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[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)


NecroBones

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Just noticed that the 4K command pod has no way to have the 4th crewmember leave it to go EVA. The crew portraits only show the first 3 seats and no scroll arrows to get to the 4th (and when one or more go on EVA the 4th doesn't become visible). Maybe I'm missing something?

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Just noticed that the 4K command pod has no way to have the 4th crewmember leave it to go EVA. The crew portraits only show the first 3 seats and no scroll arrows to get to the 4th (and when one or more go on EVA the 4th doesn't become visible). Maybe I'm missing something?

Try clicking on the hatch. You should be able to select them all there.

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Couldn't you just throw in the shuttle cockpit IVA from stock to be used?

Probably. I'll take a look at it.

EDIT: Yep, this will work. There are some polygon glitches visible through the windows, but it's not bad. At least it gives functional instruments and the like too. I'll push this out before long. It'll be a little time before I do anything more significant since I'm sort-of waiting for the Unity 5 update to drop.

the service bays need ramps for rovers.

Yep, that's on my list to investigate. It's not a simple problem, since static animations will lift the entire lander, and we can't know in advance how tall the lander will be. I'm going to experiment with a landing-leg suspension and see if I can make that work.

Edited by NecroBones
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I'm going to experiment with a landing-leg suspension and see if I can make that work.

Aw, no fancy MKIV ramp then? Oh well :-(

(naw, it's fine, if you get something stocky to work, that's kinda better).

But, would you consider making a boost shield for the 4K pod? Similar to the one you have in MKS for the Mk1-2? The lack of boost shield bothers me a bit :<

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Hi NecroBones, love your mod. I'm having some troubles with my rover inside exploding when I try to open the bay doors. At first I thought it was part clippings through the flooring that creating the explosions. I have my rover attached to the bottom of the bay via a Docking Port Jr. I've raised the whole rover assembly to ensure its not that but they keep exploding. I haven't tried a decoupler yet since I want to attach the rover firmly back in the bay. I wonder if the docking port on the bottom is the issue? Any thoughts on this?

____________

Update; I've done some more through testing. I wonder if it has to do with part count inside the bay? I've tried more simple rover designs and they don't explode. My super rover of 60 parts seems to set off the explosions. No clue, besides a higher parts count, on why I get the bay fireworks.

Edited by CarnageINC
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Update; I've done some more through testing. I wonder if it has to do with part count inside the bay? I've tried more simple rover designs and they don't explode. My super rover of 60 parts seems to set off the explosions. No clue, besides a higher parts count, on why I get the bay fireworks.

Is it from overheating or some other cause?

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Hi NecroBones, love your mod. I'm having some troubles with my rover inside exploding when I try to open the bay doors. At first I thought it was part clippings through the flooring that creating the explosions. I have my rover attached to the bottom of the bay via a Docking Port Jr. I've raised the whole rover assembly to ensure its not that but they keep exploding. I haven't tried a decoupler yet since I want to attach the rover firmly back in the bay. I wonder if the docking port on the bottom is the issue? Any thoughts on this?

____________

Update; I've done some more through testing. I wonder if it has to do with part count inside the bay? I've tried more simple rover designs and they don't explode. My super rover of 60 parts seems to set off the explosions. No clue, besides a higher parts count, on why I get the bay fireworks.

Unfortunately I'm not sure what to suggest. Right now, KSP has several bugs with cargo bays, including spontaneous explosions, and spontaneous overheating. It has something to do with how the bay's shielding turns the contents "on and off". That is, they're physicsless when the doors are closed, but as soon as it opens, the physics start getting applied. It's entirely a KSP problem, rather than a problem with the bay.

As much as I hate to say it, it's probable just going to take some trial and error to make rovers that can survive it.

