taniwha Posted November 27, 2017 Share Posted November 27, 2017 On 11/26/2017 at 11:04 AM, Angel-125 said: With @taniwha's changes to Extraplanetary Launchpads *Sigh* I guess I need to get those changes released (so much to do, so little time). Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 27, 2017 Author Share Posted November 27, 2017 11 hours ago, taniwha said: *Sigh* I guess I need to get those changes released (so much to do, so little time). No rush. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2017 Author Share Posted November 28, 2017 (edited) DSEV 2.5.0: Odyssey Three, is now available: Odyssey Three delivers new parts to make the Estonian, a craft inspired by the iconic Mars Excursion Module (MEM). It is not a replica; there's no lab module or spindly ascent stage. Instead, the Estonian is built to be modular and configurable. With a full fuel load, the baseline craft can SSTO to and from Duna orbit. With Pathfinder installed, it can hold a small base, then drop the lander portion and launch into orbit. You can even integrate Duna tanks into its design for extra resource or payload capacity. Additionally, this release adds some new station parts and a new engine- the Trinity Tri-Modal Engine. New parts - Mk3-1 Estonian (Composites): This versatile size 3 command pod seats 8. Think of it as a kerbalized Orion space capsule. - ED-3 Cargo Drone (Composites): Derived from the Mk3-1 Estonian, this cargo drone carries cargo instead of crew. - Mk3-1 Heat Shield (Advanced Landing): This fashionable Size 3 heat shield has a crew hatch in the underside to support crew transfers. - Mk3-1 EDL Tank (Composites): This configurable storage tank also serves as an adapter for the Mk3-1 EDL Frame. NOTE: The bottom of the tank has TWO attachment nodes- one for the EDL Frame, and one for an engine (the stock T-1 "Dart" works well). - Mk3-1 EDL Frame (Composites): Designed for Entry Descent and Landing, the EDL Frame can be configured for a variety of different resources. It also has a significant amount of KIS inventory storage space (with KIS installed). It is specially designed to fit onto the bottom of the EDL Tank, and has a built-in decoupler for two-stage operations. - Mk3-1 Heat Shield Cap (Composites): Fitted to the bottom of the EDL Frame, this part shields engines from the fiery heat of atmospheric entry. - Mk3-1 Landing Leg (Composites): This landing leg is designed to fit into the Estonian EDL Frame. - S-1 Orbital Command Pod (Station Modules): This Size 1 cupola doubles as a 1-kerbal command pod. - Mk2 "Zen" Greenhouse Module (Station Modules): This Size 2 greenhouse provides a place to grow food for your life support needs. - Omni Hub (Station Modules): The Omni Hub lets you create corners and intersections just by attaching parts to the appropriate nodes. - Structural Spacer (Station Modules): Just as it sounds, the structural spacer puts space between your parts. It also generates some torque. - SPF-50 Solar Aray: This is a single-axis radially/stack-mounted solar array taken straight from the Solar Hex Truss. - Kerbodyne DMB0 "Trinity" Tri-Modal Engine (Advanced Nuclear Engines): In addition to generating ElectricCharge with its built-in nuclear reactor, the Trinity is a Size 2 engine that can switch between LiquidFuel/Oxidizer and Explodium (a.k.a. nuclear salt water). The Explodium Sea is aptly named... NOTE: The Trinity uses NuclearSaltWater when Far Future Technologies is installed. Bug Fixes & Enhancements - The Duna Decoupler now has an additional attachment node for 2.5m parts. - Fixed missing resource icons. - TAC-LS balancing- thanks Space Kadet! Reference Designs - Estonian Crew Taxi: Built to fly up to 8 kerbals into LKO, the crew taxi is powered by a solid fuel first stage and a liquid fuel upper stage. - Estonian Duna Lander: Inspired by the iconic North American Mars Excursion Module, the Duna Lander is a two-stage craft that can also SSTO if configured properly. - Duna Base Camp: Inspired by Lockheed Martin's Mars Base Camp, the Duna Base Camp is a mobile space station. Edited November 28, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2017 Author Share Posted November 28, 2017 (edited) When I rebranded Nuclear Engines into Deep Space Exploration Vessels back in October 2015, I envisioned making the Discovery II, Copernicus, NAUTILUS-X, and the Mars Excursion Module, along