chris-kerbal Posted October 29, 2020 Share Posted October 29, 2020 37 minutes ago, Delta dart said: Oh it gets worse. <snip> Docking this abomination can probably teach kids, that it is not about the size... but how you use your RCS... ;-D Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted November 1, 2020 Share Posted November 1, 2020 @NateDaBeastsorry for the incredible delay! I got caught up in other things and kind of forgot about your ATV cargo patch. I went ahead and did it for TACLS/Kerbalism, but I can add more LS mods if needed. It's (mostly) untested, all I know is that MM and B9PS will load it up without complaining. +PART[_Knes_ATV_Cargo]:NEEDS[Knes&B9PartSwitch] { @name = _Knes_ATV_Cargo_2 @title = ATV "Fermi" Cargo Module MODULE:NEEDS[B9PartSwitch,CommunityResourcePack] { name = ModuleB9PartSwitch moduleID = ATV switcherDescription = Resource Container switcherDescriptionPlural = Resource Selections switchInFlight = True baseVolume = 1350 SUBTYPE { name = Structural tankType = Structural title = Structural } SUBTYPE:NEEDS[TacLifeSupport|Kerbalism] { name = CombinedLifeSupportKnes tankType = LS_Cargo_knes_patch title = Combined Life Support } SUBTYPE;NEEDS[TacLifeSupport|Kerbalism] { name = FoodKnes tankType = LS_Food_knes_patch title = Food } SUBTYPE:NEEDS[TacLifeSupport|Kerbalism] { name = OxygenKnes tankType = LS_O2_knes_patch title = Oxygen } SUBTYPE:NEEDS[TacLifeSupport|Kerbalism] { name = WaterKnes tankType = LS_H20_knes_patch title = Water } } } B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] { name = LS_Cargo_knes_patch tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 0.3414853333333334 } RESOURCE { name = Water unitsPerVolume = 0.2257164444444443 } RESOURCE { name = Oxygen unitsPerVolume = 34.57056355555552 } RESOURCE { name = Waste unitsPerVolume = 0.010752 percentFilled = 0 } RESOURCE { name = WasteWater unitsPerVolume = 0.099528 percentFilled = 0 } RESOURCE { name = CarbonDioxide unitsPerVolume = 10.34007 percentFilled = 0 } } B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] { name = LS_Food_knes_patch tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] { name = LS_O2_knes_patch tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Oxygen unitsPerVolume = 100 } } B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] { name = LS_H20_knes_patch tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Water unitsPerVolume = 0.5 } } Quote Link to comment Share on other sites More sharing options...
Hypercore Posted November 3, 2020 Share Posted November 3, 2020 Question: Is this meant for the stock system, or would a 2.5x scaled system work? I'm making some recreations and that's what bdb and tantares recommends Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted November 3, 2020 Share Posted November 3, 2020 39 minutes ago, Hypercore said: Question: Is this meant for the stock system, or would a 2.5x scaled system work? I'm making some recreations and that's what bdb and tantares recommends This is balanced against stock parts, so 2.5x is just right. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted December 7, 2020 Share Posted December 7, 2020 Gemstones Part 1: Agate, Rubis, Topaze 1) Agate First rocket in France's Gemstones family, the Agate was used to test recoverable instrument pod. It was an unguided rocket, powered by Mammouth solid rocket engine and launched from a rail. The Mammouth is made from Black Forest "Rook" SRB (CRE), six Castor Size 0 decouplers (Tantares) and four Canopus Type A fins (also Tantares). The instrument pod is represented by Cosmocat. The pod is recoverable. The launch rail comes from Modular Launch Pads. Rail is configured to face East, launch angle is 15 degrees. And yes, it works. Works quite well, in fact. No SAS or corrective maneuvers needed - just launch it and see how it takes your cat to space. 2) Rubis The Rubis was made by combining Agate with P064 SRB, aka Diamant 3rd stage. It was used to test in-orbit operations for future Diamant launches, like fairing jettisoning, 3rd stage spin-despin and payload separation. Like Agate, it was launched using rail. This one is a bit nose-heavy, so launch angle was reduced to 10 degrees to compensate. No fairings or satellite simulator on this launch - I was afraid the may interfere witn the rail (it's quite finicky) Maneuvering to face prograde at apogee (Not sure if it was the part of actual Rubis flight, though). Releasing the P064. 3) Topaze The Topaze was the first actively guided rocket in Gemstones family, and thus was launched from the pad and not from rail. It was used to test Diamant's 2nd stage. Includes that weird tank-tower. The cat is obviously does not belong here. Using RCS to gain some extra altitude. The cat is released... ...only to go back to Algeria. Quite realistic cat physics! Or maybe it's a bug. Meh, I like my version better. Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 7, 2020 Share Posted December 7, 2020 WOah what mod adds that cat?! Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 7, 2020 Share Posted December 7, 2020 Just now, Souptime said: WOah what mod adds that cat?! This one. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted December 7, 2020 Share Posted December 7, 2020 What the hell is that ton of junk released at launch? Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 7, 2020 Share Posted December 7, 2020 45 minutes ago, Clamp-o-Tron said: This one. and another mod goes to my freakish 100 plus mods install! Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 7, 2020 Share Posted December 7, 2020 Just now, Souptime said: and another mod goes to my freakish 100 plus mods install! The three horsemen of too many mods. Quote Link to comment Share on other sites More sharing options...
