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[1.6.1] Chaka Monkey 161


YANFRET

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3 hours ago, YANFRET said:

In older versions of KSP, the rigidity of a dock port relied heavily on the mass ratio between the port and the next part attached. In the current version this is much less a factor, so we are reducing the port's mass to 1 ton for the next update, which still provides a fairly rigid dock.

 

There is also a lower mass version of the port included.

Sounds good to me sir. Just noticed today for the first time, and it was causing havoc with my little lander. But I totally see now why you upped the mass. Thanks!

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On 3/7/2016 at 10:34 PM, Delta_8930 said:

Hi. Is it possible to make the inflatable heat shields (BC-003 folder under Aero) scaled for stock sizes? (1.25m, 2.5m, 3.75m)

If you change the diameter variables in the cfg you can reduce it down.

PART
{
name = XPC_InflateHeatshield31X
module = Part
author = Yorik


CoMOffset = 0, -1.5, 0
CoLOffset = 0, -6.0, 0
CoDOffset = 0, 1.5, 0


MODEL
{
  model = CMES/Aero/BC-003/model
  scale = 1.5, 1.3, 1.5
}

scale = 1

 

 

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On 3/8/2016 at 11:31 PM, YANFRET said:

If you change the diameter variables in the cfg you can reduce it down.

PART
{
name = XPC_InflateHeatshield31X
module = Part
author = Yorik


CoMOffset = 0, -1.5, 0
CoLOffset = 0, -6.0, 0
CoDOffset = 0, 1.5, 0


MODEL
{
  model = CMES/Aero/BC-003/model
  scale = 1.5, 1.3, 1.5
}

scale = 1

 

 

So should I change those two values for all three CFG files in the heat shield folder?

Also, by the way, can you add a reflective texture (from the new Orion upgrades) to your Orion model?

Edited by Delta_8930
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On 3/17/2016 at 0:05 PM, berkekrkn said:

Guys I have downloaded and installed it but Orion_Les in CMES stucks at load screen 

what i did was go into the mod folder and delete the part and made a mock up version from procedural fairings and squad's LAS

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10 hours ago, shizzak said:

what i did was go into the mod folder and delete the part and made a mock up version from procedural fairings and squad's LAS

We have not seen conflicts with this part before, it should load normally. Please let me know what other products are present when it does not load.

 

AMLV: Max Dynamic Hab

High DeltaV performance allows L1, L2, Munar orbits

 

tJSdnI.jpgt7OTKR.jpgPxjzEi.jpgcptgBD.jpg

 

 

 

11 hours ago, shizzak said:

Hey chaka and forum, using your mod allowed me to make the SLS rocket, i posted a link to video. Even though i have some parts missing (i.e solar panel covers) i can make do.

https://www.youtube.com/watch?v=caTBXmG74tI

Awesome video

Edited by YANFRET
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14 hours ago, YANFRET said:

We have not seen conflicts with this part before, it should load normally. Please let me know what other products are present when it does not load.

 

AMLV: Max Dynamic Hab

High DeltaV performance allows L1, L2, Munar orbits

 

tJSdnI.jpgt7OTKR.jpgPxjzEi.jpgcptgBD.jpg

 

 

 

Awesome video

I appreciate. I always look forward to updates on your mod. I'm currently working on an altair lander for the moon but having to use the MSV pod as the ascent module.

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YANFRET, some weird things are happening with the inflatable heatshields. I edited the CFGs according to your example, and this happens in the VAB:

mbtT2U7.jpgAs you can see, some crazy things are happening to the mesh. When I inflate the heatshield, the largest one inflates so much that it fills the entire VAB. How can I fix this?

