hraban Posted September 8, 2018 Author Share Posted September 8, 2018 Last finetuning: vintage Molnija satellite directional antenna Quote Link to comment Share on other sites More sharing options...
Vaga Posted September 15, 2018 Share Posted September 15, 2018 CSA Core and CSA RUS have duplicate files. CSA RUS - (Inside DOS folder ) - KPA_kurz.CFG & KPA_lang.CFG CSA Core - (Inside Contares\Parts\Antennas) - KPA_kurz.CFG & KPA_lang.CFG Quote Link to comment Share on other sites More sharing options...
hraban Posted September 15, 2018 Author Share Posted September 15, 2018 2 hours ago, Vaga said: CSA Core and CSA RUS have duplicate files. CSA RUS - (Inside DOS folder ) - KPA_kurz.CFG & KPA_lang.CFG CSA Core - (Inside Contares\Parts\Antennas) - KPA_kurz.CFG & KPA_lang.CFG Thanks, will be fixed with the next update. The mentioned parts will go into the CORE. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted September 23, 2018 Share Posted September 23, 2018 Are the antennas link here in this mod now ? https://spacedock.info/mod/464/Contares antennas Quote Link to comment Share on other sites More sharing options...
hraban Posted September 23, 2018 Author Share Posted September 23, 2018 5 hours ago, Mecripp said: Are the antennas link here in this mod now ? https://spacedock.info/mod/464/Contares antennas The link in broken, but you can see most (not all) antennas of the core mod here: Quote Link to comment Share on other sites More sharing options...
hraban Posted October 21, 2018 Author Share Posted October 21, 2018 Updated all CSA submods on GitHub as pre release. Work on KSP 1.5 updates. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 24, 2018 Share Posted October 24, 2018 (edited) might wanna take a look at the sas modules the configs look like they might be pre Module manager. they all throw errors if you dont have remotetech installed. maybe make these just sas modules and create something along the lines of the f9 flight control system from the launchers pack instead? that way still have reusable stage control but just one instead of one in every sas unit. and a MM patch that adds the remotetech parts to everything with a ModuleDataTransmitter in contares if you have remotetech installed. Edited October 24, 2018 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
hraban Posted October 24, 2018 Author Share Posted October 24, 2018 55 minutes ago, COL.R.Neville said: might wanna take a look at the sas modules the configs look like they might be pre Module manager. they all throw errors if you dont have remotetech installed. maybe make these just sas modules and create something along the lines of the f9 flight control system from the launchers pack instead? that way still have reusable stage control but just one instead of one in every sas unit. and a MM patch that adds the remotetech parts to everything with a ModuleDataTransmitter in contares if you have remotetech installed. True, some SAS modules still contain artifacts from a former RemoteTech adaptation. Will be thrown out for the next update. The function as SAS and control unit remain unchanged. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted October 26, 2018 Share Posted October 26, 2018 Is it just me or are the landing skids extremely weak? I had ten of them upscaled to 1.25m mounted beneath a Cormorant Aeronology shuttle, landed at between 70-100m/s, and they were instantly destroyed upon contact with the ground. Quote Link to comment Share on other sites More sharing options...
hraban Posted October 26, 2018 Author Share Posted October 26, 2018 1 minute ago, sslaptnhablhat said: Is it just me or are the landing skids extremely weak? I had ten of them upscaled to 1.25m mounted beneath a Cormorant Aeronology shuttle, landed at between 70-100m/s, and they were instantly destroyed upon contact with the ground. Between 70 and 100 m/s is absolutely too fast. 30 to 55 m/s is an adequate landing speed for skids. The sink rate should not be higher than 1 m/s. However, I haven't tested the behavior of the skids in version 1.5.1 yet. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted October 26, 2018 Share Posted October 26, 2018 1 minute ago, hraban said: Between 70 and 100 m/s is absolutely too fast. 30 to 55 m/s is an adequate landing speed for skids. The sink rate should not be higher than 1 m/s. However, I haven't tested the behavior of the skids in version 1.5.1 yet. Hmm, that's a shame, I was hoping to use them for my shuttle because of how difficult it is landing at runways (Not really relevant, but I'm using 1.4.5). Quote Link to comment Share on other sites More sharing options...
Kit Fisto Posted November 15, 2018 Share Posted November 15, 2018 Sorry if this is a dumb question, but are the dependencies included in the Spacedock version, and if not, in which forlders need the files to be put into? Quote Link to comment Share on other sites More sharing options...
SouthPhilly Posted November 15, 2018 Share Posted November 15, 2018 (edited) 26 minutes ago, Kit Fisto said: Sorry if this is a dumb question, but are the dependencies included in the Spacedock version, and if not, in which forlders need the files to be put into? No the dependence mods are not included in the SpaceDock download. You need to download them each and install them to the GameData folder just like any other mod. Edited November 15, 2018 by SouthPhilly Quote Link to comment Share on other sites More sharing options...
Kit Fisto Posted November 15, 2018 Share Posted November 15, 2018 29 minutes ago, SouthPhilly said: No the dependence mods are not included in the SpaceDock download. You need to download them each and install them to the GameData folder just like any other mod. Thanks, but i should post a screenshot because this didn't work either. I'm new to KSP and i'm sure that i messed this completely up. Any advice would be helpful! https://imgur.com/a/QorpTgA? Quote Link to comment Share on other sites More sharing options...
