hraban Posted December 5, 2016 Author Share Posted December 5, 2016 (edited) 9 minutes ago, VenomousRequiem said: I do use MechJeb. I tried both. Also... I beg your pardon? What UNION II Version you use? What is your flight profile set up by MechJeb and what is the length and weight of payload? What Version of MechJeb you use? What's the steering problem in detail? The Booster has the Stabilizer installed? I have tested all UNION-Versions with max. Payload below a lenght of 10m and have no problems. Edited December 5, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted December 5, 2016 Share Posted December 5, 2016 6 minutes ago, hraban said: What UNION II Version you use? What is your flight profile set up by MechJeb and what is the length and weight of payload? What Version of MechJeb you use? What's the steering problem in detail? The Booster has the Stabilizer installed? I have tested all UNION-Versions with max. Payload below a lenght of 10m and have no problems. Oh lord... Uh... Im playing in a x3 rescale, MechJeb is set up with a 55% turn rate and a minimum pitch of 10°. it had fins. I'm unsure the version of MechJeb... I'm pretty sure it's the latest. I don't know the length or width of the payload but it was around 5 tons. No matter how hard I tried to pitch it would barely budge. I think that's the only info I can remember off the top of my head. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 5, 2016 Author Share Posted December 5, 2016 1 minute ago, VenomousRequiem said: Oh lord... Uh... Im playing in a x3 rescale, MechJeb is set up with a 55% turn rate and a minimum pitch of 10°. it had fins. I'm unsure the version of MechJeb... I'm pretty sure it's the latest. I don't know the length or width of the payload but it was around 5 tons. No matter how hard I tried to pitch it would barely budge. I think that's the only info I can remember off the top of my head. The mod is not done for x3 rescale. Mechjeb pitch set to 3° per sec max. Turn rate not below 60%. Accelleration max to 35m/s. Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted December 5, 2016 Share Posted December 5, 2016 42 minutes ago, hraban said: Since I do not use USI-LS myself, I hope for a Contares worthy variant. ok. this time i will try by converting food/water/o2 to usi supplies as accurately as possible in terms of time. just consider that i wont add life support to PINBOL reentry vehicle since its supposed to be used with soyuz orbital module that already has enough supplies. shenzhou will also have supplies only in orbital module (i was asking if that should be done in last post). also, hermes doesnt have them in the spaceplane itself, they are in the docking and storage module. many parts already had life support in my personal patch file, but as i said, i accidentally deleted it and had to use the very WIP that was on dropbox. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 5, 2016 Author Share Posted December 5, 2016 3 minutes ago, notJebKerman said: ok. this time i will try by converting food/water/o2 to usi supplies as accurately as possible in terms of time. just consider that i wont add life support to PINBOL reentry vehicle since its supposed to be used with soyuz orbital module that already has enough supplies. shenzhou will also have supplies only in orbital module (i was asking if that should be done in last post). also, hermes doesnt have them in the spaceplane itself, they are in the docking and storage module. many parts already had life support in my personal patch file, but as i said, i accidentally deleted it and had to use the very WIP that was on dropbox. In the case of PINBOL, the backside attached Orbital module is used only as Airlock. The PINBOL holds 500kg of supplies. Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted December 5, 2016 Share Posted December 5, 2016 2 hours ago, hraban said: In the case of PINBOL, the backside attached Orbital module is used only as Airlock. The PINBOL holds 500kg of supplies. oh. i didnt know that. i thought it had the same purpose as the orbital module on the soyuz (its similar to soyuz's orbital mod in real life too) Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted December 5, 2016 Share Posted December 5, 2016 4 hours ago, hraban said: The mod is not done for x3 rescale. Mechjeb pitch set to 3° per sec max. Turn rate not below 60%. Accelleration max to 35m/s. It has plenty of fuel to get into orbit in x3, but it flies so inefficiently it's about 1000m/s short. Besides, x3 doesn't make any difference in not having enough control. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 6, 2016 Author Share Posted December 6, 2016 (edited) 15 hours ago, VenomousRequiem said: It has plenty of fuel to get into orbit in x3, but it flies so inefficiently it's about 1000m/s short. Besides, x3 doesn't make any difference in not having enough control. After extended tests, an error was found in the Unity Set. The Verniers of the engines RK-Z-107/108 do not work at all. As a transitional solution, the following change should be made in RK-Z-107.cfg and RK-Z-108.cfg: MODULES { Name = ModuleGimbal GimbalTransformName = [gimbal] gimbalTransform GimbalRange = [2] 4 or > (have tested with values up to 16) } Correction and update is expected next weekend. Edited December 6, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted December 6, 2016 Share Posted December 6, 2016 4 hours ago, hraban said: After extended tests, an error was found in the Unity Set. The Verniers of the engines RK-Z-107/108 do not work at all. As a transitional solution, the following change should be made in RK-Z-107.cfg and RK-Z-108.cfg: MODULES { Name = ModuleGimbal GimbalTransformName = [gimbal] gimbalTransform GimbalRange = [2] 4 or > (have tested with values up to 16) } Correction and update is expected next weekend. And you told me to just chage my MechJeb settings. I'll try these changes out ASAP. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 6, 2016 Author Share Posted December 6, 2016 58 minutes ago, VenomousRequiem said: And you told me to just chage my MechJeb settings. I'll try these changes out ASAP. Help is on the way. Your MechJeb settings are still not ideal for a UNION II. The Unity-Set error is fixed now and i'm in the final testing. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted December 6, 2016 Share Posted December 6, 2016 Just now, hraban said: Help is on the way. Your MechJeb settings are still not ideal for a UNION II. The Unity-Set error is fixed now and i'm in the final testing. They're at where they need to be at to launch in x3. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 6, 2016 Author Share Posted December 6, 2016 small update for RK-Z-107/108 engines to fix the vernier steering problem. Unzip the File into your GameData directory. UPDATE Contares UNION Engines @VenomousRequiem Any problems with x3 rescale please do not discuss here. This is the wrong place. Contares is not designed for x3 rescale. Quote Link to comment Share on other sites More sharing options...
