Shadowmage Posted June 13, 2015 Share Posted June 13, 2015 Found and patched an issue in the solar panel plugin code (not harmful, but would spam the log really bad). Updated .dll can be found at: https://github.com/shadowmage45/SSTULabs/raw/master/GameData/SSTUTools.dll I'll be patching the release .zip in-place, so if you have downloaded the release zip already, please either re-download in a few minutes, or replace your existing .dll with the one posted above. Link to comment Share on other sites More sharing options...
Aponix Posted June 15, 2015 Share Posted June 15, 2015 (edited) Just found this on Wikipedia, can you make that cool rover Edited June 15, 2015 by Aponix Link to comment Share on other sites More sharing options...
_Augustus_ Posted June 15, 2015 Author Share Posted June 15, 2015 Just found this on Wikipedia, can you make that cool roverhttps://upload.wikimedia.org/wikipedia/commons/4/4f/Manndmissiononmarsnasa.jpg There are no other images of that rover, so no. Link to comment Share on other sites More sharing options...
Shadowmage Posted June 16, 2015 Share Posted June 16, 2015 (edited) If nobody has run into any problems/issues with the SM Solar Panel module, I'm going to call it good to go. I really wanted to take some time to do another pass on the IVA props for the CM, but due to real-life time constraints it does not appear that I will have the time to do it for quite awhile.I'll work on getting the public release repository back up and running today, as well as adding in the most recent versions of everything. Will let you know when it is all ready to go.On the development end of things; I've coded up a custom animation module that will fix a few problems with several parts and allow for easier implementation of some of the other custom modules that I will need to write (such as a custom landing-leg module that I'm working on currently). I'm also still working on the Lander Core pieces, getting all of the basic geometry set out. The biggest progress on that stuff is that I -think- I have the landing leg(s) figured out/modeled/animated. Now I need to go back and adjust the rest of the parts so that it will fit appropriately. Still at least a few weeks out from anything usable on this stuff. At last count I think it came up to 27 new parts in total; so if it seems like it is taking awhile, keep that in mind.Anyhow, heading out on vacation tomorrow night, will be gone through sunday at least... so you probably won't be hearing much from me between now and then.Edit: Updated render of some of the LC stuff; this would be a heavy mun-lander configuration (will have tons of extra dV in the descent stage):Javascript is disabled. View full album Edited June 16, 2015 by Shadowmage Link to comment Share on other sites More sharing options...
_Augustus_ Posted June 16, 2015 Author Share Posted June 16, 2015 If nobody has run into any problems/issues with the SM Solar Panel module, I'm going to call it good to go. I really wanted to take some time to do another pass on the IVA props for the CM, but due to real-life time constraints it does not appear that I will have the time to do it for quite awhile.I'll work on getting the public release repository back up and running today, as well as adding in the most recent versions of everything. Will let you know when it is all ready to go.On the development end of things; I've coded up a custom animation module that will fix a few problems with several parts and allow for easier implementation of some of the other custom modules that I will need to write (such as a custom landing-leg module that I'm working on currently). I'm also still working on the Lander Core pieces, getting all of the basic geometry set out. The biggest progress on that stuff is that I -think- I have the landing leg(s) figured out/modeled/animated. Now I need to go back and adjust the rest of the parts so that it will fit appropriately. Still at least a few weeks out from anything usable on this stuff. At last count I think it came up to 27 new parts in total; so if it seems like it is taking awhile, keep that in mind.Anyhow, heading out on vacation tomorrow night, will be gone through sunday at least... so you probably won't be hearing much from me between now and then.Edit: Updated render of some of the LC stuff; this would be a heavy mun-lander configuration (will have tons of extra dV in the descent stage):http://imgur.com/a/IZWXH Definitely looks very LSAM-inspired. No SM bugs that I know of. Link to comment Share on other sites More sharing options...
drtedastro Posted June 17, 2015 Share Posted June 17, 2015 Just downloaded. Nice mod..Do you have any of the craft files available?I just want to see what you setup for first flights, then I will find way to crash on my own...Thanks, and again, nice mod. Link to comment Share on other sites More sharing options...
