CobaltWolf Posted October 8, 2016 Share Posted October 8, 2016 27 minutes ago, Noah_Blade said: Sweet! HYPE SHUTTLE TO THE KSS btw @Pak will there be energia boosters and ET? Yes he already showed it to me. Quote Link to comment Share on other sites More sharing options...
Pak Posted October 8, 2016 Author Share Posted October 8, 2016 8 hours ago, Avalon304 said: I have much hype for this! So I understand youre doing the STME, but what does that mean for the Vectors (as they seem to be the SSME analogue in KSP)? Vectors will still work fine if you want to use them. STMEs are mainly lighter and lower thrust with slightly better VAC isp 1 hour ago, Noah_Blade said: Sweet! HYPE SHUTTLE TO THE KSS btw @Pak will there be energia boosters and ET? I'll be doing some alternate parts like a nosecone and engine cluster for the block 2 LRBs and a 3rd ET texture 1 hour ago, CobaltWolf said: Yes he already showed it to me. Saboteur. Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted October 8, 2016 Share Posted October 8, 2016 I'd love to see some more shots of the orange ET. In what you showed, it looked a little brownish. I personally rather liked the brighter orange a la DIRECT, but I'll wait until I see it in-game to see what I think. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted October 11, 2016 Share Posted October 11, 2016 (edited) @Pak, could you include LH2 configs for the stack/KS-25/STME (when it's added) for those of us who like to use CRP/CryoEngines? Edited October 11, 2016 by awsumindyman Posted on mobile. 'nuff said Quote Link to comment Share on other sites More sharing options...
Pak Posted October 11, 2016 Author Share Posted October 11, 2016 23 minutes ago, awsumindyman said: @Pak, could you include LH2 configs for the stack/KS-25/STME (when it's added) for those of us who like to use CRP/CryoEngines? Yeah probably, not likely at the initial release of the stack though. Firespitter was updated this morning, so all the textures and mesh switches are back to work without any input from me. So everything should be functional with 1.2 when it releases If I have time tonight I'll try to get the EDO pack with the 1.2 shuttle balance and aero updates out. I'm not completely happy with the re-balance, but I'm suspecting some deeper issues that might be causing phantom drag so it'll likely take some part restructuring to fix completely. With that said though it's still like 80% of how I want it so I won't feel gross releasing it. I'll post more details tonight (or whenever I get the 1.2 release out) Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted October 11, 2016 Share Posted October 11, 2016 @Pak, just a question, will the stack be ready for 1.2 ( not right away of course, but soon)? Quote Link to comment Share on other sites More sharing options...
falken Posted October 11, 2016 Share Posted October 11, 2016 Pak, will you be making a realplume cfg for those too? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 11, 2016 Share Posted October 11, 2016 Pak can you make it compatible with the original Mk3 parts? Including art style etc? Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted October 11, 2016 Share Posted October 11, 2016 37 minutes ago, CobaltWolf said: Pak can you make it compatible with the original Mk3 parts? Including art style etc? it already is bro Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 11, 2016 Share Posted October 11, 2016 Just now, SpaceBadger007 said: it already is bro these ones Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted October 11, 2016 Share Posted October 11, 2016 Just now, CobaltWolf said: these ones Oh sorry man whoops my mistake!!!!! Quote Link to comment Share on other sites More sharing options...
Pak Posted October 12, 2016 Author Share Posted October 12, 2016 (edited) Hey guys. The 1.2 update will go up on spacedock once the 1.2 tag is available. Until then I've made it available on github https://github.com/Pak84/Cormorant-Aeronology/releases On to the new stuff; Shuttle Rebalance The most obvious change will be that the shuttle has added about 15 tons of dry mass. Apologies to your ET stacks, but I wanted to bring it closer to the scaled mass of the real shuttle though it's still quite a bit lighter than that. With the increased mass, expect a loss of dV with the OMS. I'll be looking at fuel values again once I have time to test it, but for now you'll probably have to add some spare monoprop tanks. The increased mass rolls right into the rebalanced aero. The CoM and CoL has moved up closer where it should be and moves less with fuel drain. EDO Pack The new MMU racks have some little collider issues that I wasn't able to clean up yet but they're not too bad. If you dock crooked, expect a little kick in the pants if you undock the MMU again. There's likely some cfg stuff that I need to clean up yet and career balancing to do, but I won't have much time to work again until the weekend so I wanted to get this pushed out now. Note: The food box will only show up if you have either Kerbalism or Snacks installed. If you do happen to see it without those, it's just an empty box. Immediate Future Plans I'm going to take a little pause on new parts (sort of) and clean things up that I couldn't quite get to for 1.2 and older things that I'd still like to look at. Things like the MMU colliders, shuttle fuel values, maybe some restructuring/retexturing and whatever else I feel like doing. The ET stack update is chugging along as well, so more news there will be along as I get more of it in game, but the early testing has gone suspiciously smoothly. Good luck and happy space-ing Edited October 12, 2016 by Pak Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted October 12, 2016 Share Posted October 12, 2016 10 hours ago, falken said: Pak, will you be making a realplume cfg for those too? I handled the RP for the OMS and stuff, and if @Pak wants, when RP is updated to 1.2, I'll make his new engines compatible too. Quote Link to comment Share on other sites More sharing options...
