Irenicus Posted May 8, 2016 Share Posted May 8, 2016 8 minutes ago, Sobol said: Do you have installed Kerbal Konstructs? Oops... No... Quote Link to comment Share on other sites More sharing options...
Sobol Posted May 9, 2016 Author Share Posted May 9, 2016 The work on the next update in progress. Today, Orion received new textures and docking port. I fixed the ESM and many other parts. However, the waiting list is still long. Quote Link to comment Share on other sites More sharing options...
Bleddyn Posted May 9, 2016 Share Posted May 9, 2016 Thanks for the update! The textures are looking great and I look forward to trying it out when it is ready. Quote Link to comment Share on other sites More sharing options...
frostsid Posted May 9, 2016 Share Posted May 9, 2016 This turned out to be one of my favorite mods, definitely my favorite SLS mod Looking forward to play with this again. Quote Link to comment Share on other sites More sharing options...
Sobol Posted May 10, 2016 Author Share Posted May 10, 2016 Thank you very much. Positive comments really motivate me . Today I worked on solar panels . See for yourself the results of my work. Quote Link to comment Share on other sites More sharing options...
brickmack Posted May 10, 2016 Share Posted May 10, 2016 (edited) The RO config hasan issue. Orion shows a max delta v of only about 850 m/s (should be ~1.4 km/s) and its about 10 tons over its actual mass. I think you misinterpretted the gross/dry weight NASA listed. And AR-1 and F1-B can't gimbal, and F1-B's mixture ratio is way off what it should be Edited May 11, 2016 by brickmack Quote Link to comment Share on other sites More sharing options...
KerbinDallas Posted May 11, 2016 Share Posted May 11, 2016 First I just wanted to say thanks for this mod, the textures are really well done and I really love the way you put the fuel tanks together. I do have a couple of questions though. The SAS in Realism Overhaul has a factor of 10.0 from memory? I'm just wondering how to lower this to make it more inline with other pods in RO, if someone can direct me I don't mind doing the work. Also, whenever I jettison the escape system I seem to have a pretty large explosion the destroys my solar panels, I jettison through staging, am I doing something wrong? I was also wondering if I could request a feature of an interstage decoupler that would be more universal to attach to other craft. Basically this would mean you could use the SLS initial stage/SRB's as a booster for other craft. If that's a bad idea or there is in fact a way to do it let me know though, it was just a thought I had while playing last night. Thanks for making this, I'm really interested in the second launch pad you're working on! Quote Link to comment Share on other sites More sharing options...
Sobol Posted May 11, 2016 Author Share Posted May 11, 2016 @brickmack @KerbinDallas Thank you for finding my mistakes. I check them and improve. Unfortunately, I have to stop for a week to work on mod. Today I finished the work on this : Quote Link to comment Share on other sites More sharing options...
KerbinDallas Posted May 11, 2016 Share Posted May 11, 2016 @Sobol no rush. Looking really nice, can't wait to check it out! Quote Link to comment Share on other sites More sharing options...
brickmack Posted May 11, 2016 Share Posted May 11, 2016 @Sobol ok. In the meantime, I've posted fixed versions of the RO configs here. This includes AR-1 and F-1B gimballing, F-1B mix ratio, and a general redo of Orion's config (the original turned out to be very innaccurate. Orion SM should only have 1 set of tanks for all engines, just burning MMH/MON-3, and the CM RCS is hydrazine monoprop. Changed Orion engine configs as well to match real life fuel, thrust, and ISP values). Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted May 11, 2016 Share Posted May 11, 2016 A slight issue: after installing Launch Pad 39B with C.K.A.N., I saw the pad was there, but I could not launch from it. Quote Link to comment Share on other sites More sharing options...
Sobol Posted May 13, 2016 Author Share Posted May 13, 2016 @brickmack Your patch will be placed in the next update . Thanks again. @Rory YammomotoLauncher is already fixed. You can download it from SpaceDock or by C.K.A.N Quote Link to comment Share on other sites More sharing options...
Bleddyn Posted May 16, 2016 Share Posted May 16, 2016 Just tried this pack and the parts look excellent. Although not being very familiar with the SLS in real life make assembly a challenge lol. Thanks for the mod! Quote Link to comment Share on other sites More sharing options...