_Augustus_ Posted June 17, 2015 Author Share Posted June 17, 2015 Just downloaded. Nice mod..Do you have any of the craft files available?I just want to see what you setup for first flights, then I will find way to crash on my own...Thanks, and again, nice mod. I will include crafts in the next update. Link to comment Share on other sites More sharing options...
drtedastro Posted June 18, 2015 Share Posted June 18, 2015 Great.Looking forward to the update and craft files.Thanks.Cheers, Link to comment Share on other sites More sharing options...
tygoo7 Posted June 23, 2015 Share Posted June 23, 2015 Coming in 1.4 from reese1221 and his team....https://www.filepicker.io/api/file/3CMxLUvnThKEoLHvg3BlAnd no, the docking port already exists in 1.3 and will not be welded to the Carina.I see some z-fighting or something going on with the docking port, is there a duplicate or something? Link to comment Share on other sites More sharing options...
_Augustus_ Posted June 23, 2015 Author Share Posted June 23, 2015 I see some z-fighting or something going on with the docking port, is there a duplicate or something? I don't know but it won't matter because he was just testing the sizing. Link to comment Share on other sites More sharing options...
tygoo7 Posted June 23, 2015 Share Posted June 23, 2015 I don't know but it won't matter because he was just testing the sizing.Ah, gotcha. Btw, is that the CST-100? Link to comment Share on other sites More sharing options...
Tristonwilson12 Posted June 24, 2015 Share Posted June 24, 2015 Ah, gotcha. Btw, is that the CST-100?yes this will be the CST-100 Link to comment Share on other sites More sharing options...
cipherpunks Posted June 25, 2015 Share Posted June 25, 2015 (edited) Can cabin lights be added to Auriga CM please? Cause I afraid the dark. BTW Auriga SM solar panel output seems 1/4 of what it was prior to last version. Compared to T225 1x5 Concentrating Photovoltaic Panels from NFE, which are made from similarly sized sections, it is slightly less than 0.25 even. OTOH I'm yet to broke new panels (grin), and animation is smooth now, and SM shroud pieces do not stuck.Regarding said shroud, there's one problem: anything that I put below SM gets torn and blown when I decouple SM from ICPS with that shroud. Makes sticking RLA MP arcjets there (which are quite useful for orbital maneuvering) kinda impossible. Please fix. Maybe it will be better to split it in the process of decoupling, like PF interstage does?...Edit: clearly the shroud problem is collider mesh problem: for example I can not insert something into it like so:Bounces from invisible wall that is parallel to the edges. Please fix it somehow.Also, ICPS engine nozzle should be extendable - uses RL-10B-2 IRL AFAIK; its nozzle extends on engine activation.Edit 2: I'd like to add JSIExternalCameraSelector from RasterPropMonitor to docking ports. What are the names I need to put into cameraContainer? Tried NASADockCamP, default, dockingNode - no luck:[WRN 07:29:24.536] [Docking Node Module]: WARNING - No node transform found with name dockingNodeI guess it eats that node and that's why docking port itself ceases to function, no?But how do I know "correct" transform name?Edit 3: nevermind, NodeDock and DockingPort both seem to "work" in VAB, and it looks like I must prefix the cam with ExtCam for "default" RPM to see it... Edited June 25, 2015 by cipherpunks clarify Link to comment Share on other sites More sharing options...
Shadowmage Posted June 25, 2015 Share Posted June 25, 2015 (edited) The CM IVA -does- have internal lighting. If it is not showing up, you have a mod conflict issue.Solar panels: Feel free to edit the configShroud/colliders -- I will -not- be revising the model in those regards. The way it is setup is the only way it will work in KSP without ejecting things out of the solar system on decoupling; I -cannot- have solid colliders for many of those shrouds without either A: killing performance by having 24/48 colliders per piece, or B: making them solid/convex and then they will shoot you (literally) off into space when you decouple.ICPS - Yep, it is -supposed- to be an extending nozzle, but KSP does not support 'deployable' engines. Nothing I can do about that, unless you have written up a custom module for it, AND feel like redoing the entire ICPS texture to support animation, AND you feel like reworking the model to animate it. So... well... -I'm- not going to do anything about it, but have fun with it if you want to.Also, this was never meant to be a 1:1 build of the SLS system, so there -will- be some differences (such as the hatch on the CM is in the rear instead of on the side.. but I don't hear anyone complaining about that).Docking Ports -- Those sound like other mod conflicts or improper setup. You can examine the transform name by opening up the config file (it is the one labeled as docking transform, or w/e), I have no idea what it is off the top of my head. Edited June 26, 2015 by Shadowmage Link to comment Share on other sites More sharing options...