Padrone Posted December 9, 2016 Share Posted December 9, 2016 For those who like pictures, I have an album on Imgur with most of the lifters from the craft file. Bear with me, I'm trying to find a way to upload to Imgur without it taking forever to get the names, picture sizes, etc. right. Quote Link to comment Share on other sites More sharing options...
comham Posted December 10, 2016 Share Posted December 10, 2016 If I'm going from 1.78 to 1.8.0, what should I do to my craft to avoid breaking the save? Just remove all contares parts in flight? Quote Link to comment Share on other sites More sharing options...
hraban Posted December 10, 2016 Author Share Posted December 10, 2016 1 hour ago, comham said: If I'm going from 1.78 to 1.8.0, what should I do to my craft to avoid breaking the save? Just remove all contares parts in flight? If you update from 1.7.8 to 1.8.0 and then load your game, all objects are lost which contain discontinued Contares parts. Altogether, 60 parts were removed and replaced in part by new ones. There is no list of the removed parts. Quote Link to comment Share on other sites More sharing options...
comham Posted December 10, 2016 Share Posted December 10, 2016 40 minutes ago, hraban said: If you update from 1.7.8 to 1.8.0 and then load your game, all objects are lost which contain discontinued Contares parts. Altogether, 60 parts were removed and replaced in part by new ones. There is no list of the removed parts. Thanls, I will bear this in mind. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted December 13, 2016 Share Posted December 13, 2016 Wanted to leave a note here. Several of your provided craft files are referencing a part "Agena.Structure.A". I have no idea what part mod it is, but v1.8.0 doesn't contain it. So without it, the craft file won't load. Any help, or mod that does have it would be appreciated. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 13, 2016 Author Share Posted December 13, 2016 47 minutes ago, StoryMusgrave said: Wanted to leave a note here. Several of your provided craft files are referencing a part "Agena.Structure.A". I have no idea what part mod it is, but v1.8.0 doesn't contain it. So without it, the craft file won't load. Any help, or mod that does have it would be appreciated. The "Agena_Structure_A" is a Tantares Part and only included in the demonstration Craft-Files of Space-Ships. Sorry but the Craft-Files of ATV, CTV, KTV, Morgenrot and KTV-Manned was included by mistake. I will offer more Craft-Files in the next weeks, without parts of other mods. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted December 13, 2016 Share Posted December 13, 2016 Ok, that explains it. Thank you! 9 minutes ago, hraban said: The "Agena_Structure_A" is a Tantares Part and only included in the demonstration Craft-Files of Space-Ships. Sorry but the Craft-Files of ATV, CTV, KTV, Morgenrot and KTV-Manned was included by mistake. I will offer more Craft-Files in the next weeks, without parts of other mods. Quote Link to comment Share on other sites More sharing options...
hraban Posted December 14, 2016 Author Share Posted December 14, 2016 Contares Spaceships, Spaceplanes and Satellites Craft-Files: download here on DropBox Download also added to the OP! Have fun! Quote Link to comment Share on other sites More sharing options...
hraban Posted December 15, 2016 Author Share Posted December 15, 2016 First impressions of new Khi-Space-Laboratory KhiGong2 This Unit is lightly heavier then the real one and absolutely no replica. Quote Link to comment Share on other sites More sharing options...
akron Posted December 15, 2016 Share Posted December 15, 2016 On 12/1/2016 at 2:39 PM, hraban said: Btw. Picture of new H-II Transport Vehicle scaled to match Contares-Launcher. How the old, the KTV named ship is of 4 parts: sniperton IV Cool. Solar panels look specially good. Since they are integrated, do you have them setup as multiple modules? I thought there were some issues with that, just wondering. I'll try it out this weekend, hopefully. I am also reminded that I need to finish my own HTV that I modeled a while back. cheers Quote Link to comment Share on other sites More sharing options...
hraban Posted December 15, 2016 Author Share Posted December 15, 2016 2 minutes ago, akron said: Cool. Solar panels look specially good. Since they are integrated, do you have them setup as multiple modules? I thought there were some issues with that, just wondering. I'll try it out this weekend, hopefully. I am also reminded that I need to finish my own HTV that I modeled a while back. cheers To simplify the solar panels i go the way of 4 directions with 4 suntracker (or 3) on the modules/parts. On this way all works fine and stable. MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = sunN pivotName = sunN isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 } MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = sunE pivotName = sunE isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 } MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = sunS pivotName = sunS isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 } MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = sunW pivotName = sunW isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 } Quote Link to comment Share on other sites More sharing options...
akron Posted December 15, 2016 Share Posted December 15, 2016 13 minutes ago, hraban said: To simplify the solar panels i go the way of 4 directions with 4 suntracker (or 3) on the modules/parts. On this way all works fine and stable. Very nice, it makes sense that way. Thank you Quote Link to comment Share on other sites More sharing options...
jdub3350 Posted December 16, 2016 Share Posted December 16, 2016 Are these scaled for RSS or stock? Feel free to slap my hand if this is answered elsewhere. Thanks. Quote Link to comment Share on other sites More sharing options...
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