Irenicus Posted May 16, 2016 Share Posted May 16, 2016 Hello! Where I can get RO config? Because in my 1.1.2 version with instaled RO+RSS I have message : THIS PART NOT SUPPORTED BY RO. And tihs message I see for ALL PARTS SLS Quote Link to comment Share on other sites More sharing options...
brickmack Posted May 16, 2016 Share Posted May 16, 2016 9 hours ago, Irenicus said: Hello! Where I can get RO config? Because in my 1.1.2 version with instaled RO+RSS I have message : THIS PART NOT SUPPORTED BY RO. And tihs message I see for ALL PARTS SLS Theres a realism overhaul config folder included in the download, make sure you extract that as well. That should make most of the parts work in RO. After you do that, you should probably also include the patches I posted here (just replace the RO configs in the original link with those), since the ones originally included don't work too well Quote Link to comment Share on other sites More sharing options...
Irenicus Posted May 16, 2016 Share Posted May 16, 2016 1 hour ago, brickmack said: Theres a realism overhaul config folder included in the download, make sure you extract that as well. That should make most of the parts work in RO. After you do that, you should probably also include the patches I posted here (just replace the RO configs in the original link with those), since the ones originally included don't work too well Thak you so much!! It is working!! :)) Quote Link to comment Share on other sites More sharing options...
Sobol Posted May 17, 2016 Author Share Posted May 17, 2016 Next update now available. Quote Link to comment Share on other sites More sharing options...
Irenicus Posted May 17, 2016 Share Posted May 17, 2016 IT IS GREAT!! Thank you!! Quote Link to comment Share on other sites More sharing options...
rolls Posted May 18, 2016 Share Posted May 18, 2016 Top job ! Quote Link to comment Share on other sites More sharing options...
vgamble Posted May 18, 2016 Share Posted May 18, 2016 Great work! Thank you very much. Quote Link to comment Share on other sites More sharing options...
ErrHeadII Posted May 19, 2016 Share Posted May 19, 2016 (edited) Sobol, is there a RO config for your LC39? Edit: I assumed there wasn't so I made one myself. In each config: Add scale = 1.6,1.6,1.6 after the mesh line and replace the instance with the following { CelestialBody = Earth Orientation = 0,1,0 RadialPosition = 913107.57671685559177104,3051680,-5518225.61 RadiusOffset = 90 RotationAngle = 350 VisibilityRange = 25000 Group = RoundRange LaunchSiteName = Launch Pad 39B LaunchPadTransform = spawn LaunchSiteDescription = . LaunchSiteLogo = SLS LaunchSiteType = VAB Category = RocketPad OpenCost = 40000 CloseValue = 10000 OpenCloseState = Open FacilityType = None CustomInstance = True LaunchRefund = 10 RecoveryFactor = 0 RecoveryRange = 100000 } Sobol, is 1.6 the right scale to convert the LC to its real size? Also, do you think you could make an Apollo program version of LC39? I know it isn't part of the Space Launch System, but you might have done most of the work already. Edited May 19, 2016 by ErrHeadII Quote Link to comment Share on other sites More sharing options...
james123456789 Posted May 21, 2016 Share Posted May 21, 2016 can somoene fix orion mpcv rcs trusters and orientation (so that in descent mode windows is gona be up not sideway) Quote Link to comment Share on other sites More sharing options...
Sobol Posted May 21, 2016 Author Share Posted May 21, 2016 @ErrHeadII No, no . You do not need to scale models , they are all made in real dimensions. Can I put the configuration in the next update? @james123456789 Can you post a screen and describe it ? I don't understand your problem . Quote Link to comment Share on other sites More sharing options...