cipherpunks Posted June 25, 2015 Share Posted June 25, 2015 (edited) The CM IVA -does- have internal lighting. If it is not showing up, you have a mod conflict issue.No-no, I meant external lights :-) IVA is all good. Shroud/colliders -- I will -not- be revising the model in those regards. The way it is setup is the only way it will work in KSP without ejecting things out of the solar system on decoupling; I -cannot- have solid colliders for many of those shrouds without either A: killing performance by having 24/48 colliders per piece, or B: making them solid/convex and then they will shoot you (literally) off into space when you decouple.Well, that is exactly my problem!Right after decoupling, at first SM/CM starts to slowly drift away from ICPS, and then after 3-4 seconds ICPS is going the other way real fast spinning wildly, and if per chance I had something on the bottom of SM - there's high probability that it (3 of 4 symmetrical parts at max, 1 of 4 at minimum) gets blown away. Not to mention implied orbit correction for SM/CM afterwards. Tried semi-clean install too - still decoupling is harsh for me.ICPS - Yep, it is -supposed- to be an extending nozzle, but KSP does not support 'deployable' engines. Well, Nertea has deployable nozzle (actually RL-10 but with some tank-support frame) in his CryoEngines, so I guess that's theoretically doable... Edit: for one thing, there's BahamutoD's BDAnimationModules, and then you just like...%MODULE[AnimatedEngine] { %EngineAnimationName = CryoEngine125-2-Extend %WaitForAnimation = 0.95 }given that it's there, and voila I guess... ;-)Besides, I even heard that this commit will magically solve "can't start while stowed" PF issue for such engines (when You have fairing and engine in one stage) as well, Really Soon Now -I'm- not going to do anything about it, but have fun with it if you want to.I'd like to, but my problem is I do not really know how to start with Blender w.r.t. KSP models: not a single HOWTO that I know of, that sheds some light on KSP-specific modelling with animations... Maybe You know some, or I just need some generic course, book, whatever?.. Edit: Aside from (previously eaten by my adblocker, as it turned out) tutorial on how to set up Unity for KSP, and supposedly fresh PartTools, I've found a whole bunch of assorted, not systematic and not KSP-specific videos, but also found . Watching, now, hoping they'll shed some light... I'm noob, only did Bryce and 3dmax before, never Blender/Maya/Unity.Jeb[us] (R), I do not even know if I need to ask You for some other files (e.g. "model source") aside regular, released model.mu (and textures) to add animations TBH.Edit: nevermind, just found https://github.com/taniwha-qf/io_object_muYou can examine the transform name by opening up the config file (it is the one labeled as docking transform, or w/e)Oh, like I said I've used hex editor to look inside the model itself yesterday, and found transforms, and the camera works good now; I only have to update the RPM itself to draw some cross, relative speed, target distance etc - planning to monkey that out from NF props soon.Please don't be offended. I really appreciate Your work (guess it shows in my post count here in this very topic); I just need MOAR :-D What's so bad about wanting that?p.s. thanks for pointer about colliders performance; will read up on that - guess there has to be some synthetic test for Unity somewhere.... Edited June 25, 2015 by cipherpunks spell - NOT NATIVE SPEAKER, can't transmit emotions properly Link to comment Share on other sites More sharing options...
