it was cranky and didn't work that well). I have managed to get to a stage where I can activate and experiment and transmit the data then use a lab in another module to clean the experiment, consuming a resource (I added my own called 'Experiments' in this case. The consumption rate is a bit wonky but it works in principle. The issue is I can also 'Keep' the data, then use Crew Manifest to transfer it to a crew capsule (or other Science Container) and recover it *without* consuming any resources. Is this Crew Manifest's fault? If I remove that data via EVA will it require 'cleaning' and thus consume a resource in doing so? Your advice please. Also, if anyone knows where there detailed documentation for the Science CFG configs is I'd appreciate a link. It'd help massively. All this is goign towards integrating somewhat realistic science into the ISS Community mod for the Destiny, Columbus and Kibo laboratories.
  19. Hm... I've been trying to use this to set-up ISS modules to do science using experiment resources flown to orbit, and it works, but I've run into a couple of huiccups, I don't know whether these are your mod or Station Science. If you run a Science Lab on the station and Clean the Experiment and rerun it after removing the data, The status is stuck on 'Inoperable' and where 'Start Experiment' should be, the 'Finalize Results' message is still displayed, but clicking it starts a new experiment, waiting for resources to be loaded. Also if you add an experiment to any part that already has right-click menu actions it can cause issues with the right-click menus dying completely on all parts if you right-click that part.
  20. I'm working on it. I have a test file available for Soyuz, Progress and MIR at: http://GitHub.com/MDBenson/TAC_Configs The MIR config currently has no recyclers configured. I don't know which modules coped with what so it's hard to do without guessing. Also working towards ISS configs but that's taking a while owing to the original configs being very bare, and I need to research what modules on ISS have what storage, recyclers etc. I haven't just gone for the standard approach of adding everything to all the modules, I tried to make it so you can add modules to boost certain systems, like one will have water storage, another will have food capacity. All have somer Oxygen but I also varied that based on what air systems I can find on the modules.
  21. Does anyone know if there is any detailed documentation for the Science system CFG set-ups. I'm struggling to build experiments that fit the bill because I have no clue what all the variables mean!!
  22. Just my opinion, but the cargo quantities in your TAC configs are a little OP'd. 240 cargo will keep a station the size of ISS (6 crew) going for 40 days without recyclers. That seems too much for Cygnus, it's only small (nowhere near the size of ATV or HTV). I would go for closer to 180. That's 30 days worth of cargo which would be fine. Also for TAC config, if you want to be totally realistic, Cygnus would only carry Food and Waste, and possible a small mount of Water (but maybe no WasteWater capacity?). It doesn't carry any Oxygen replenishment supplies. Only ATV and HTV carry that, and it's not needed that often. Of course if you want to use Cygnus as your only supply craft then maybe it will need all three. Maybe you could offer and alternate 'Realism Mode' TAC config in the ZIP file? Looking forward to seeing a more final version of this as it's the only ISS supply vessel that is missing form the collection (as HTV is now in the ISS pack). Great work!
  23. I noticed this too. I think the .craft files are in the wrong pack, they are for the Exploration Pack, I think, not the Historical Pack.
  24. My initial reaction to this was very excited. Gonna give it a shot tonight after work. I had set up a test last night using Eurekas and Bioproducts with Station Science with 2 experiments on the Columbus module but they didn't work. I am still not sure why. I'll poke it further tonight, and see if Fuel Science will let me setup this so it works with my own resources and actually fly stuff to it
  25. I understand this mod was designed with a very specific flow and parts in mind, but I was looking at it ad it has 90% of what I need for something. I am trying to add science experiments that will be of ongoing use to the BobCat ISS modules. My idea is to fly experiment resources to ISS on a resupply craft (as is the case in reality) and then use these in the Destiny, Columbus and Kibo laboratories to run the experiment racks and return science data to send back to the ground. Your mod does almost all of this with it's experiments, they require resources work (as my experiment racks would require experimental resources to work). The only issue is I cannot use my own resource definitions with your mod, as you have hardcoded the resource types I think in the DLL? Is it a lot of work to create a config file that allows custom resources to be defined and scan that at start-up then use whatever resources are listed there? I realise I'm asking for something outside this mod's scope but I think your DLL would be very useful if it did this. IT also might make expanding your own mod package and adding more dimensions to it later easier?
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