I've also attached the code that I've modified for the heatshields:

PART
{
name = PC_InflateHeatshieldLxx
module = Part
author = Yorik


CoMOffset = 0, -1.5, 0
CoLOffset = 0, -6.0, 0
CoDOffset = 0, 1.5, 0


MODEL
{
  model = CMES/Aero/BC-003/model
  scale = 3.75, 2.3, 3.75
}

scale = 1
rescaleFactor = 1
node_stack_top = 0, 0.36, 0, 0,1, 0, 3
node_stack_bottom = 0,-1.02, 0, 0, -1, 0, 3
TechRequired = basicRocketry
entryCost = 7500
cost = 1250
category = Structural
subcategory = 0
title = CHAKA / Inflatable Heat Shield 2.5 (LARGE)	
manufacturer = CMES / Planetes Corporation, Planeguy Aerospace Systems, GMBH
description = Remember to inflate before entry!
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 8
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 12000
breakingForce = 60000
breakingTorque = 60000
maxTemp = 9000
fuelCrossFeed = False

MODULE
{
    name = ModuleDecouple
    ejectionForce = 20
    explosiveNodeID = top
    staged = true
}

MODULE
{
	name = ModuleAnimateGeneric
	animationName = InflateShieldL
	startEventGUIName = Inflate Heatshield
	isOneShot = true
}

MODULE
{
       name = ModuleJettison
       jettisonName = Shroud
       bottomNodeName = bottom
       checkBottomNode = true
       isFairing = True
       jettisonedObjectMass = 0.1
       jettisonForce = 5
       jettisonDirection = 0 0 1
	
}

MODULE
{
    name = ModuleAnimation2Value
    animationName = InflateShieldL
    valueName = maximum_drag
    valueCurve
    {
        key = 0 2 0 0
        key = 0.4 3 0 0
        key = 2 8 0 0
    }
}

MODULE
{
    name = ModuleEnviroSensor
    sensorType = TEMP
}

MODULE
{
    name = ModuleAnimation2Value
    animationName = heatshield
    valueName = maximum_drag
    valueCurve
    {
        key = 0.0 0.4 0 0
        key = 2.0 20.0 0 0
    }
}

	MODULE
	{
	    name = ModuleAnimation2Value
	    animationName = heatshield
	    valueName = minimum_drag
	    valueCurve
	    {
	        key = 0.0 0.4 0 0
			key = 0.5 2 0 0
			key = 1.8 10 0 0
	        key = 2.0 20.0 0 0
	    }
	}
	MODULE
    {
        name = ModuleAnimation2Value
        animationName = heatshield
        valueName = angularDrag
        valueCurve
        {
            key = 0 4 0 0
            key = 2 2000 0 0
        }
    }
	MODULE
	{
	    name = ModuleAnimation2Value
	    animationName = heatshield
	    valueModule = ModuleHeatShield
	    valueName = reflective
	    valueCurve
	    {
	        key = 0 0.04 0.0 0.0 //not negative because the shield is there, just smaller
	        key = 1.6 0.2 0.0 0.0
	        key = 2 0.5 0.0 0.0 //full reflection
	    }
	}

	MODULE
	{
		name = ModuleHeatShield
		direction = 0, -1, 0 // bottom of pod
		reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation)
	}
	RESOURCE
	{
		name = LeadBallast
		amount = 0.0
		maxAmount = 652.734
	}
}
@PART[PC_InflateHeatshieldLxx]:NEEDS[FerramAerospaceResearch]
{
	!MODULE[ModuleAnimation2Value],0{}
	!MODULE[ModuleAnimation2Value],1{}
	!MODULE[ModuleAnimation2Value],2{}
}
}
}
PART
{
name = XPC_InflateHeatshieldLX
module = Part
author = Yorik


CoMOffset = 0, -1.5, 0
CoLOffset = 0, -6.0, 0
CoDOffset = 0, 1.5, 0


MODEL
{
  model = CMES/Aero/BC-003/model
  scale = 2.5, 1.3, 2.5
}

scale = 1
rescaleFactor = 1
TechRequired = basicRocketry
entryCost = 10200
cost = 3200
node_stack_top = 0, 0.18, 0, 0,1, 0, 3
node_stack_bottom = 0,-0.5, 0, 0, -1, 0, 3
TechRequired = heavyAerodynamics
entryCost = 7500
cost = 1250
category = Structural
subcategory = 0
title = CHAKA / Inflatable Heat Shield 2.0	
manufacturer = CMES / Planetes Corporation, Planeguy Aerospace Systems, GMBH
description = Remember to inflate before entry!
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 12000
breakingForce = 60000
breakingTorque = 60000
maxTemp = 9000
fuelCrossFeed = False