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Unfortunately I'm not sure what to suggest. Right now, KSP has several bugs with cargo bays, including spontaneous explosions, and spontaneous overheating. It has something to do with how the bay's shielding turns the contents "on and off". That is, they're physicsless when the doors are closed, but as soon as it opens, the physics start getting applied. It's entirely a KSP problem, rather than a problem with the bay.

As much as I hate to say it, it's probable just going to take some trial and error to make rovers that can survive it.

Thanks for the reply. Your response helped me zero in on why my rovers explode. Simple fix was to ensure that I left one center line attachment point on the end of the rover directed towards the opening of the door. So instead of one headlight, I have two, one on either side! Hope this tip helps anyone else with exploding stuff.

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the service bays need ramps for rovers.

Yep, that's on my list to investigate. It's not a simple problem, since static animations will lift the entire lander, and we can't know in advance how tall the lander will be. I'm going to experiment with a landing-leg suspension and see if I can make that work.

Perhaps something as simple as a fixed angle of deployment, but a tweakable distance? Something that you'd have to fix in the VAB/SPH, but then on deployment would deploy to that length. I'm thinking similarly to how tweakable landing gear works, where you can set how tall the gear is.

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NecroBones, you got me again. This becomes mod #79. Amazing that KSP still manages to load. ModuleManager: 2440 patches applied

Awesome. I'm really looking forward to 64 bit, since we can load up on mods a lot more effectively without the 4 GB memory limit.

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Any thoughts on a 2-Kerbal pod, for either this mod or MRS? It's absence is one of the biggest holes in the stock game. Yes there's the Mk2 aeroplane cockpit, but that makes unwanted lift on rockets and isn't well shaped for a capsule-style re-entry.

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Any thoughts on a 2-Kerbal pod, for either this mod or MRS? It's absence is one of the biggest holes in the stock game. Yes there's the Mk2 aeroplane cockpit, but that makes unwanted lift on rockets and isn't well shaped for a capsule-style re-entry.

Yeah, It's something I'm keeping in mind. I actually had planned to do that first, but wasn't happy with the results I was getting while starting to model it. I really need a good idea for how it should look. Part of the problem is that the 1.25m diameter isn't large enough, I don't think, to put two guys side by side, so a Gemini-style pod doesn't really work. They could sit front-and-rear, though. 1.875m would also work, with an adapter set to put it on normal sized stacks. But I'm not sure if an odd size like that will really be what people want. Another idea of course is to just go 2.5m, but make an otherwise compact pod.

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Yeah, It's something I'm keeping in mind. I actually had planned to do that first, but wasn't happy with the results I was getting while starting to model it. I really need a good idea for how it should look. Part of the problem is that the 1.25m diameter isn't large enough, I don't think, to put two guys side by side, so a Gemini-style pod doesn't really work. They could sit front-and-rear, though. 1.875m would also work, with an adapter set to put it on normal sized stacks. But I'm not sure if an odd size like that will really be what people want. Another idea of course is to just go 2.5m, but make an otherwise compact pod.

Another method you might consider (assuming you want to stick with the 1.25m diameter) is a separate part. I don't know that this is necessarily a lesser evil than an off-size pod, but a tiny hitchhiker style container would allow for taking another Kerbal up.

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A longer 1.25m pod like a tandem helicopter/plane pod.

A 1.25m pod who has a larger diameter to reach 1.875m or simply 2.5m looking like a MK1 lander can, spheric pod design is problematic with sticking stuff on side.

A 2.5m to 1.25m pod lighter than the Mk1/2 pod (and without this fracking asymetrical texture >_< ) you know something like a S version of the 4K command pod, a 2K command pod... the IVA conifg with

kapogh.jpg

Some very crude design with loosy paint skill:

All are 1.25/2.5m (even when it looks smaller than 1.25m... :blush: )

the 2 upper design just have little difference in internal organisation left would be designed as spacecraft pod not really sure about hatches and viewports locations, the right one as lander pod and I find this one more satisfiying.

the lower left pod is a standard command pod the "2K command pod" I was talking earlier, just wanted to show the internal organisation. There are 2 independant hatches and viewports giving the pod a perfect symetry.

the lower right pod is more a lander pod with one side giving to pilot a wide FoV. The 1.25m section is perhap a bit too long but I know there needs some space to allow EVA and space is also needed for explaining EC storage, monopropellant and snacks stored inside the pod.

