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benjee10

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Everything posted by benjee10

  1. What kind of engines are you using? The external tank contains Liquid Hydrogen & Oxidizer so you will need an engine that uses that kind of propellant. Alternatively it might be that another mod is interfering with the fuel type. Interstellar Extended for example breaks the tanks by patching over what they should contain.
  2. Yes, most parts mods are backwards compatible to 1.8.1, including this one. However, Shaddy (which is optional) requires 1.12+. If you install Shaddy on a version it doesn't work on, the game will still try to load the shaddy parachute assets and fail, causing the part not to load. As I said the mod will fall back on using stock shaders if Shaddy is not present, so uninstall it and it will work fine for you.
  3. I don't plan on supporting reDIRECT any further so I'm afraid not. It's not, you just need to replace the old AJ10 engine with the new one. Second problem is caused by KSP Interstellar Extended
  4. Try doing a clean reinstall (i.e. delete the mod folders & do a new download) of both ACK & its dependencies and any of the bundled mods you may have installed (e.g. Photon Corp). If the issue persists let me know what parts are missing. Make sure you are running KSP 1.12 or later and have an up to date install of Shabby, Shaddy and any dependencies (e.g. Harmony for Shabby). If it still doesn't work you can remove Shabby & Shaddy and the chutes will fall back on using the stock shaders instead. Yes, I plan to add appropriate fairings down the line. This is known issue, delete the Restock.cfg patch in GameData/Benjee10_Orion/Patches/ or grab the latest version of the main branch from GitHub & do a clean install. Progress on EUS:
  5. Delete Benjee10_SharedAssets and make sure you have the latest version of that. It is included with the release or available separately on GitHub. You may need to rebuild craft files.
  6. The shuttle's thrusters can't all point in cardinal directions (which would be most efficient) due to the heat shield, aerodynamic shape, avoiding firing directly into the wings etc. so they are at multiple slightly weird angles. Without limiting the RCS actuation toggles, KSP picks some of these thrusters up as belonging to multiple RCS axes, which means you will get thrusters firing which shouldn't be firing, which gives you unintended translations while rotating in certain directions & induces rotation while trying to translate. To avoid this the mod splits the RCS up into multiple modules which you can configure the RCS axes for separately. There is a guide on how to do this in the manual, or the craft files provided have it already set up. A limitation of this is that the actuation toggles are set *relative to the control point*, so having done this you will end up with RCS dead zones if you control from anywhere but the cockpit. I'm guessing you don't have the RCS toggles set as intended, and MechJeb is just compensating for the bad thruster firings. This is fine, but the shuttle will be harder to control and it will drain your monoprop pretty quickly, since many more thrusters are firing than should be *and* MechJeb is having to perform additional firings to correct for the induced translation. I have tested the fix above and it not only removes this issue but also makes the Shuttle a bit easier to fly in general.
  7. Don't have an answer on that currently, what you see in the pic are modified BDB engines as placeholders. Yes, current plan is toggle able heat shield + single, double and quad mount variants.
  8. This doesn't work due to the arrangement of the RCS & actuation toggles, you need to rebind all the RCS axes to match the control direction of the docking port. I think I have a solution to this which should come in the next update. Consolidating all the RCS transforms into a single module and giving them cardinal directions (rather than the off-angles that cause them to activate for multiple control inputs & make the RCS unbalanced) and using dummy FX transforms in the visually correct locations should make things a lot simpler and allow control from other points on the craft.
  9. The craft files are included with the GitHub download, just make sure you download the release and not the source code - if you download the source code you will just get the latest dev version of the mod and none of the dependencies/craft files. I've updated the link in the OP so it takes you to the releases page directly to make that a bit clearer. A little progress on SLS Block 1B:
  10. Is this with new instances of the parts or craft files loaded from before you removed those mods? Sometimes old modules can persist on existing craft files. If that doesn’t work I don’t know what to tell you. There is no fuel switch of any kind on any of the parts in this mod, so something else is adding them.
  11. I can probably remove the colliders on that side of the BPC and disable radial attachment. An openable door would be a lot of work for a relatively small feature.
  12. My guess would be Cryo Tanks is trying to patch the tanks. Try loading the game without that installed and see if the issue persists. If that solves it I will try to put together a compatibility patch for it.
  13. You shouldn’t be able to do this. It sounds like you have another mod installed that is automatically trying to reconfigure the tanks and getting it wrong. What else do you have in your install?
  14. Worth noting I wasn't specifically trying to replicate Orion Lite (which is a very vague proposal at best), just trying to provide additional build options. The half-length SM has half of the resources, mass etc. as the full-length SM IIRC. Orion Lite was going to have a stripped down heat shield for LEO reentry so perhaps this is the cause of the balance issues? What size adapter would be needed for Centaur? I think GoldForest has them in a good spot, doesn't seem like they clip. Would you need to switch off the panel mount points as these are sized for the full length SM so wouldn't fit.