MODULE
{
    name = ModuleDecouple
    ejectionForce = 20
    explosiveNodeID = top
    staged = true
}

MODULE
{
	name = ModuleAnimateGeneric
	animationName = InflateShieldL
	startEventGUIName = Inflate Heatshield
	isOneShot = true
}

MODULE
{
       name = ModuleJettison
       jettisonName = Shroud
       bottomNodeName = bottom
       checkBottomNode = true
       isFairing = True
       jettisonedObjectMass = 0.1
       jettisonForce = 5
       jettisonDirection = 0 0 1
	
}

MODULE
{
    name = ModuleAnimation2Value
    animationName = InflateShieldL
    valueName = maximum_drag
    valueCurve
    {
        key = 0 1 0 0
        key = 0.2 1.5 0 0
        key = 1 4 0 0
    }
}
MODULE
{
    name = ModuleEnviroSensor
    sensorType = TEMP
}

MODULE
{
    name = ModuleAnimation2Value
    animationName = heatshield
    valueName = maximum_drag
    valueCurve
    {
        key = 0.0 0.2 0 0
        key = 1.0 10.0 0 0
    }
}

	MODULE
	{
	    name = ModuleAnimation2Value
	    animationName = heatshield
	    valueName = minimum_drag
	    valueCurve
	    {
	        key = 0.0 0.2 0 0
			key = 0.25 1 0 0
			key = 0.9 5 0 0
	        key = 1.0 10.0 0 0
	    }
	}
	MODULE
    {
        name = ModuleAnimation2Value
        animationName = heatshield
        valueName = angularDrag
        valueCurve
        {
            key = 0 2 0 0
            key = 1 1000 0 0
        }
    }
	MODULE
	{
	    name = ModuleAnimation2Value
	    animationName = heatshield
	    valueModule = ModuleHeatShield
	    valueName = reflective
	    valueCurve
	    {
	        key = 0 0.02 0.0 0.0 //not negative because the shield is there, just smaller
	        key = 0.8 0.1 0.0 0.0
	        key = 1 0.25 0.0 0.0 //full reflection
	    }
	}

	MODULE
	{
		name = ModuleHeatShield
		direction = 0, -1, 0 // bottom of pod
		reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation)
	}
	RESOURCE
	{
		name = LeadBallast
		amount = 0.0
		maxAmount = 352.734
	}
}
@PART[XPC_InflateHeatshieldLX]:NEEDS[FerramAerospaceResearch]
{
	!MODULE[ModuleAnimation2Value],0{}
	!MODULE[ModuleAnimation2Value],1{}
	!MODULE[ModuleAnimation2Value],2{}
}
}
}
}

 

 

PART
{
name = XPC_InflateHeatshield31X
module = Part
author = Yorik


CoMOffset = 0, -1.5, 0
CoLOffset = 0, -6.0, 0
CoDOffset = 0, 1.5, 0


MODEL
{
  model = CMES/Aero/BC-003/model
  scale = 1.25, 1.3, 1.25
}

scale = 1
rescaleFactor = 1
TechRequired = basicRocketry
entryCost = 10200
cost = 3200
node_stack_top = 0, 0.18, 0, 0,1, 0, 3
node_stack_bottom = 0,-0.5, 0, 0, -1, 0, 3
TechRequired = heavyAerodynamics
entryCost = 7500
cost = 1250
category = Structural
subcategory = 0
title = CHAKA / Inflatable Heat Shield 1.5	
manufacturer = CMES / Planetes Corporation, Planeguy Aerospace Systems, GMBH
description = Remember to inflate before entry!
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 4
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 12000
breakingForce = 60000
breakingTorque = 60000
maxTemp = 9000
fuelCrossFeed = False

MODULE
{
    name = ModuleDecouple
    ejectionForce = 20
    explosiveNodeID = top
    staged = true
}

MODULE
{
	name = ModuleAnimateGeneric
	animationName = InflateShieldL
	startEventGUIName = Inflate Heatshield
	isOneShot = true
}