ErrHeadII Posted May 22, 2016 Share Posted May 22, 2016 (edited) 13 hours ago, Sobol said: @ErrHeadII No, no . You do not need to scale models , they are all made in real dimensions. Can I put the configuration in the next update? @james123456789 Can you post a screen and describe it ? I don't understand your problem . Ah, okay. Yes, feel free to do anything you want with it, no rights reserved and all that. It is currently positioned off to the left (facing east) of the runway when Cape Canaveral is selected in RSS, I am going to try adjusting it. Edit: Moved it to Pad 39B's real position: Instances { CelestialBody = Earth Orientation = 0,1,0 RadialPosition = 911349.3,3052434,-5517488 RadiusOffset = 90 RotationAngle = 260 VisibilityRange = 100000 Group = LC39B LaunchSiteName = Launch Pad 39B } Here is an instance for Chris P. Bacon's VAB in its real position also: Instances { CelestialBody = Earth RadialPosition = 908856.4,3048479,-5520260 Orientation = 0,1,0 RadiusOffset = 243 RotationAngle = 161 VisibilityRange = 100000 } His VAB is under the CC BY-SA 2.0 license. Too bad we don't have a crawlerway connecting the two hint hint Edit 2: Here is my attempt at the SLF with Konstruct's included runway statics and landing guide system: KKRunway1Strip.cfg: // Generated by Kerbal Konstructs STATIC { mesh = kkrunway1strip.mu scale = 1.6,1.6,1.6 module = Part static = true author = AlphaAsh DefaultLaunchPadTransform = kkrunway1strip_spawn title = Runway Strip category = Runways cost = 40000 manufacturer = KashCorp description = Planes crash on it. DefaultLaunchSiteLength = 0 DefaultLaunchSiteWidth = 0 name = kkrunway1strip DefaultFacilityType = None DefaultFacilityLength = 0 DefaultFacilityWidth = 0 DefaultFacilityHeight = 0 DefaultFacilityMassCapacity = 0 DefaultFacilityCraftCapacity = 0 DefaultStaffMax = 0 LqFMax = 0 OxFMax = 0 MoFMax = 0 ECMax = 0 DefaultProductionRateMax = 0 OreMax = 0 PrOreMax = 0 DefaultScienceOMax = 0 DefaultRepOMax = 0 DefaultFundsOMax = 0 keepConvex = Instances { CelestialBody = Earth RadialPosition = 903657.6,3052112,-5518590 Orientation = -0.02,1,0.02 RadiusOffset = 163.5 RotationAngle = 319 RefLatitude = 28.62533 RefLongitude = 279.2995 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false RefCenter = 905976.9,3049440,-5520239 LaunchPadTransform = kkrunway1strip_spawn LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } Instances { CelestialBody = Earth RadialPosition = 904333.6,3050941,-5518590 Orientation = 0,1,0 RadiusOffset = 163.5 RotationAngle = 319 RefLatitude = 28.61561 RefLongitude = 279.3064 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false RefCenter = 905976.9,3049440,-5520239 LaunchPadTransform = kkrunway1strip_spawn LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } Instances { CelestialBody = Earth RadialPosition = 905012.6,3049763,-5518589 Orientation = 0,1,0 RadiusOffset = 162.4 RotationAngle = 319 RefLatitude = 28.60584 RefLongitude = 279.3132 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false RefCenter = 905976.9,3049440,-5520239 LaunchPadTransform = kkrunway1strip_spawn LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } Instances { CelestialBody = Earth RadialPosition = 905692.6,3048590,-5518595 Orientation = 0,1,0 RadiusOffset = 162.5 RotationAngle = 319 RefLatitude = 28.59608 RefLongitude = 279.3201 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false RefCenter = 905976.9,3049440,-5520239 LaunchPadTransform = kkrunway1strip_spawn LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } } KKLandingGuide.cfg: // Generated by Kerbal Konstructs STATIC { mesh = ksideflatlaunchlg.mu module = Part static = true author = KerbinSide title = Landing Guide category = Misc cost = 0 manufacturer = KashCorp name = kerbinsideflatlaunchlguide DefaultFacilityType = LandingGuide keepConvex = DefaultLaunchPadTransform = description = Instances { CelestialBody = Earth RadialPosition = 905960.9,3049476,-5520239 Orientation = 0,1,0 RadiusOffset = 204.5 RotationAngle = 139 RefLatitude = 28.5959 RefLongitude = 279.3201 VisibilityRange = 25000 Group = SLF GroupCenter = true RefCenter = 905960.9,3049476,-5520239 LaunchSiteDescription = No description available. Category = Other FacilityType = LandingGuide CustomInstance = True } } KKLandingLights2.cfg: // Generated by Kerbal Konstructs STATIC { mesh = kklandinglights2.mu