Shadowmage Posted June 26, 2015 Share Posted June 26, 2015 Well, I have had some of my faith (hope?) in modders restored; RoverDude has supposedly fixed the USI Life-Support staging problems. It -looks- like the changes must have been done in the stock code for 1.03/1.04, as I'm not seeing any changes in the actual USI-LS code. I guess I'll have to set up a 1.04 environment this weekend to start testing all of that stuff and see how badly 1.04 breaks things.WRT colliders: I have zero problems with undocking/decoupling of the ICPS from the lower stages, or decoupling of the SM from the ICPS. They both separate cleanly without any collisions or high-speed ejections in my games. Perhaps the issue is the parts you are attaching? Does the problem still occur with no additional stuff attached?I'm not offended by any means; I just do not have time to rework already finished parts/models, nor time to write a deployable engine module. I am not really open to relying on external plugins for my parts as it creates far too many dependency issues and support problems in the long run (due to wrong-versions of those dependencies, or the dependency being updated and breaking all of my parts requiring me to rework the parts). Been there done that with Minecraft modding... it is no fun for anyone involved.The problem I have with people wanting 'more', is that I cannot just come up with 'more time'. I work full time, it is the busy season at work (so I'm often working late/overtime), I have friends visiting from Alaska, and I'm in the middle of rebuilding my roomate's computer that his cat killed with a cup of soda last week (yep, the whole thing got drenched...). It can take a few hours just to re-export a single model from Unity; far more so when animations are involved (and that is just the Unity side of things, not including the actual animating or re-texturing that would be needed); that is time that I merely do not posses at the moment. What very limited development time that I do have I am trying to devote to finishing up the Lander Core series of parts, but, as my busy schedule would suggest, progress is going -very- slowly lately.If you do manage to find/fix issues regarding the colliders, please let me know what the problem/solution were and I will see about getting them fixed in the dev version when I have time. For now though, the parts seem to function perfectly in my games for their intended purpose, so I'm not in any huge rush to change things.WRT to tutorials: I had to learn through trial, error, and application of my programming knowledge to figure stuff out. I could not find any good -up to date- tutorials, and had to piece stuff together from multiple sources to get anything usable. The best I could suggest is to read everything linked on: http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE and to watch some of the videos if you still have questions. Those are probably the most up to date, but many are still written with 0.23 in mind and missing some of the newer features that are available; none that I know of cover the heating or drag mechanics introduced in 1.x, so that stuff is mostly guesswork still. Link to comment Share on other sites More sharing options...
Shadowmage Posted June 26, 2015 Share Posted June 26, 2015 More silly lander questions:For a 5m lander pod, what design would be preferred:Direct-Ascent all-in-one orbital and lander pod (docking port would be located underneath an animated/retractable nosecone); would likely come with full RCS and heat-shield, making it a quite capable orbital/re-entry pod as well.Traditional TDE type pod (docking port would be located on central top):Or, would a scaled-up version of the horizontal cylinder pods be preferred (this is the LC3-POD shown, but could scale up larger if needed for 5m use):And the biggest question -- is there even need for a 5m / 6+ crew lander pod? I'm having a heck of a time coming up with viable designs for such a large pod, as I'm unsure what the need/use for it would be. I'm kind of liking the look on the direct-ascent variant, but I have not yet worked out any numbers as far as performance would go, so I'm not sure how useful it would really end up being.Any thoughts? Link to comment Share on other sites More sharing options...
Shadowmage Posted June 29, 2015 Share Posted June 29, 2015 Has anyone noticed any problems with the Orion/SLS parts after upgrading to 1.03/1.04? I did not have a chance to do any upgrading/testing over the weekend (or really much of anything KSP related...), but would like to make sure there are no game-breaking problems with those parts.If anything was broken, it would likely be heat related; such as crazy overheating/exploding, or something similar. If you do spot any problems with any of my parts, please let me know and I'll look into getting them cleaned up this week. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted June 30, 2015 Share Posted June 30, 2015 (edited) Nothing I noticed in my testing yesterday on 1.04. Had a 3.75 - 7x 1.25 multicoupler from one of NecroBones' mods (SpaceY probably) that overheated and exploded during my testing; but nothing from this mod even using rather hot-burning engines (KSPI NTR nozzles from 1.021 [as opposed to the just-released 1.022 that patches to the new heat mechanics]). I was using the Orion; Orion SM, and shroud / decoupler for it during testing. One thing I did notice with the Orion and its service module is that it's a very odd size 4.010 or 4.100 meters (can't remember which offhand) that makes for some funkiness if you don't explicitly use the ICPS with it (I don't as I haven't copied / made a RF config for it yet; and 45/55 KeroLOX config just FEELS so wrong for something that is proposed to use HydroLOX and only meant for LEO operations >.<) Edited June 30, 2015 by Shad0wCatcher Closing Parenthesis... Link to comment Share on other sites More sharing options...