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Yeah, It's something I'm keeping in mind. I actually had planned to do that first, but wasn't happy with the results I was getting while starting to model it. I really need a good idea for how it should look. Part of the problem is that the 1.25m diameter isn't large enough, I don't think, to put two guys side by side, so a Gemini-style pod doesn't really work. They could sit front-and-rear, though. 1.875m would also work, with an adapter set to put it on normal sized stacks. But I'm not sure if an odd size like that will really be what people want. Another idea of course is to just go 2.5m, but make an otherwise compact pod.

There is (was, not updated since 0.90) the Mk1-1 A2 command pod, a sort of squashed 2.5m pod that seats 2. That diameter feels too big for two-seaters, though.

I've fallen in love with HGR's 1.875m parts, so I'm 110% on board with that one. Much like Gemini's diameter sits between Mercury and Apollo (not a perfect arithmetic progression, but 1.8-3-3.8 meters isn't bad), 1.875m feels right for two-seaters. A 1.875m heat shield and a 1.25 and/or 2.5m adapter/service tank or two (contents: RCS? LFO? Combo? Both separately?) would do the trick. (HGR and MOLE combine adapters using engine-fairing tricks like your Zero-Point Inline Fairings and Firespitter mesh switching, respectively, but neither has tank functionality.)

I'll see about sketching up some profiles for what the part could look like; in the meantime, here's a concept by SockeAA (unfortunately never finished, since his hard drive failed) that I like. I think I've mentioned it before, but here it is:

I9c7HTj.png

9I8h8SK.png

Having a 1.25m front end instead of the 0.625m nodes of the HGR Radish (Gemini-based) or MOLE (1.875m "backseat" for the Mk1) means that the capsule gets to mount a proper crew-passable docking port like the Dragon does.

As an alternative to having a straight-up 1.875m bottom, you could instead have it narrow down to a 1.25m flat bottom, kind of like Vahal's upper drawings do. (It would still probably need a 1.875m heat shield, since I'm pretty sure the shield needs to cover the whole "face" of the spacecraft to work, and then the heat shield's fairing could serve to visually adapt to 1.25m.)

In the extreme case (not one I prefer, to be honest), it could be a 1.25m pod that has a bulge in the middle, even a sphere capped on both ends by smaller-diameter nodes. Check out the Voskhod:

Voskhod_1_and_2.png

Edited by Kerbas_ad_astra
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Recently made this account but have been a silent watcher and user of this mod for some time now. I have to say this is an epic mod as it solved a great many issues I was having with heavy craft & velocity versus solid kerbin soil. So thank you!

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NecroBones, in regards to the rover bay ingress/egress issue... Have you considered making something like a Tommy Gate lifting tailgate?

Just make one door the dedicated in/out, and make the gate to that door fold out into a horizontal ramp that can then lower/raise a set height (say, the height of the landing legs).

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Yeah, that's an idea, but it runs into the same height issues, in that we don't necessarily know which legs someone will use, and how much they'll compress (depending on local gravity, and weight of the lander). Plus, I'm not sure I can add multi-stage animations. That is, open, lower, and raise, as separate actions for the same door components.

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Just finished a mission to Duna using Lithobrake Technologies. I love the 4 man capsule and the 3 kerbal lander can. It allows me to leave one pilot in orbit while bringing one of each specialist down to the surface (Pilot, Engineer, and Scientist). Thanks for the Mod!

http://imgur.com/a/l06P2

Awesome! That looks great. I'm glad you're enjoying it. :)

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