with NASA's Deep Space Habitat. Fast forward to today, and the only thing missing is NAUTILUS-X. So, for DSEV's final parts update, The Final Odyssey, I'm making the parts for NAUTILUS-X. In order to keep to my schedule of having DSEV feature complete by the end of the year, that also means that I will not be making parts for the ISV Venture Star. You've already seen the Hex Hangars, and they're nearly done; I just need to make the front and back adapter cones. I also realized that the Automated Construction Hangar can also make individual parts if you have OSE Workshop installed; the mod makes it possible to have workshops that don't require crew. So you could have a vessel that (slowly) makes individual parts and shoots them to another vessel if you have one of Pathfinder's orbital Pipelines on the craft. Anyway, Here's where I'm at with the kerbalized Nautilus: This is the -K variant; the Nautilus-N reference design is powered by a trio of Trinity engines. Closeup of the radially-attached (only) orbital command pod: Like the Clydesdale and Danube Delta, the S-2 Nautilus O.C.P. has decks at different angles to maximize use of the space. It'll need a custom IVA, which I'm working on later this week. Here's a look at the Nautilus Airlock: This part is done; though I might make the MMOD panels smaller. I am using the IVA from the Quantum Leap Airlock. The Nautilus airlock has an extendable "porch" like you see from this video. You can use it to attach EVA items like jet packs and such. Since I'm completing the Nautilus, I'm also making a rotating habitat ring. I don't have the design finalized, but it'll look more like the centrifuge from The Martian's Hermes than NASA's donut. I'll be getting to that next month. So happy belated anniversary to DSEV, you're almost done! Edited November 28, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 28, 2017 Share Posted November 28, 2017 On 27/11/2017 at 4:19 AM, Angel-125 said: That is definitely a decision of art versus realism, something I'm learning to do. It's supposed to be reminiscent of this: The nuclear saltwater rocket is described by Atomic Rockets as a continuous nuclear explosion... Earth-Shattering Kaboom? Quote Link to comment Share on other sites More sharing options...
Abstract_Kerman Posted November 28, 2017 Share Posted November 28, 2017 Oh so that's what explodium is for. Also could you give me the specs for the nuclear salt water rocket. I'm not trying to be pushy but does the charged particle engine go with the venture star Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2017 Author Share Posted November 28, 2017 (edited) 3 hours ago, Abstract_Kerman said: Oh so that's what explodium is for. Also could you give me the specs for the nuclear salt water rocket. I'm not trying to be pushy but does the charged particle engine go with the venture star There is no engine in DSEV that runs on ChargedParticles. The Tesla engine is the closest, it runs on ElectricCharge and LqdHydrogen. The Trinity runs on LFO and Explodium. LiquidFuel/Oxidizer mode: 1500kn (vacc), 650sec ISP Explodium mode: 3000kn (vacc), 3000sec ISP Known in game as LF+Ox and Nuclear Saltwater, respectively. The Venture Star engine would have run on FusionPellets/Water/Antimatter and Explodium as it was going to be a dual mode engine. Edited November 28, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Kosmonaut Posted November 28, 2017 Share Posted November 28, 2017 While I regret the loss of the Venture Star, I do applaud the choice to make the NAUTILUS-X instead. I wanted you to make that decision, but it's your mod so I wasn't going to say anything Cheers! Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 29, 2017 Share Posted November 29, 2017 So the Estonian....... I LIKE IT! Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted November 30, 2017 Share Posted November 30, 2017 Love the new parts! Thanks! Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 30, 2017 Share Posted November 30, 2017 well here is a bug and a half, im still getting the tank error, even though i've pulled IFS!, just cleared the cache and restaurant to get you fresh logs! https://www.dropbox.com/s/5v726hhvj8uv8p6/output_log.txt?dl=0https://www.dropbox.com/s/tmdncrx1ztuq34p/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