cipherpunks Posted June 30, 2015 Share Posted June 30, 2015 (edited) Without any mods except mostly-harmless ones - namely Toolbar, FilterExtensions, EditorExtensions, HyperEdit and KER - I still have semi-high-speed-ejection and wildly rotating Auriga MPCM+SM after a) jettisoning 3 SM shrouds and decoupling SM from ICPS. As those mods aren't likely to interfere, I can honestly say that that shroud still has collider problems even on "clean", "stock" KSP 1.0.2 (yes, that's right, I'm hesitant to update). No other parts attached except MPCM, SM, dock+parachute, 2 shrouds and ICPS.Steps to reproduce:- install clean KSP 1.0.2; install BaconLabs release- install HyperEdit- enter VAB, place Auriga stack, launch- HyperEdit the stack to some orbit- 3x jettison fairing sides!!! DO NOT enable any SAS; do not move the craft at all !!! (actually this makes no difference, but still for the cleannes sake)- decouple the IPCS shroud- wait for about ten seconds while it slowly slides out of that shroud- watch semi-high-speed-rotating ejectionAfter decoupling, KER will say max G force = 567,924 to ~540000. If reset after that, but prior to semi-high-speed ejection, it will say around 1.64 to 1.032, so even KER shows that the decoupling had anomalities ;-) %MODULE[TweakScale]:NEEDS[TweakScale] { %type = stack %defaultScale = 3.75 } // TweakScale} // PART@PART[OrionDPM] { //,NasaDockingSystem] { // BaconLabs Bacon Docking System (Parachute), Bacon Docking System (Standard)// International Docking Adapter (IDA), a 526-kilogram <- but that's whole pressurized adapter; todo research just the docking node mass %MODULE[JSIExternalCameraSelector]:NEEDS[RasterPropMonitor] { %cameraContainer = NodeStackBottom // DockingPort works %cameraIDPrefix = ExtCam }} // PART@PART[Orion] { // BaconLabs Auriga Multi-Purpose Crew Vehicle//Capsule mass: 8913 kg (must be 5 t at D=3.75m)//Gross mass: 9742 kg @mass += 4.447//Environmental Control System: 128 kg TODO add TAC LS %MODULE[ModuleCommand] { %minimumCrew = 0 %RESOURCE[ElectricCharge] { %rate = 0.05 } } // ModuleCommand @MODULE[ModuleSAS] { %SASServiceLevel = 3 } // prograde, retrograde, radial, normal, node, target//RCS Coarse No x Thrust: 24 x 445 N.TODO re-check ModuleRCS @MODULE[ModuleRCS] { @atmosphereCurve { @key,0 = 0 290 } } @RESOURCE[Ablator] { @amount = 100 }//RCS Propellants: 175 kg//Spacecraft delta v: 50 m/s @RESOURCE[MonoPropellant] { @amount = 44 // was 150 @maxAmount = 44 } // RESOURCE %thermalMassModifier = 0.35 // it is hollow inside; 1.0 for insulator; 0.35 does the trick for lifting reentry from the Moon at 99.99% Ablator usage %heatConductivity = 0.001 // 0.0001 for insulator %skinThicknessFactor = 0.15 // hollow inside, thin walls, scary ....// %emissiveConstant = 0.30 // trying not to touch it...} // PART@PART[OrionESASvcMod] { // BaconLabs Auriga Service Module // old, pre-ATV: empty mass 3.7 t, fuel 8.3 t; ATV carried 4.7 t of fuel//Service Module mass: 12337 kg (must be 5.2 t at D=3,75)//Service module propellant mass: 7907 kg (must be 3.34 t at D=3.75) @mass = 4.43 //1.86 %node_stack_bottom2 = 0, -1.9, 0, 0, -1, 0, 1 @MODULE[ModuleRCS] { @atmosphereCurve { @key,0 = 0 329 } } @MODULE[ModuleEnginesFX],* { @heatProduction = 170 } // was 350; 180 overheats after ~950 dV @MODULE[ModuleEnginesFX],* { @atmosphereCurve { key,9 = 9 0.1 } } // % -> "cannot use index with replace value"// Isp of R-4D-11 is 312 s; R-4D-15 Isp is 323 s; no more than 343 s for main nozzle @MODULE[ModuleEnginesFX],0 { @atmosphereCurve { @key,0 = 0 340 } } // suppose it's Aestus II / RS-72 @MODULE[ModuleEnginesFX],1 { @atmosphereCurve { @key,0 = 0 333.5 } } @MODULE[ModuleEnginesFX],0 { @maxThrust = 55.5 } // was 120; suppose it's Aestus II / RS-72 @MODULE[ModuleEnginesFX],1 { @maxThrust = 7.5 } // was 60; suppose it's AMBR at 0.935 kN @MODULE[SSTUSolarPanel] { @resourceAmount *= 4 } // stock is 12.6 EC/s// RCS Coarse No x Thrust: 16 x 445 N// Spacecraft delta v: 1855 m/s//CM+SM Gross mass: 21500 kg//CM+SM Unfuelled mass: 11750 kg//Gross mass: 9819 kg//Unfuelled mass: 69 kg ?? ... this source lies//Thrust: 33.40 kN ?? no info on engines yet, except ATV ones, but they do play with RS-72//Total delta-v: ~1340 m/s @RESOURCE[MonoPropellant] { @amount = 1976 //1925 // was 1050 = 4.2t @maxAmount = 1976 } // RESOURCE @RESOURCE[ElectricCharge] { @amount = 400 @maxAmount = 400 } // RESOURCE %heatConductivity = 0.01 // 0.0001 for insulator %skinThicknessFactor = 0.1 // ?? unsure %emissiveConstant = 0.4 // SM is ribbed and has panels; 1 for radiators} // PART@PART[ICPS]:NEEDS[CryoEngines] { // BaconLabs Interim Cryogenic Propulsion Stage @title = Interim Cryogenic Propulsion Stage @manufacturer = Boeing @mass = 4.1 // 32.4t gross// real Orion stack dV ~= 3050+, actual dV for Auriga stack = 3299 @MODULE[ModuleEngines] { @maxThrust = 110.1 // RL-10B2 @heatProduction = 42 // was 35.0 @atmosphereCurve { @key,0 = 0 465.5 @key,1 = 1 373 key,9 = 9 0.1 } // atmosphereCurve !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} %PROPELLANT[LqdHydrogen] { %ratio = 1.0 %DrawGauge = False // ?? } // PROPELLANT %PROPELLANT[Oxidizer] { %ratio = 0.1 %DrawGauge = True } // PROPELLANT } // ModuleEngines// min 28.3t HydroLOx ~= 3.75x5.625m PP tank ~= 5000 LOx+50k LH2// for the record, there is 16.92t of HydroLOx in DCSS -RESOURCE[LiquidFuel] {} %RESOURCE[LqdHydrogen] { %amount = 49570 %maxAmount = 49570 } // RESOURCE @RESOURCE[Oxidizer] { @amount = 4957 @maxAmount = 4957 } // RESOURCE} // PART// SA 581 kg total@PART[OrionShroud1] { // BaconLabs Auriga Service Shroud & Adapter @mass *=0.16 // was 1.75 %thermalMassModifier = 0.9 // 1.0 for insulator %emissiveConstant = 0.30 %heatConductivity = 0.02 // 0.0001 for insulator} // PART@PART[OrionShroud2] { // BaconLabs Auriga Service Adapter @mass *= 0.15 // no way it weights 1.75 tons! @node_stack_bottom = 0, -0.5, 0, 0, -1, 0, 1 // size was 2 %thermalMassModifier = 0.9 // 1.0 for insulator; 0.9 = 189 m(t) %emissiveConstant = 0.30 %heatConductivity = 0.02 // 0.0001 for insulator} // PART@PART[BLSLSSRBNose] { // BaconLabs 5-Segment SRB Nose Cone (2.25m) @mass *= 0.5 @node_stack_bottom = 0.0, -1.48, 0.0, 0.0, -1, 0.0, 2 // y was -1.37; -1.5 is just too much; -1.46 almost, but clips %MODULE[TweakScale]:NEEDS[TweakScale] { %type = stack %defaultScale = 2.25 } // TweakScale} // PART@PART[OrionBPC] { // BaconLabs Auriga BPCAs for lander, I like 1st variant, but I like 3rd variant too - would it make some good semi-permanent base module?...Edit: docking port parachute produces zero drag for me, so the parachute is not functional. Just thought that I should try without any mods - trying now...Edit 2: hm, without any mods parachute does indeed produce drag; fiddling...Edit 3: parachute doesn't work with FAR+ModularFlightIntegrator Edited June 30, 2015 by cipherpunks mention parachute problem, fix MM patch; update MM patch Link to comment Share on other sites More sharing options...
Gaultesian Posted June 30, 2015 Share Posted June 30, 2015 Hi folks,I was wondering if anyone has seen an imaging bug with the Auriga command pod? In VAB/SPH, it shows up fine (white), but on the launching pad, and in space, it shows up all black. Am I doing something wrong?Cheers, and I love this mod. Link to comment Share on other sites More sharing options...
Arcturusvfx Posted June 30, 2015 Share Posted June 30, 2015 sounds like a heat shield issue. Link to comment Share on other sites More sharing options...
