hawk_za Posted July 11, 2015 Share Posted July 11, 2015 just found this its AWSOME you sir ROCK keep up the awesome work and to think I found it on ckan Link to comment Share on other sites More sharing options...
autumnalequinox Posted July 11, 2015 Share Posted July 11, 2015 Besides some weird heating issues, Corvus is functional with 1.0.4 am i correct? It's become the absolute lynchpin to my early career game Link to comment Share on other sites More sharing options...
somnambulist Posted July 11, 2015 Share Posted July 11, 2015 Besides some weird heating issues, Corvus is functional with 1.0.4 am i correct? It's become the absolute lynchpin to my early career gameThe only issue is the corvus heat shield -- it needs to be updated to reflect the changes made in 1.0.3 and 1.0.4. Int the meantime use the stock heat shield unless you like krispy kernels. Link to comment Share on other sites More sharing options...
Murdabenne Posted July 14, 2015 Share Posted July 14, 2015 (edited) The only issue is the corvus heat shield -- it needs to be updated to reflect the changes made in 1.0.3 and 1.0.4. Int the meantime use the stock heat shield unless you like krispy kernels.Try to use a shallower descent profile. start further out, use (-120, 0, 0) node if you are in a ~71km circular orbit (which is a darned fast orbit). Start the burn (~12 seconds retrograde with the monoprop engine) about 75-80 degrees clockwise from KSC to end up pretty close - jettison back end after the burn and enter with just the capsule, nose, and heat-shield. Go hands off after you set the capsuel to hold retrograde the whole way with torque and SCS (use RCs once you're in the flames if necessary and if you have much). The rest is just watching until parachute time. You should hit 60k altitude going about 2200 m/s. You'll see red (dynamic pressure 500pa) as you cross 50K at about 2250m/s. It will get a bit toasty at 45-35k but the speed bleeds off starting at 35K, and and the heat and speed drop rapidly between 30K (2000m/s) and 10K (700 m/s). By 1500-1200m altitude your speed should be about 225m/s, and you can pop the chute. Landing is a nice thump at 6-7 m/s. Edited July 14, 2015 by Murdabenne Link to comment Share on other sites More sharing options...
panzerwaffe044 Posted August 5, 2015 Share Posted August 5, 2015 Is there any Launch Escape Towers for this pod. Can't find any mods with launch escape towers, that would fit 1.25 pods. Any suggestions? Link to comment Share on other sites More sharing options...
technerd89 Posted September 3, 2015 Share Posted September 3, 2015 (edited) I dont have the slightest clue how to write a MM patch, but for someone who can, or for those of you brave enough to manually edit the config for the heatshield, here are the changes needed to bring this in line with the stock 1.25m heatshield in 1.0.4.ChangethermalMassModifier = 0.001tothermalMassModifier = 1.0ChangeMODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 }toMODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -6000 lossConst = 1 pyrolysisLossFactor = 600 reentryConductivity = 0.01 ablationTempThresh = 500 }Fair warning, these are untested changes that im implementing myself as I write this, but the values make it identical to the stock heat shield, exception being that the Corvus heatshield has a slightly higher maxTemp due to the additional weight of the pod vs a Mk 1. Good luck, pilots.Edit: Just tested the above on a smooth re-entry from Minmus (initial Pe of 20km, speed on atmo entry 3250m/s) and it held up quite well. Lost about 35 ablator. Works great. Edited September 3, 2015 by technerd89 Link to comment Share on other sites More sharing options...
Mars Mullo Posted October 7, 2015 Share Posted October 7, 2015 Yeah the heatshield caught me by surprise... wow my craft burned out of ablator in ten seconds and blew to smitherines.. I am definatly reinstating an older save file and changing the craft MM code. Thanks.Perhaps you should just remove the HS from the pack. Safer that way. Link to comment Share on other sites More sharing options...
ModZero Posted November 10, 2015 Share Posted November 10, 2015 If that interests anyone, I included teacherd89's changes (and some CTT tech level adjustments) into a MM cfg file. Not tested too much yet, but I'll forget to post this later:@PART[Corvus_Heatshield] { @thermalMassModifier = 1.0 @MODULE[ModuleAblator] { @lossExp = -6000 @lossConst = 1 @pyrolisysFactor = 600 } @TechRequired = simpleCommandModules}@PART[Corvus_Exterior] { @TechRequired = simpleCommandModules}Note: if you're not using CTT, drop @TechRequired lines. Link to comment Share on other sites More sharing options...
bs1110101 Posted November 10, 2015 Share Posted November 10, 2015 Whatever happened to the CST-100-ish thing? Can someone please update that? Link to comment Share on other sites More sharing options...
Redhornet919 Posted November 10, 2015 Share Posted November 10, 2015 Whatever happened to the CST-100-ish thing? Can someone please update that?it never got updated to 1.0 but im pretty sure there are configs out there for it Link to comment Share on other sites More sharing options...
Changestormer Posted November 11, 2015 Share Posted November 11, 2015 Has anyone tried it with 1.05 yet? This and HGR have joined my "Absolutely must have mods for KSP" list. Link to comment Share on other sites More sharing options...
Legendary Emu Posted November 13, 2015 Share Posted November 13, 2015 Can confirm it works in 1.0.5. Can also confirm that it sinks to the bottom of the ocean. You have been warned. Link to comment Share on other sites More sharing options...
RoboRay Posted November 14, 2015 Share Posted November 14, 2015 Mine sank through the ocean floor and kept right on going. Link to comment Share on other sites More sharing options...