  15. Wow. This might take the prize for weirdest issue I've encountered. No idea what is going on here but will look into it. Just pushed some minor updates to the GitHub code: 2.5m adapter was broken due to a file path error Adjusted node position for the SRBs, so hopefully they should line up with the fore attach point on the core stage without needing any offsetting now Removed Restock FX patch that was causing some users to have silent, FX-less boosters
  16. You can remove everything in the Phase 2 and Phase 3 folders as that is just the Orion & Ares I parts. As others have mentioned, make sure you are flying the proper flight plan. IRL the parking orbit after core stage sep is 30km x 1800 km. In KSP 2.5x scale I balanced for around an 80km x 1800km orbit, and you should have about 300 m/s left in the tank after that. From there I can easily get to a low lunar orbit with ICPS and return with Orion's ESM, which is beyond the capabilities of the real spacecraft, so there shouldn't be any shortfalls. Also make sure you are using the stretched ICPS variant of the ICPS stage part, and do a clean reinstall (delete and re download) of Benjee10_Orion and rebuild any craft files. This will ensure you don't have any stats lingering from previous versions. I can't replicate this. Do you have any repaint mods that might interfere with this? Is B9PartSwitch up to date? Unfortunately the UV doesn't allow for the black and white texture, but you can approximate it with the white version and some judicious use of Conformal Decals. As others have mentioned, the decoupler should be included. Try a reinstall and if that doesn't work I'd be interested to see your KSP.log files to try and figure what's broken. There is a MM patch that will disable the parts added in ACK if BDB is detected. They have the same name so that you can install/uninstall BDB without affecting vessels in flight. Make sure you have module manager installed and up to date.
  17. There actually isn't a lot of commonality between the Shuttle ET & ET derived tanks and the SLS core stage tank, so this won't work as a drop-in replacement for reDIRECT. I am not planning on updating/maintaining reDIRECT any longer but I do know certain people may have a viable replacement in the works, so keep an eye out for that. I can't reproduce this. Checking the release and everything is as it should be - the part is called SRB Radially Attached Separator System.' I would suggest a clean reinstall. Hmm, I'm guessing RealPlume is the culprit here. I have a patch that replaced the SRB FX with the restock FX if restock is installed, but I guess RealPlume comes in and strips that out but isn't configured to replace it. Will disable the patch if RealPlume is detected, hopefully that fixes it. There should be no conflict with reDIRECT as these are entirely new parts.
  18. Artemis Construction Kit | Update 1 (screenshot by @Jay The Amazing Toaster) As some of you may know, @DylanSemrau was working on an SLS core stage mod a little while ago and very kindly agreed to allow me to finish it and include it in this mod. About 90% of the work is his, I just finished it up and added the engine section! SLS comes in four different colour variants, Light Orange, Dark Orange, White and Delta Blue. The raceway is separately switchable for even more customisation and the engine section/boat tail can be switched the foil-covered green run test version. This update also includes: ICPS & RL10 engine from Bluedog Design Bureau courtesy of @CobaltWolf and @Zorg RS-25 Engine with SLS-type shroud from Rocket Motor Menagerie by @EStreetRockets 5 segment solid rocket booster from Photon Corp by @DylanSemrau Along with some balance changes for Orion. So you now have everything you need to recreate the Artemis I mission in one place! Thanks to some ModuleManager trickery you can install the full versions of the included mods with no ill effects, even on craft that are in flight. This means you can safely remove the ICPS folder from Benjee10_Orion if you have BDB installed for example, or RMM or Photon Corp. You can get the update now on SpaceDock, GitHub and CKAN!
  19. I seem to recall a mod floating around a while back that let you toggle sun tracking on panels. No idea what it was called but if that's still going it would solve the problem. No way of doing it with just the stock solar array functionality unfortunately.
  20. The way the wing part is set up is that it has two models of the wing, each a mirror of each other, then B9 is used to disable one at a time. It is probably just an artefact of this - I haven't seen it myself but so long as it's not visible in flight I wouldn't be too concerned. Do you have TU or anything like that installed?
  21. As OrbitalManeuvers said updating SharedAssets should fix it - the new OMS engine is included in that! Shuttle & the rest of my mods bundle the latest version except for reDIRECT - I guess you may have installed this last in which case the old version of SharedAssets would overwrite the new one? If you're looking for planetary base parts, my other mod Planetside includes some parts inspired by Jamestown. Glad you got it figured out! If you are using Breaking Ground for the robotics you should be able to lock each joint in the VAB before flight, then turn on autostrut to heaviest on the arm end effector. You can bind the joint lock/unlock to an action group for when you need to move it, but I think you will need to toggle the autostrut manually. That should keep it locked in place during launch. Make sure you have all of the joints locked or the autostrut won't be able to run through them. It can be a bit finicky trying to get them all locked at the same time when in flight as if there's any movement the game refuses to lock them.
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