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[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]


Shadowmage

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Updated testing release is available:

https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.25-pre4

Few more texture updates; couple more config changes; and some bonus patches for you guys to play around with (realplume, lh2 engines/tanks).  See the change-log for full details.
This release marks the finishing of the 0.3.25 release goals, and I will be starting work on 0.3.26 stuff shortly (KW-style decouple-able fairings, interstage decouplers).  If no outstanding bugs are found, this will be moved to beta status and marked as the next 'recommended' release.

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2 hours ago, Shadowmage said:

Updated testing release is available:

https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.25-pre4

Few more texture updates; couple more config changes; and some bonus patches for you guys to play around with (realplume, lh2 engines/tanks).  See the change-log for full details.
This release marks the finishing of the 0.3.25 release goals, and I will be starting work on 0.3.26 stuff shortly (KW-style decouple-able fairings, interstage decouplers).  If no outstanding bugs are found, this will be moved to beta status and marked as the next 'recommended' release.

thought of adding MFT support? shouldnt be too hard, just have whatever total LF + oxidizer value for each possible tank, and have that be the MFT volume.

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24 minutes ago, lynwoodm said:

Im not sure if it's me or is anyone else's ICPS and HUS not showing LH2 in the tanks?

If you have the patch enabled, it should be there.  And as long as I didn't mess up the patch (did that one last minute, and did not test).  If you have lh2 as an option in the other tanks, the ICPS/HUS should be switched over by default;  if this is not the case, I will investigate further.

 

8 minutes ago, Jimbodiah said:

>> CHANGE - Rename SC-A-CMs for consistent naming with the rest of the parts \

Will this break saves?

Nope, is the in-game description/name only; the 'unique-id' name has stayed the same.

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Cool!

Can use that Orion-X version... but just sent up 5x 400K ships today with the non-X version as command pod, could have used it without being afraid to decouple now, whahahah... Murphy, right? LOL

Awesome that you are using CR now, makes it more realistic :)   

Looking better every single release, Mage!

 

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@Shadowmage I have CRP as one of my "required" mods to have and the LH2 shows up in the MFT-A Tank fuel switch modes. I deleted my MM configs to actually reload everything in the correct order and still no dice on it. The LH2 isn't even showing up in these parts, but it's showing as needed to operate the engines when staged. I cannot even add any fuel to it with hyperedit. It's acting like there's no where to put it, because the resource isn't even showing up on these parts. I took a look at my log and it shows that it's not putting the resource into these parts. 

 

Edited by lynwoodm
added pictures
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55 minutes ago, lynwoodm said:

@Shadowmage I have CRP as one of my "required" mods to have and the LH2 shows up in the MFT-A Tank fuel switch modes. I deleted my MM configs to actually reload everything in the correct order and still no dice on it. The LH2 isn't even showing up in these parts, but it's showing as needed to operate the engines when staged. I cannot even add any fuel to it with hyperedit. It's acting like there's no where to put it, because the resource isn't even showing up on these parts. I took a look at my log and it shows that it's not putting the resource into these parts.

 

Okay, thanks for the confirmation.  I will look into this tomorrow and likely issue an update;  apparently I messed up the patch somewhere, should be easy enough to fix up.

3 hours ago, 123nick said:

thought of adding MFT support? shouldnt be too hard, just have whatever total LF + oxidizer value for each possible tank, and have that be the MFT volume.

If by MFT you mean modular fuel tanks/real-fuels, then yes, it should already be supported through a provided patch (more RF than just mft).  Though, come to think of it, I'm not sure if I've updated the patch to include the latest tanks.  Will look into this next time I feel like installing MFT (I dont use it = low priority).

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I don't use RF, but I do use MFT and your MFT-A tank appears to be working properly or I don't have an issue with it. BTW, that LH2 conversion is AWESOME! Works and looks beautifully with Real Plume. It's not the fact that it appears to be OP, but the reduction of mass, plus the thrust of the rocket engines make for a fast ascent and more efficient Hence, you can put more payload on there without worrying about the mass of LOX fuel/engine setup. I've use the Cryogenic mod and it does the same thing and it was the right way to go for the engines you chose for LH2. The orbital B-CM is genius. Now, I can make an interstellar ship with that at the helm. When I get back on linux and get the update, I'll work this into my ship designs.  

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10 hours ago, Shadowmage said:

Okay, thanks for the confirmation.  I will look into this tomorrow and likely issue an update;  apparently I messed up the patch somewhere, should be easy enough to fix up.