helaeon Posted December 1, 2017 Share Posted December 1, 2017 (edited) I think the tank error might be coming from CryoTanks. I just spent the last little while messing around with the MM config trying to get it to behave and no avail. If I get it to not add to WBI tanks, it also doesn't configure the stock tanks. I want the stock tanks configured. It's CryoTanksFuelTankSwitcher.cfg // Lifting tanks @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %massOffset = #$totalCap$ @massOffset *= 0.000625 // standard dry mass per units of LF/OX @massOffset *= -1 @LF *= #$@RESOURCE_DEFINITION[LiquidFuel]/unitCost$ @OX *= #$@RESOURCE_DEFINITION[Oxidizer]/unitCost$ %costOffset = #$LF$ @costOffset += #$OX$ @costOffset *= -1 !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]] {} MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = #LOC_CryoTanks_switcher_fuel_title baseVolume = #$../totalCap$ SUBTYPE { name = LF/O title = #LOC_CryoTanks_switcher_fuel_lfox tankType = LFOX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2/O title = #LOC_CryoTanks_switcher_fuel_lh2ox tankType = LH2O addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2 title = #LOC_CryoTanks_switcher_fuel_lh2 tankType = LH2 addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Oxidizer title = #LOC_CryoTanks_switcher_fuel_ox tankType = OX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LiquidFuel title = #LOC_CryoTanks_switcher_fuel_lf tankType = LF addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } MODULE { name = ModuleCryoTank CoolingCost = 0.09 CoolingEnabled = False BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } // ZBO tanks @PART[*]:HAS[@RESOURCE[LqdHydrogen],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch],!MODULE[WBIResourceSwitcher]]:NEEDS[!modularFuelTanks&!RealFuels]:FOR[zzz_CryoTanks] { %LH2 = #$RESOURCE[LqdHydrogen]/maxAmount$ %massOffset = #$LH2$ @massOffset *= 0.00001417 // <- EDIT HERE (dry mass per unit LH2 capacity) @massOffset *= -1 %costOffset = #$LH2$ @costOffset *= #$@RESOURCE_DEFINITION[LqdHydrogen]/unitCost$ @costOffset *= -1 !RESOURCE[LqdHydrogen] {} MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = #LOC_CryoTanks_switcher_fuel_title baseVolume = #$../LH2$ @baseVolume *= 0.1 SUBTYPE { name = LH2/O title = #LOC_CryoTanks_switcher_fuel_lh2ox tankType = LH2OCryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = LH2 title = #LOC_CryoTanks_switcher_fuel_lh2 tankType = LH2Cryo addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } SUBTYPE { name = Oxidizer title = #LOC_CryoTanks_switcher_fuel_ox tankType = OX addedMass = #$../../massOffset$ addedCost = #$../../costOffset$ } } MODULE { name = ModuleCryoTank // in Ec per 1000 units per second CoolingCost = 0.08 CoolingEnabled = True BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 } } } I tried changing !MODULE[WBIResourceSwitcher] to !MODULE[WBIConvertibleStorage] . That fixes the problems with the patch being applied to the wrong tanks, but it seems to make it then not apply to any of the tanks. @Angel-125 @Nertea any ideas for MM magic? Edit: Actually nevermind. That seems to be the fix. Possibly change the CFG for cryotanks? Edited December 1, 2017 by helaeon fixed it Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted December 4, 2017 Share Posted December 4, 2017 Should the ED-3 (209) have sas on board? at the moment it dosent.... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 5, 2017 Author Share Posted December 5, 2017 16 hours ago, Space Kadet said: Should the ED-3 (209) have sas on board? at the moment it dosent.... It isn't intended to be a sophisticated probe. Just get from point A to point B and land. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 5, 2017 Author Share Posted December 5, 2017 On 12/4/2017 at 2:03 AM, Space Kadet said: Should the ED-3 (209) have sas on board? at the moment it dosent.... After watching your latest video, The Final Odyssey will add a small amount of SAS to the probe.. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted December 5, 2017 Share Posted December 5, 2017 5 minutes ago, Angel-125 said: After watching your latest video, The Final Odyssey will add a small amount of SAS to the probe.. that was really fun trying to dock Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 6, 2017 Author Share Posted December 6, 2017 Slowly slogging through the Nautilus Bridge's IVA... Quote Link to comment Share on other sites More sharing options...
