AstralWither Posted September 1, 2019 Share Posted September 1, 2019 are warp drives an acceptable payload? Quote Link to comment Share on other sites More sharing options...
baldamundo Posted September 1, 2019 Share Posted September 1, 2019 Some really great parts in this, but is there no unmanned Mk3 nose-cone that fits cleanly with the lifting body underside? Quote Link to comment Share on other sites More sharing options...
horngeek Posted September 6, 2019 Share Posted September 6, 2019 (edited) I’ve made a patch for this For Connected Living Space- which I’ll upload when I get home, it’s mostly for the benefit of the block II parts. I’ll check on the docking part as well when I get home before uploading it. i also updated the USI-LS patch to include BLOCK-II parts- with @FellipeC‘s permission I’ll upload that as well. A question about orbital maneuvering, however- when you want to- for example- do a burn prograde with the OMS angled engine version (aka the default), should you angle your ship so the *engines* are pointed prograde like MechJeb maneuver planner does by default, or should you angle it so the *ship* is pointed prograde? I’ve done a few quick searches on how the actual shuttle did it for a clue and have found nothing. EDIT:On a side note, the Stock Fuel Values patch makes it impossible to get to orbit because the engines don’t have enough thrust to deal with the increased weight. It’s not *vital*, I’m using a stock Kerbol system scale (Outer Planets Mod, but that’s never going to be relevant to the shuttle :V), but I admit I don’t mind having that little bit extra room. Edited September 6, 2019 by horngeek Quote Link to comment Share on other sites More sharing options...
horngeek Posted September 7, 2019 Share Posted September 7, 2019 Posting the raw code for the CLS patch below: Spoiler //patch for Connected Living Space- adds CLS functionality to the B2 cockpit, decoupler and airlock. @PART[B2_cockpit]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[B2_LESdecoupler]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } @PART[Airlock]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted September 7, 2019 Share Posted September 7, 2019 u m I still have the texture problem Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted September 9, 2019 Share Posted September 9, 2019 On 9/7/2019 at 8:34 PM, TheKSPBeginner said: u m I still have the texture problem This is a known issue, the Spacelab parts were made by someone else a few years ago and only recently included in CA. Reinstall the mod, and if that doesn't work have a rummage around the mod's folders and delete the Spacelab parts. Quote Link to comment Share on other sites More sharing options...
FellipeC Posted September 11, 2019 Share Posted September 11, 2019 On 9/6/2019 at 7:59 PM, horngeek said: I’ve made a patch for this For Connected Living Space- which I’ll upload when I get home, it’s mostly for the benefit of the block II parts. I’ll check on the docking part as well when I get home before uploading it. i also updated the USI-LS patch to include BLOCK-II parts- with @FellipeC‘s permission I’ll upload that as well. A question about orbital maneuvering, however- when you want to- for example- do a burn prograde with the OMS angled engine version (aka the default), should you angle your ship so the *engines* are pointed prograde like MechJeb maneuver planner does by default, or should you angle it so the *ship* is pointed prograde? I’ve done a few quick searches on how the actual shuttle did it for a clue and have found nothing. EDIT:On a side note, the Stock Fuel Values patch makes it impossible to get to orbit because the engines don’t have enough thrust to deal with the increased weight. It’s not *vital*, I’m using a stock Kerbol system scale (Outer Planets Mod, but that’s never going to be relevant to the shuttle :V), but I admit I don’t mind having that little bit extra room. Sure you can do it! Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted September 12, 2019 Share Posted September 12, 2019 On 9/9/2019 at 4:02 PM, sslaptnhablhat said: This is a known issue, the Spacelab parts were made by someone else a few years ago and only recently included in CA. Reinstall the mod, and if that doesn't work have a rummage around the mod's folders and delete the Spacelab parts. No, I don’t think I will. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted September 13, 2019 Share Posted September 13, 2019 7 hours ago, TheKSPBeginner said: No, I don’t think I will. Errm, okay, don't then. Enjoy your broken Spacelab parts! Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted September 13, 2019 Share Posted September 13, 2019 (edited) No, no, I don’t think I will. Edited September 13, 2019 by TheKSPBeginner don’t rlly need em anyway Quote Link to comment Share on other sites More sharing options...
melechdaviid Posted September 26, 2019 Share Posted September 26, 2019 I feel like adding in parts specifically for the Energia that the Buran launches on, as well as adding in parts for using it with other payloads, hints for what parts to use for the Buran, etc, would be a good idea. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 26, 2019 Share Posted September 26, 2019 6 minutes ago, melechdaviid said: I feel like adding in parts specifically for the Energia that the Buran launches on, as well as adding in parts for using it with other payloads, hints for what parts to use for the Buran, etc, would be a good idea. Pak has said several times throughout the thread that TantaresLV provides the 'official' Energia for CA's Buran orbiter. Quote Link to comment Share on other sites More sharing options...
melechdaviid Posted September 26, 2019 Share Posted September 26, 2019 Ok. I'm still not sure what cargo bay and tailfin are specifically for the Buran, though. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 26, 2019 Share Posted September 26, 2019 47 minutes ago, melechdaviid said: Ok. I'm still not sure what cargo bay and tailfin are specifically for the Buran, though. The normal cargo bay and tail fin should work fine, and there’s example craft files linked in the OP if you need them. Quote Link to comment Share on other sites More sharing options...