scale = 2,2,2 module = Part static = true keepConvex = author = AlphaAsh title = Landing Lights category = Airbases cost = 0 manufacturer = KashCorp description = Lights to land by. name = kklandinglights2 DefaultFacilityType = None DefaultLaunchPadTransform = Instances { RadiusOffset = 177.5 CelestialBody = Earth Group = SLF RadialPosition = 906078.9,3049278,-5520239 RotationAngle = 319 Orientation = 0,1,0 VisibilityRange = 50000 LaunchPadTransform = CustomInstance = True RefCenter = 905976.9,3049440,-5520239 GroupCenter = false FacilityType = None RefLatitude = 28.5942547379215 RefLongitude = 279.321276320475 LaunchSiteDescription = No description available. } } KKRunway1Ramp.cfg: // Generated by Kerbal Konstructs STATIC { mesh = kkrunway1ramp.mu scale = 1.6,1.6,1.6 module = Part static = true DefaultLaunchPadTransform = author = AlphaAsh title = Runway Ramp category = Runways cost = 10000 manufacturer = KashCorp description = Planes get on and off a runway with this DefaultLaunchSiteLength = 0 DefaultLaunchSiteWidth = 0 name = kkrunway1ramp DefaultFacilityType = None DefaultFacilityLength = 0 DefaultFacilityWidth = 0 DefaultFacilityHeight = 0 DefaultFacilityMassCapacity = 0 DefaultFacilityCraftCapacity = 0 DefaultStaffMax = 0 LqFMax = 0 OxFMax = 0 MoFMax = 0 ECMax = 0 DefaultProductionRateMax = 0 OreMax = 0 PrOreMax = 0 DefaultScienceOMax = 0 DefaultRepOMax = 0 DefaultFundsOMax = 0 keepConvex = Instances { CelestialBody = Earth RadialPosition = 905976.9,3049440,-5520239 Orientation = 0,1,0 RadiusOffset = 193.5 RotationAngle = 138 RefLatitude = 28.59561 RefLongitude = 279.3203 VisibilityRange = 100000 Group = Ungrouped GroupCenter = true RefCenter = 905976.9,3049440,-5520239 LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } Instances { CelestialBody = Earth RadialPosition = 902951.1,3053284,-5518579 Orientation = 0,1,0 RadiusOffset = 230.4 RotationAngle = 319 RefLatitude = 28.63512 RefLongitude = 279.2924 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false RefCenter = 905976.9,3049440,-5520239 LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } } KKTouchdownL.cfg: // Generated by Kerbal Konstructs STATIC { mesh = ksidetwinlightslg.mu module = Part static = true DefaultLaunchPadTransform = author = AlphaAsh title = Lights Twin TGL category = Lights cost = 0 manufacturer = KashCorp description = Lights. name = kktwinlightsL DefaultFacilityType = TouchdownGuideL keepConvex = Instances { CelestialBody = Earth RadialPosition = 905981.9,3049477,-5520209 Orientation = 0,1,0 RadiusOffset = 204.5 RotationAngle = 139 RefLatitude = 28.59602 RefLongitude = 279.3203 VisibilityRange = 25000 Group = SLF GroupCenter = false RefCenter = 905960.9,3049476,-5520239 LaunchSiteDescription = No description available. Category = Other FacilityType = TouchdownGuideL CustomInstance = True } } KKTouchdownR.cfg: // Generated by Kerbal Konstructs STATIC { mesh = ksidetwinlightslg.mu module = Part static = true author = AlphaAsh title = Lights Twin TGR category = Lights cost = 0 manufacturer = KashCorp description = Lights. name = kktwinlightsR DefaultFacilityType = TouchdownGuideR DefaultStaffMax = 0 DefaultProductionRateMax = 0 DefaultScienceOMax = 0 DefaultFundsOMax = 0 keepConvex = DefaultLaunchPadTransform = Instances { CelestialBody = Earth RadialPosition = 905934.9,3049453,-5520239 Orientation = 0,1,0 RadiusOffset = 204.5 RotationAngle = 139 RefLatitude = 28.5957359142203 RefLongitude = 279.319821165254 VisibilityRange = 25000 Group = SLF GroupCenter = false RefCenter = 905976.9,3049440,-5520239 LaunchSiteDescription = No description available. OpenCost = 0 FacilityType = TouchdownGuideR TrackingShort = 0 TrackingAngle = 0 StaffMax = 0 ProductionRateMax = 0 ScienceOMax = 0 FundsOMax = 0 CustomInstance = True Category = Other LaunchPadTransform = } } Edited May 22, 2016 by ErrHeadII Quote Link to comment Share on other sites More sharing options...
Zarbizaure Posted May 25, 2016 Share Posted May 25, 2016 (edited) that's a really cool mod. I will definitely give it a try on my RO install once I have a bit of time. Would you mind me if I delete the fuel tanks for PP instead? (and also, really cool looking butless engines... ) Edited May 25, 2016 by Zarbizaure Quote Link to comment Share on other sites More sharing options...
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