If by MFT you mean modular fuel tanks/real-fuels, then yes, it should already be supported through a provided patch (more RF than just mft).  Though, come to think of it, I'm not sure if I've updated the patch to include the latest tanks.  Will look into this next time I feel like installing MFT (I dont use it = low priority).

ok

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Hey @Shadowmage,

I love this pack! I have a question about your plans moving forward... Are you planning on including different tank ratios in future releases? Right now, the models only depict a typical propellant ratio for Hydrolox fuels, not Kerosene or Hypergolic fuel ratios, which I admit, is the only thing that has kept me from using the tanks too often. It would really be a cool thing to add, if it could fit into your future plans. it doesn't have to be pegged on the fuel type, it can be user switchable, but it would really expand the options for creating different types of vehicles.

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1 hour ago, saabstory88 said:

Hey @Shadowmage,

I love this pack! I have a question about your plans moving forward... Are you planning on including different tank ratios in future releases? Right now, the models only depict a typical propellant ratio for Hydrolox fuels, not Kerosene or Hypergolic fuel ratios, which I admit, is the only thing that has kept me from using the tanks too often. It would really be a cool thing to add, if it could fit into your future plans. it doesn't have to be pegged on the fuel type, it can be user switchable, but it would really expand the options for creating different types of vehicles.

Use RealFuels if you really want all that.

For stock, the ratio of LF to O does not matter; they are the same density.  Really, you could just call it 'rocket fuel' and have a single resource, it would amount to the same thing.  So no, I will not be changing the stock fuel ratios.  And no I do not intend on adding NTO4/UDMH/Aerozine - Monopropellant is a suitable substitute for hypergolics.

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11 hours ago, davidy12 said:

Well, I only see it for the F-1s. 

 

3 hours ago, Jimbodiah said:

Think you have to add it yourself. Mage said he would chang the code so that realplume will work on the deploying engines.

 

I've both added compatibility for it to the deployable engines, -AND- have included a default patch that -should- enable it for all engines.

Which does work, at least in my games/setup:

dknAIRu.png

If it is not working in your game, you likely have some patches conflicting somewhere.

 

 

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12 hours ago, lynwoodm said:

I don't use RF, but I do use MFT and your MFT-A tank appears to be working properly or I don't have an issue with it. BTW, that LH2 conversion is AWESOME! Works and looks beautifully with Real Plume. It's not the fact that it appears to be OP, but the reduction of mass, plus the thrust of the rocket engines make for a fast ascent and more efficient Hence, you can put more payload on there without worrying about the mass of LOX fuel/engine setup. I've use the Cryogenic mod and it does the same thing and it was the right way to go for the engines you chose for LH2. The orbital B-CM is genius. Now, I can make an interstellar ship with that at the helm. When I get back on linux and get the update, I'll work this into my ship designs.  

 

Apparently I spelled Hydrogen wrong in my patch for the ICPS/HUS -- have fixed those up, and will issue an update shortly with that fix in place (also added MUS parts to the LH2 patch).

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The pods over heat on re-entry quite a bit, most likely still WIP as you mentioned heat balancing?

Also the docking port will not always "take" while docking, you need to let go on RCS throttle and let it back off a bit and then it will trigger capture. This means mechjeb will just keep pushing the station until monoprop is depleted (yeah, I know, don't do something else while the ship is docking ;)

 

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11 minutes ago, Jimbodiah said:

The pods over heat on re-entry quite a bit, most likely still WIP as you mentioned heat balancing?

Also the docking port will not always "take" while docking, you need to let go on RCS throttle and let it back off a bit and then it will trigger capture. This means mechjeb will just keep pushing the station until monoprop is depleted (yeah, I know, don't do something else while the ship is docking ;)

 

What kind of re-entry?  As I've done mun/minmus direct to kerbin 30k peri capture, and had zero problems with either heat or ablator use.  Edit:  And which pod(s)?  They have very different balance in place on them.

Docking port - stock problem, not much I can do about it.  Also, as soon as the magnetics engage, you -should- be turning MJ/etc off completely, as it will only make things worse/fight against the docking ports own alignment code.  I canpossibly try making the collider a bit longer (right now it is a few CM short of the docking transform), but last time I did that, it made the ports not want to dock unless -perfectly- aligned.

Also, you can always try playing with the docking port config settings -- there are quite a few that determine distance/angle/etc.  I've not touched any of them, so they use the stock values.  Might be something in there that will give you the effect you are looking for.  If you find something that seems to work better, please let me know and I'll see about adding it to the configs.

 

Updated testing release is available:

https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.25-pre5

Mostly just fixes for the LH2 patch, but also re-adds the emissive texture for AJ10-137, and a couple other misc fixes.

 

Will be starting on the fairing stuff here shortly, will likely only take a day or three to get the fairing parts done, leaving the rest of the week for figuring out the interstage decoupler model + plugin coding.

 

Edited by Shadowmage
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