Kosmonaut Posted December 6, 2017 Share Posted December 6, 2017 Omg I love love love love love the use of space there- with the zero-g designed cockpit. That's awesome and you should be proud. Is the rest of the space in there just airlock or is there going to be something else? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 6, 2017 Author Share Posted December 6, 2017 53 minutes ago, Kosmonaut said: Omg I love love love love love the use of space there- with the zero-g designed cockpit. That's awesome and you should be proud. Is the rest of the space in there just airlock or is there going to be something else? Thanks. Just like the Clydesdale and Danube Delta, the Nautilus OCP is designed for zero gee. The location not shown is a small observation/ meeting area. i’ Show that when I getmore done. Trying to finish the cockpit and move onto the centrifuge early in the month due to the holidays. Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted December 6, 2017 Share Posted December 6, 2017 @Angel-125, we have a problem with WB Tools I think, as I've experienced this problem with parts belonging to DSEV, MOLE, and Buffalo. The problem is that when you "reconfigure storage" tanks between LFO and LF, you get what you wanted in the VAB/SPH editors but the opposite when you actually fly the rocket. IOW, I have tanks that I set to LF only, and I know this to be true because I turned on tank decals and they show the LF decal, just as they did in the editor. However, when the ship is in flight, it has LFO in the tank instead. Conversely, I have tanks set for LFO but only the LF gets burned by LFO engines on ascent. Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted December 6, 2017 Share Posted December 6, 2017 craft files? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 7, 2017 Author Share Posted December 7, 2017 2 hours ago, Geschosskopf said: @Angel-125, we have a problem with WB Tools I think, as I've experienced this problem with parts belonging to DSEV, MOLE, and Buffalo. The problem is that when you "reconfigure storage" tanks between LFO and LF, you get what you wanted in the VAB/SPH editors but the opposite when you actually fly the rocket. IOW, I have tanks that I set to LF only, and I know this to be true because I turned on tank decals and they show the LF decal, just as they did in the editor. However, when the ship is in flight, it has LFO in the tank instead. Conversely, I have tanks set for LFO but only the LF gets burned by LFO engines on ascent. What other part switching mods or fuel switching mods do you have installed? Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted December 7, 2017 Share Posted December 7, 2017 (edited) 40 minutes ago, Angel-125 said: What other part switching mods or fuel switching mods do you have installed? Well, ther's B9PartSwitch, InterstellarFuelSwitch, and your stuff. But nothing like this happened until I updated your stuff to the newest versions the other day. Edited December 7, 2017 by Geschosskopf Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 7, 2017 Author Share Posted December 7, 2017 2 hours ago, Geschosskopf said: Well, ther's B9PartSwitch, InterstellarFuelSwitch, and your stuff. But nothing like this happened until I updated your stuff to the newest versions the other day. IFS and B9 stomp on WildBlue's resource switching. That's why you're seeing what you're seeing. They need to be updated to exclude WBIConvertibleStorage because they impose their switchers on any part that holds resources. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 7, 2017 Author Share Posted December 7, 2017 Slow progress, but still progress... Quote Link to comment Share on other sites More sharing options...
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