Shadowmage Posted June 30, 2015 Share Posted June 30, 2015 Without any mods except mostly-harmless ones - namely Toolbar, FilterExtensions, EditorExtensions, HyperEdit and KER - I still have semi-high-speed-ejection and wildly rotating Auriga MPCM+SM after a) jettisoning 3 SM shrouds and decoupling SM from ICPS. As those mods aren't likely to interfere, I can honestly say that that shroud still has collider problems even on "clean", "stock" KSP 1.0.2 (yes, that's right, I'm hesitant to update). No other parts attached except MPCM, SM, dock+parachute, 2 shrouds and ICPS.Steps to reproduce:- install clean KSP 0.1.2; install BaconLabs- install HyperEdit- enter VAB, place Auriga stack, launch- HyperEdit the stack to some orbit- 3x jettison fairing sides!!! DO NOT enable any SAS; do not move the craft at all !!!- decouple the IPCS shroud- wait for about ten seconds while it slowly slides out of that shroud- watch semi-high-speed-rotating ejectionAfter decoupling, KER will say max G force = 567,924 to ~540000. If reset after that, but prior to semi-high-speed ejection, it will say around 1.64 to 1.032, so even KER shows that the decoupling had anomalities ;-)As for lander, I like 1st variant, but I like 3rd variant too - would it make some good semi-permanent base module?...Edit: docking port parachute produces zero drag for me, so the parachute is not functional. Just thought that I should try without any mods - trying now...Edit 2: hm, without any mods parachute does indeed produce drag; fiddling...Edit 3: parachute doesn't work with FAR.I was still unable to reproduce your collision/decoupling issue over the weekend. I'll try on a cleaner install (as both my dev and game installs have a ton of mods in them) to see if that helps the issue pop out. They decouple perfectly fine for me on my current setup, both the ICPS from its lower attachment, and the SM from the ICPS (hmm...not sure if I have SAS on for these or not...). I should also ask if you are using the Bacon-Labs config/distribution, or my dev releases? (I cannot really offer support for the BL releases, as _Augustus_ has changed too much stuff in configs and otherwise that is out of my control). But..either way... I'll give this another look over tonight (and video the results if needed). Thanks for the more detailed investigation/steps for reproduction. I suppose I should download the B/L pack and test that version as well, might be some independent issues that are popping up. Hmm...could also be related to jettisoning the shrouds/side panels; I always do that in the upper atmo (>40k) at the same time I jettison the BPC/LAS...so I'll check on that too (the stock jettison mechanics are...weird...and those panels most certainly -do- have colliders after they are jettisoned...when they really should not).FAR w/ parachute -- I do not use / support FAR. Mostly I don't support it -because- I don't use it (I love the idea, but I've never gotten to try it out as there are always far too many incompatibilities for my highly modded games...). As far as fixing the problem goes, I would have no idea where to start; FAR -should- make itself compatible with anything that works using stock mechanics and modules (e.g. ModuleParachute and ModuleDragCubeModifier), but that is apparently not the case. If you come across any solutions for this, please let me know and I'll see about getting them integrated/releasing a patch (there is probably a special module that FAR adds to parts to manipulate the voxelization / modify drag ratios, but I have no idea what it is).Black command pod -- is this in 1.04? I have not yet had time to test in 1.04, and with _Augustus_ adding ablator to it, it -could- be doing some weird things with the heating/ablator shader. (You could try editing the config and removing the ablator section to see if that solves the issue -- it was NOT designed to have ablator anyways, and I will not be supporting any issues that arise from its inclusion).SM sizing -- yep; IRL the SM is -not- the same size as the rest of the stack, you can clearly see this if you examine photos/diagrams/etc. The actual dimensions for the Orion CM are ~very close to 5m (which results in the 3.75m scaled size), and the SM is slightly wider around the decoupler area (the 4.