Well Posted December 7, 2020 Author Share Posted December 7, 2020 1 hour ago, biohazard15 said: What the hell is that ton of junk released at launch? This is Thermal protection/insulation for the launcher, wich detach during launch. Perfectly fine. Quote Link to comment Share on other sites More sharing options...
Well Posted December 7, 2020 Author Share Posted December 7, 2020 (edited) 2 hours ago, biohazard15 said: Gemstones Part 1: Agate, Rubis, Topaze Quite realistic cat physics! Or maybe it's a bug. Meh, I like my version better. Oh awesome! I think that the first time i see all French Gemstones rocket for KSP! The cat thanks you for the Ride! i think the collider is a little flat on this part, so he generally always land like that. and you know what ? that quite realistic! This was the landing of the "Martine" Monkey on a Vesta Rocket : Edited December 7, 2020 by Well Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted December 7, 2020 Share Posted December 7, 2020 18 minutes ago, Well said: This is Thermal protection/insulation for the launcher, wich detach during launch. Perfectly fine. Errrmmm... Emeraude\Sapfir\Diamant A used turpentine and nitric acid as LF and Ox. AFAIK, neither of these are cryogenic. Am I missing something, or this is the case of French being, well, French? 12 minutes ago, Well said: Oh awesome! I think that the first time i see all French Gemstones rocket for KSP! The cat thanks you for the Ride! i think the collider is a little flat on this part, so he generally always land like that. and you know what ? that quite realistic! This was the landing of the "Martine" Monkey on a Vesta Rocket : Well, that was only the "solid" half of Gemstones. There's still the "liquid" half, which I'll post soon (Emeraude, Sapfir, Diamant). Although I must say that these are not so fun to make (being basically the same rocket) as the solid ones. Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 7, 2020 Share Posted December 7, 2020 1 hour ago, Clamp-o-Tron said: The three horsemen of too many mods. ANd its not even on a good PC too, its my moms laptop Quote Link to comment Share on other sites More sharing options...
Well Posted December 7, 2020 Author Share Posted December 7, 2020 11 hours ago, biohazard15 said: Errrmmm... Emeraude\Sapfir\Diamant A used turpentine and nitric acid as LF and Ox. AFAIK, neither of these are cryogenic. Am I missing something, or this is the case of French being, well, French? You're correct on the fuel, but thermal protection could be needed for many reason, i'm not specialist enought to said what is th use for those. You could see here those thermal protection : (Hammaguir launch site is really a sunny / hot place http://www.capcomespace.net/dossiers/espace_europeen/espace_francais/diamantA P34775_HD.jpg Quote Link to comment Share on other sites More sharing options...
Fusion confusion Posted December 8, 2020 Share Posted December 8, 2020 Themis Quote Link to comment Share on other sites More sharing options...
DarthPointer Posted December 8, 2020 Share Posted December 8, 2020 Hi @Well! I have recieved an issue report in my mod thread. After doing some tests on my own I have found a problem (may be it is not the one reported). Two engines in Knes are pathced to have cost = 0. While this is OK for KSP logics, it confuses my PartModule, PayToPlay mod is an engine reliability plugin that makes the player pay funds for recovered engines maintenance. And some logics brake apart if part cost is 0. The maintenance expences directly depend on part cost. I have already found that "replace with a new enigne" option cost gets negative (-1) and "restore ignitions" button does not appear for free engines while it should. And now I have questions: why are there free parts in the partpack? Is it possible to rebalance costs and make every engines' cost positive without ruining the desired balance? If you feel like looking deeper, the story starts here: Quote Link to comment Share on other sites More sharing options...