G'th Posted September 27, 2019 Share Posted September 27, 2019 5 hours ago, melechdaviid said: Ok. I'm still not sure what cargo bay and tailfin are specifically for the Buran, though. Normal cargo bay and the tailfin would be the one without the SILT Pod at the top. Quote Link to comment Share on other sites More sharing options...
fishlinc Posted October 13, 2019 Share Posted October 13, 2019 Your mod doesnt work anymore. No parts show up in game. I know its a 1.7.1 mod and I have tried installing it in 1.7.3, but I figured it should still work if it works in 1.7.1 since usually mods from the same 1.x work with all sub versions. I notice that the file structure is very different when compared to the other mods I installed and I figure thats the reason. I unzipped the mod into the GameData folder of my KSP install. If 1.7.3 changed the file structure I am very sorry to complain. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 13, 2019 Share Posted October 13, 2019 3 hours ago, fishlinc said: Your mod doesnt work anymore. No parts show up in game. I know its a 1.7.1 mod and I have tried installing it in 1.7.3, but I figured it should still work if it works in 1.7.1 since usually mods from the same 1.x work with all sub versions. I notice that the file structure is very different when compared to the other mods I installed and I figure thats the reason. I unzipped the mod into the GameData folder of my KSP install. If 1.7.3 changed the file structure I am very sorry to complain. There is no change of the file strucure from 1.7.1 to 1.7.3. And I can confirm that this mod works well in 1.7.3. I think you installed it the wrong way. You can`t directly unzip this mod in GameData. If you unzip you will have a folder "Cormorant Aeronology 1.5.1". Do not move this in GameData. You need the included folder "Cormorant Aeronology" in your GameData. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted October 16, 2019 Share Posted October 16, 2019 I too can confirm it works perfectly in 1.7.3. Quote Link to comment Share on other sites More sharing options...
Elro2k Posted October 23, 2019 Share Posted October 23, 2019 Has anyone tried this mod in 1.8? How does it run? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 23, 2019 Share Posted October 23, 2019 1 hour ago, Elro2k said: Has anyone tried this mod in 1.8? How does it run? Test it and post it. Quote Link to comment Share on other sites More sharing options...
marioq70 Posted October 23, 2019 Share Posted October 23, 2019 3 hours ago, Elro2k said: Has anyone tried this mod in 1.8? How does it run? I tried. Issues: a) Since firespitter is not updated yet, there is not possibility to get the optional characteristics of each part. b) The texture of the parts looks pretty bad, since 1.8 is using DXT5 format now, the mod is using DXT3 i guess.... specially the cargo bay texture.... I stopped with this last and uninstalled until firespitter works again at least... Quote Link to comment Share on other sites More sharing options...
Elro2k Posted October 23, 2019 Share Posted October 23, 2019 13 minutes ago, marioq70 said: I tried. Issues: a) Since firespitter is not updated yet, there is not possibility to get the optional characteristics of each part. b) The texture of the parts looks pretty bad, since 1.8 is using DXT5 format now, the mod is using DXT3 i guess.... specially the cargo bay texture.... I stopped with this last and uninstalled until firespitter works again at least... Just tried as well. Seems to get stuck on the "verifying serenity expansion" that comes with the lack of firespitter update. I suppose we'll have to wait until an update for both. Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted October 24, 2019 Share Posted October 24, 2019 (edited) How come my shuttles always pitch down during reentry They tumble too. Ohwait I see the problem Edited October 24, 2019 by TheKSPBeginner Ohok Quote Link to comment Share on other sites More sharing options...
FoolishHuman Posted November 19, 2019 Share Posted November 19, 2019 (edited) I'm getting stuck on the loading screen no matter what I try. It always stops at "Cormorant Aeronology/Agency/Cormorant" Have I downloaded this the wrong way or perhaps I'm missing some files? Thanks. EDIT: I'm running 1.7.1 Link Edited November 19, 2019 by FoolishHuman Forgot something important Quote Link to comment Share on other sites More sharing options...
kerbalk Posted December 7, 2019 Share Posted December 7, 2019 On 9/4/2015 at 12:11 PM, Z3R0_0NL1N3 said: Wow, I actually really like this! I can't wait to try it out! But what am I supposed to do for engines? That's been the problem with the whole stock Mk3 thing. Could you give a look at making a Mk3 tri-coupler part? I'll also put out there my idea: OMS pods + RCS. It'd go great with everything else, but no rush! Secondly, I have a question. Are these RAM-free parts that reference the stock textures? Finally, does anyone know where I can find a proper stockalike shuttle EFT + SRB set to go with this? (Also, just a minor gripe: could you put the forum link on Kerbal Stuff to the top of the page in that main bar thing?) Shadowworks`s Stockalike SLS and more gives a Great SLS, Delta, Delta IV, and they have everything for a Shuttle as Follows: The OMS Pods, OMS Engine, Shuttle Engine Mount, Extermal Tank (The big orange thing), and The SRBs. IF you download manually, there are Craft files to use, But its pretty simple. The Mod needs no Dependencies, and it is CKAN Friendly, just find the Mod in Gamedata and Copy/Paste them into Saves-(Insert save game name here)-Ships, And Paste anywhere, and you don't have to restart KSP like with mods. EDIT: Oh and they have that Engine Mount. Quote Link to comment Share on other sites More sharing options...
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