~m section), and sightly smaller around the main body (2.8m or so). You don't -have- to use it with the ICPS, there are adapters included (or -should- be) that will allow you to mate it to a standard 3.75m stack (MSA and SCA adapters). Sorry, but that is just how it was designed in real life; it will pretty much always need adapters. If you look at any diagrams/etc of the real-life equivalent, you will notice different adapters are present depending upon exact configuration... but always present.WRT heat from the ICPS, I was thinking the other day that I need to re-examine the heat production from that part, as I based its current/original heat stats from a full tank/maximum mass; where the heat stats should actually be based off of an empty tank/minimum mass for the part (basically just the engine) -- this should result in a much slower heating while the tank is full, and about the same heating when the tank is empty; overall result should be a fairly large reduction in heat output from that part. Still need to examine and unify this theory with the 1.04 heat mechanics. Anyhow, I believe _Augustus_ is away on vaction for a few days / another week or more; I cannot fix anything in the public releases, but I can at least try and track down what the issues are and have fixes ready for when he returns. 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Shadowmage Posted June 30, 2015 Share Posted June 30, 2015 Update from _Augustus_:Apparently he has been temp-banned from the forums for some drama with other users. He is also leaving on vacation today, sounds like he will be back sometime after the 24th of July. Below is his response to the recent support inquiries:- begin quote:"They decoupled fine for me the last time I checked.No clue, not a FAR or RealChute user either.It should only be black if out of Ablator. Tell them to make sure that the pod has all of it's Ablator. If it becomes that much of a problem then I will remove the Ablator in 1.4.ICPS has practically no heat production because it was depleting the Auriga of Ablator. I am in exile until July 24th/25th, I will announce if I'm back earlier.If you make a KerbalStuff account I will add you as a developer of the mod, which will allow you to patch the mod when I'm away."- end quote....I have just set up a KS account, so hopefully I'll be able to fix up (read: release a patch for) any problems that are found and figured out. I'll do some brief testing tonight regarding the decoupling issues to see if I can at least confirm that one. I'll try to look into downloading the BL release pack and checking up on the CM black-rendering bit Link to comment Share on other sites More sharing options...
Gaultesian Posted June 30, 2015 Share Posted June 30, 2015 I do think the black pod is caused by the ablator/fairing. I have tried several variations (things on the pod, like rcs thrusters and extra chutes, etc.), and found that the bare pod (without anything else on it, except a docking port on top) it shows up white. If 'too many' items are placed on the pod exterior, or overlapping the fairing a bit, then it comes out all black.Cheers. Link to comment Share on other sites More sharing options...
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