RoboRay Posted November 14, 2015 Share Posted November 14, 2015 Any Winged Gemini fans?I'm doing flight-testing on Winged Corvus!Here's some more pictures of the first runway landing after returning from orbit: http://imgur.com/a/AFY09 Link to comment Share on other sites More sharing options...
CompB Posted November 16, 2015 Share Posted November 16, 2015 (edited) I just launched a rescue mission, 1 pilot, and I can't board my rescued Kerbal. Tried EVA with the pilot, and now she's stuck outside also. Edit: Updated Module Manager, and now I can board. Also found that, with the heavier than water capsule, I can now set depth achievements! Edited November 17, 2015 by CompB Link to comment Share on other sites More sharing options...
hawk_za Posted November 22, 2015 Share Posted November 22, 2015 hi all awsome mod and agreed its a must have any hope that this will be updated in the ckan repository Link to comment Share on other sites More sharing options...
Kron Posted December 21, 2015 Share Posted December 21, 2015 I found a way to adjust the buoyancy to keep the pod from sinking. The configuration files for the stock pods have a few other values that can be adjusted if anyone wants to experiment with it. @PART[Corvus_Exterior] { %buoyancy = 1.7 } Link to comment Share on other sites More sharing options...
Thraken Posted December 21, 2015 Share Posted December 21, 2015 On November 14, 2015 at 8:13 AM, RoboRay said: Any Winged Gemini fans? I'm doing flight-testing on Winged Corvus! Here's some more pictures of the first runway landing after returning from orbit: http://imgur.com/a/AFY09 Can I ask, what mod did you get those wings from? Link to comment Share on other sites More sharing options...
Svm420 Posted December 21, 2015 Share Posted December 21, 2015 49 minutes ago, Thraken said: Can I ask, what mod did you get those wings from? B9 Procedural wings Link to comment Share on other sites More sharing options...
Panel Posted December 23, 2015 Share Posted December 23, 2015 Hey, I'm wondering if the generator automatically stops charging like the fuel cells. I've been afraid to leave it on in case I run out of monopropellant. Link to comment Share on other sites More sharing options...
klipty Posted February 21, 2016 Share Posted February 21, 2016 I really love this mod. I know it still works in 1.0.5, but without it updating, I don't think it will hold into 1.1. It looks like Orionkermin is gone, so is anyone going to take on development? Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 21, 2016 Share Posted February 21, 2016 26 minutes ago, klipty said: I really love this mod. I know it still works in 1.0.5, but without it updating, I don't think it will hold into 1.1. It looks like Orionkermin is gone, so is anyone going to take on development? The license is all rights reserved. Nobody can do anything about it I'm afraid. Link to comment Share on other sites More sharing options...
FiiZzioN Posted March 19, 2016 Share Posted March 19, 2016 I'm currently using this and loving it, but I have to wonder what's causing this issue. The issue is that when I deploy the parachute it starts slowing down the capsule gradually, but when it fully deploys it seems to fall faster as if the parachute didn't exist at all. I'm currently using RealChute so I have a feeling it something with the MM patch. This is also the only parachute that has this problem, so I'm quite stumped. I've also scanned the chute config and MM patch but I don't see anything alarmingly wrong that should cause this, so any help would appreciated! Link to comment Share on other sites More sharing options...
komodo Posted March 19, 2016 Share Posted March 19, 2016 46 minutes ago, FiiZzioN said: I'm currently using this and loving it, but I have to wonder what's causing this issue. The issue is that when I deploy the parachute it starts slowing down the capsule gradually, but when it fully deploys it seems to fall faster as if the parachute didn't exist at all. I'm currently using RealChute so I have a feeling it something with the MM patch. This is also the only parachute that has this problem, so I'm quite stumped. I've also scanned the chute config and MM patch but I don't see anything alarmingly wrong that should cause this, so any help would appreciated! I recall this one; it's a weird model interaction between the chute, and the nosecone "cap", if I remember right. I've had it on a couple craft, of similar configuration, but I don't know the exact cause. Well. Here is what happens, I just don't know WHY ultimately. So, you can hit f12 to visualize aerodynamic forces. You'll note that they're represented as colored vectors. A red one is drag, such that as you fall, the drag results in an *upward* vector, opposing your flight path, slowing you down. So, the snag, when that cap pops off, you can see it plainly: a new vector appears, also red (drag, I presume), but aimed pointing at the ground, 180 deg out of position. This effectively cancels out the actual drag vector, resulting in a very effective plummet. I don't know if a drag cube is out of whack, but that would be my guess. I don't know nearly enough about that system to guess how to adjust it. (Pinging @NathanKell, is there documentation anywhere on drag cubes? I've stared at them a few times, but beyond them appearing to be float curves (and I may be way off at that; it's been a little bit), I've not deciphered their savory details as of yet.) A dirty hack I found on accident (you try near anything in a sudden plummet...), which works sometimes, is to tumble the craft as much as possible off the nose up rear down bugged plummet orientation. Drag on the sides of the vessel seems to be still working correctly. This can sometimes jog whatever has gone nuts into working, or at least slow you enough to not destroy said chutes when they pop. That said, I've not played with realchutes (beyond the lite version with/from/for FAR, at least), so I'm not sure how it would tie in. It might be useful to test it in a sandbox save w/o realchutes to try to isolate some cause/effect. Good luck, brave test pilot! o7 Link to comment Share on other sites More sharing options...
FiiZzioN Posted March 19, 2016 Share Posted March 19, 2016 5 minutes ago, komodo said: ---- Snip ---- Thanks for the info! Hopefully Nathan might be able to chime if he has time and explain if it's drag cubes, and if so, how to configure them. I'm just glad that it wasn't just me getting a random bug as it means it's (most likely) not something unique to my install. Link to comment Share on other sites More sharing options...
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