Whovian41110 Posted October 12, 2016 Share Posted October 12, 2016 @Pak can you make a similar system of heat tiling for use with mk2 parts as well? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 12, 2016 Share Posted October 12, 2016 good stuff, good stuff. Still dunno if KSA will ever build a shuttle but if we do, what a great option this continues to be Quote Link to comment Share on other sites More sharing options...
komodo Posted October 12, 2016 Share Posted October 12, 2016 12 hours ago, Pak said: If you dock crooked, expect a little kick in the pants if you undock the MMU again. There's likely some cfg stuff that I need to clean up yet and career balancing to do, but I won't have much time to work again until the weekend so I wanted to get this pushed out now. Hurray for updates! For the mmu docking, the angle snap parameters added to the docking modules in recent versions are probably the ticket. Unfortunately I'm at work, so I don't have a handy link to a mod using the new code... Does anyone in the peanut gallery have a handy example? Perhaps BDB and or tantares? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 12, 2016 Share Posted October 12, 2016 hm, it looks like the github-link in the OP is dead. Quote Link to comment Share on other sites More sharing options...
mechanicH Posted October 12, 2016 Share Posted October 12, 2016 I thing MM just went to 2.7.2 Quote Link to comment Share on other sites More sharing options...
Pak Posted October 13, 2016 Author Share Posted October 13, 2016 v1.2 Posted to Spacedock. Details same as above. SpaceDock Download 8 hours ago, komodo said: angle snap parameters added to the docking modules I'll look into it Quote Link to comment Share on other sites More sharing options...
Steely-Jim Posted October 13, 2016 Share Posted October 13, 2016 Hey @Pak, Sorry if this is a known issue, but I've been having issues with the texture replacer part of this mod, which allows toggling between thermal/stock textures, and also the different versions of the shuttle nose and cargo bay. The issue is, it's not working at all. I updated to 1.2 yesterday and went to go update Cormorant Aeronology to the latest version, and upon loading my game, my ISS which had the EC Pallet couldn't load because it was apparently missing. To remedy this, I used an older version of the mod (the zip is titled "ShuttleLiftingBody.somethingsomething.zip") which was known to work previously without issue. However upon loading my game in 1.2 I found my shuttle's parts no longer had thermal textures or the option to toggle them, and the option to toggle buran/shuttle style was gone. I'm thinking the texturereplacer was the culprit. I've tried the new release on GitHub, the old "shuttleliftingbody.zip" stuff I had originally pre-update, to no avail. Am I missing something? Is this a known issue? Is it a 1.2 compatibility issue? I'm lost at this point...any help you can give is appreciated. -Steely Jim Quote Link to comment Share on other sites More sharing options...
Pak Posted October 13, 2016 Author Share Posted October 13, 2016 @Steely-Jim Check that you don't have two versions of firespitter and you can try re-validating your KSP files through steam Quote Link to comment Share on other sites More sharing options...
FellipeC Posted October 13, 2016 Share Posted October 13, 2016 22 hours ago, Pak said: Note: The food box will only show up if you have either Kerbalism or Snacks installed. If you do happen to see it without those, it's just an empty box. Hello! I suggest adding support for USI Life Support for those boxes too, if could be feasible! Thanks for the great mod! Quote Link to comment Share on other sites More sharing options...
Pak Posted October 13, 2016 Author Share Posted October 13, 2016 @FellipeC, Thanks On USI lifesupport or any other similar mods that people use; I only have experience with Kerbalism and don't have time to test/balance a bunch of different life supports. So if you use a thing and would like to see it supported, do a little testing and provide some values (or preferably an @part patch). Some Parameters; A standard shuttle with 2 food boxes should provide something around 3-4 weeks of food The EDO pallet can add an additional 3-4 weeks of oxygen as well as scrubbers *times in 6 hour Kerbin clock If anyone decides to put something together feel free to PM me the results. Thanks Quote Link to comment Share on other sites More sharing options...
FellipeC Posted October 13, 2016 Share Posted October 13, 2016 @Pak Later today I'll try to mess with MM. I'll write if can do something useful. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 13, 2016 Share Posted October 13, 2016 there is an old mod called MEPS that you can use for the cargo bay flooring and places to stick KIS containers to. Quote Link to comment Share on other sites More sharing options...
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