Well Posted December 8, 2020 Author Share Posted December 8, 2020 32 minutes ago, DarthPointer said: Hi @Well! I have recieved an issue report in my mod thread. After doing some tests on my own I have found a problem (may be it is not the one reported). Two engines in Knes are pathced to have cost = 0. While this is OK for KSP logics, it confuses my PartModule, PayToPlay mod is an engine reliability plugin that makes the player pay funds for recovered engines maintenance. And some logics brake apart if part cost is 0. The maintenance expences directly depend on part cost. I have already found that "replace with a new enigne" option cost gets negative (-1) and "restore ignitions" button does not appear for free engines while it should. And now I have questions: why are there free parts in the partpack? Is it possible to rebalance costs and make every engines' cost positive without ruining the desired balance? If you feel like looking deeper, the story starts here: Hello, no problem i perfectly understand that could be a problem for compatibilty. Any part are supposed to be cost = 0 i'm going to investigate that, did you know what engine exaclty is concerned ? for now i've noticed that on the _Knes_Vesta_Engine_0625 i will fix that a soon as possible Quote Link to comment Share on other sites More sharing options...
DarthPointer Posted December 8, 2020 Share Posted December 8, 2020 (edited) 1 hour ago, Well said: i'm going to investigate that, did you know what engine exaclty is concerned ? for now i've noticed that on the _Knes_Vesta_Engine_0625 There are two of them (and an adapter that should not be relevant for the issue but still looking *interesting*). Launcher/Veronique/_Knes_Veronique_Engine_03125.cfg: cost = 0 Launcher/Vesta/_Knes_Vesta_Adapter_0625to03125.cfg: cost = 0 Launcher/Vesta/_Knes_Vesta_Engine_0625.cfg: cost = 0 Edited December 8, 2020 by DarthPointer Quote Link to comment Share on other sites More sharing options...
DarthPointer Posted December 8, 2020 Share Posted December 8, 2020 Upd to prev post: confirmed, setting dumb cost = 100 fixes my problem. Now it is only up to redistributing costs within the partpack in a way that all engines have reasonable non-negative costs. Quote Link to comment Share on other sites More sharing options...
Well Posted December 8, 2020 Author Share Posted December 8, 2020 All fixe are pushed on github, can't release now just for that, is that ok for you ? i've Planned a fix update for KSP 1.11 Quote Link to comment Share on other sites More sharing options...
Well Posted December 9, 2020 Author Share Posted December 9, 2020 btw it's the moment to ask for some eventually little fix or balance. Also with the new inventory system in KSP 1.11, we are going to probably choose between KIS and stock System. I'm not sure yet, depend how stock system work and allow... but i don't think i want to manage and allow 2 inventory system for Knes. And yes i already know this are going to make problem for some people, i suspect that for many mod. (with a little time, i suppose we could eventually write a patch to replace Stock system if KIS is installed) Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted December 10, 2020 Share Posted December 10, 2020 A little suggestion, for 1.11 update and coexisting inventory sytem. True, having two inventory on one vessel will be unmanageable. Instead: simple way: it can be possible to have a copy of each vessel with kis module and no stock inventory. Downside: load heavy. Complexe way: For hermes: shuttle with kis, service module with stock inventory. Mrk, minotaure cargo : two version for each inventory system. Mrk , minotaure crew: no inventory, inventory container provided by stock and kis can be added into the cargo service module Atv: multiple version of cargo module Maybe later it will be possible to use b9 for make variant of part ( if b9 update for handle the new stock inventory). Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 10, 2020 Share Posted December 10, 2020 Or perhaps just: @PART[partName]:NEEDS[!KIS] { <stock inventory stuff> } @PART[partName]:NEEDS[KIS] { <KIS inventory stuff> } Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted December 10, 2020 Share Posted December 10, 2020 On 12/9/2020 at 7:30 AM, Well said: between KIS and stock System KIS/stock inv. patch may be left in .txt format just in case someone needs it, this is a usual method for legacy/optional stuff Quote Link to comment Share on other sites More sharing options...
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