MODULE
{
       name = ModuleJettison
       jettisonName = Shroud
       bottomNodeName = bottom
       checkBottomNode = true
       isFairing = True
       jettisonedObjectMass = 0.1
       jettisonForce = 5
       jettisonDirection = 0 0 1
	
}

MODULE
{
    name = ModuleAnimation2Value
    animationName = InflateShieldL
    valueName = maximum_drag
    valueCurve
    {
        key = 0 1 0 0
        key = 0.2 1.5 0 0
        key = 1 4 0 0
    }
}
MODULE
{
    name = ModuleEnviroSensor
    sensorType = TEMP
}

MODULE
{
    name = ModuleAnimation2Value
    animationName = heatshield
    valueName = maximum_drag
    valueCurve
    {
        key = 0.0 0.2 0 0
        key = 1.0 10.0 0 0
    }
}

	MODULE
	{
	    name = ModuleAnimation2Value
	    animationName = heatshield
	    valueName = minimum_drag
	    valueCurve
	    {
	        key = 0.0 0.2 0 0
			key = 0.25 1 0 0
			key = 0.9 5 0 0
	        key = 1.0 10.0 0 0
	    }
	}
	MODULE
    {
        name = ModuleAnimation2Value
        animationName = heatshield
        valueName = angularDrag
        valueCurve
        {
            key = 0 2 0 0
            key = 1 1000 0 0
        }
    }
	MODULE
	{
	    name = ModuleAnimation2Value
	    animationName = heatshield
	    valueModule = ModuleHeatShield
	    valueName = reflective
	    valueCurve
	    {
	        key = 0 0.02 0.0 0.0 //not negative because the shield is there, just smaller
	        key = 0.8 0.1 0.0 0.0
	        key = 1 0.25 0.0 0.0 //full reflection
	    }
	}

	MODULE
	{
		name = ModuleHeatShield
		direction = 0, -1, 0 // bottom of pod
		reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation)
	}
	RESOURCE
	{
		name = LeadBallast
		amount = 0.0
		maxAmount = 352.734
	}
}
@PART[XPC_InflateHeatshieldLX]:NEEDS[FerramAerospaceResearch]
{
	!MODULE[ModuleAnimation2Value],0{}
	!MODULE[ModuleAnimation2Value],1{}
	!MODULE[ModuleAnimation2Value],2{}
}
}
}
}

 

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14 hours ago, Delta_8930 said:

YANFRET, some weird things are happening with the inflatable heatshields. I edited the CFGs according to your example, and this happens in the VAB:

It's important to understand that these inflatable heatshields are from a Yorik's ancient mod designed for a much older version of KSP which he no longer supports, and the fact that they work at all with the settings we have established is a minor miracle. From this point forward we cannot support modification of the inflatable products.

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6 hours ago, YANFRET said:

It's important to understand that these inflatable heatshields are from a Yorik's ancient mod designed for a much older version of KSP which he no longer supports, and the fact that they work at all with the settings we have established is a minor miracle. From this point forward we cannot support modification of the inflatable products.

All right. Will you guys be creating new inflatable heatshields for the KSP 1.1 release?

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22 minutes ago, shizzak said:

 Nice Video!!

7 hours ago, Delta_8930 said:

All right. Will you guys be creating new inflatable heatshields for the KSP 1.1 release?

While they have some flaws, the heatshields do function the way we like, and are not yet scheduled for replacement.

If you are looking for parts to use outside this pack, maybe look around and see if Yorik's original "Inflatable Heatshields with Deadly Reentry" mod is still kicking around.

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On 3/31/2016 at 0:24 AM, Table said:

will this support 1.1? or the 1.1 release?

Nice table

 

We typically update when KSP updates... so once we have had the opportunity to validate the next version on 1.1 it will be released as such.

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  • 3 weeks later...

1.1 Testing Continued

 


ba4xGr.jpgiGrtt5.jpgFPvCKa.jpg

 

We are pleased to report that the 1.0.5 Orion undocking bug has been resolved by 1.1, and also that so far all Chaka systems are functioning within nominal guidelines in KSP 1.1

Edited by YANFRET
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