Mecripp Posted November 15, 2018 Share Posted November 15, 2018 15 minutes ago, Kit Fisto said: Thanks, but i should post a screenshot because this didn't work either. I'm new to KSP and i'm sure that i messed this completely up. Any advice would be helpful! https://imgur.com/a/QorpTgA? Looks you need to move them all out and open each core mod fold you will see anther folder that's like CORE_NAM copy that folder back or pull it out to its KSP/Gamedata Quote Link to comment Share on other sites More sharing options...
hraban Posted November 15, 2018 Author Share Posted November 15, 2018 15 minutes ago, Kit Fisto said: Thanks, but i should post a screenshot because this didn't work either. I'm new to KSP and i'm sure that i messed this completely up. Any advice would be helpful! https://imgur.com/a/QorpTgA? Hello Kit Fisto, all CSA Contares mods folders has a clear structure. You need to copy the folder and all included files below GameData into the Kerbals Space Program GameData folder. So the core mod is named as Contares only. Target Structure: --> [KSP] -- --> GameData -- -- --> Contares -- -- --> Conteres_MEU and so on. Quote Link to comment Share on other sites More sharing options...
Kit Fisto Posted November 16, 2018 Share Posted November 16, 2018 Thanks a lot!!! I will do it today and hopefully it will work. I purposefully dragged them at nearly every possible location to see if it will work, at lots of outlandish places, but as i see i didn't even need to Quote Link to comment Share on other sites More sharing options...
onlinegamesz Posted November 25, 2018 Share Posted November 25, 2018 Hello, in which mod pack is the little 0.9375 Storage Module named CV9-S2? I recently started playing KSP again and I always used this little cargo module to resupply my Kerbal Space Station. Thank you. Quote Link to comment Share on other sites More sharing options...
hraban Posted November 26, 2018 Author Share Posted November 26, 2018 10 hours ago, onlinegamesz said: Hello, in which mod pack is the little 0.9375 Storage Module named CV9-S2? I recently started playing KSP again and I always used this little cargo module to resupply my Kerbal Space Station. Thank you. The transport module CV9-S2 much sacrificed to the mod splitting. At the moment it is only available via Contares 1.8.9 (1.3.x) . A new module (scalable) is under construction for the sub-mod NAM. Unfortunately there is not much time available for the mods at the moment, so it may take some time until the new roadmaps and objects are available. Quote Link to comment Share on other sites More sharing options...
Jasseji Posted January 15, 2019 Share Posted January 15, 2019 hello @hraban i have just discovered the docking ports from your mod (somehoe all this time in KSP i didnt have any good look at Contares :D) Especially something which struck me as interesting is these parts: DN_1_09375b DN_1_1250b Are you able to explain how you implemented the Docking Port/Airlock switching functionality ? This is a constant "problem" with the Endurance mod maintained by @JPLRepo ("control from here" vs Crew Hatch functionality for the Ranger) Maybe if you would be able to explain how you did it in Contares, something like this could be done for the Endurance Rangers I can see that there is an animation but is it an invisible animation ? (or maybe there is a visible animation but i have something wrong installed and it's not visible for me :P) Great mod family you have here Quote Link to comment Share on other sites More sharing options...
hraban Posted January 15, 2019 Author Share Posted January 15, 2019 (edited) 53 minutes ago, Jasseji said: hello @hraban i have just discovered the docking ports from your mod (somehoe all this time in KSP i didnt have any good look at Contares :D) Especially something which struck me as interesting is these parts: DN_1_09375b DN_1_1250b Are you able to explain how you implemented the Docking Port/Airlock switching functionality ? This is a constant "problem" with the Endurance mod maintained by @JPLRepo ("control from here" vs Crew Hatch functionality for the Ranger) Maybe if you would be able to explain how you did it in Contares, something like this could be done for the Endurance Rangers I can see that there is an animation but is it an invisible animation ? (or maybe there is a visible animation but i have something wrong installed and it's not visible for me :P) Great mod family you have here Nice that you took a look at my mod's and even stuck to it As you might have seen, there are this docking ports with and without AirLock function. The reason for the creation was the fact that some return systems like Soyuz and Shenzou don't have a side hatch. An exit through the docking port was not possible because of the collision body. An exit would only be possible via a multiple split, ring-shaped collision bodies have been possible. That was too expensive for me at the time of its creation and I chose a simpler way: The invisible collision body is deformed by means of animation and thus the "exit" through the hatch is made possible. So there is, as correctly observed, no visible animation. (There is also a small drawback, in Airlock mode it is not possible to dock to another port.) Later created docking ports have a ring-shaped collision body consisting of 8 or even 12 parts. Edited January 15, 2019 by hraban Quote Link to comment Share on other sites More sharing options...
Jasseji Posted January 15, 2019 Share Posted January 15, 2019 49 minutes ago, hraban said: Nice that you took a look at my mod's and even stuck to it As you might have seen, there are this docking ports with and without AirLock function. The reason for the creation was the fact that some return systems like Soyuz and Shenzou don't have a side hatch. An exit through the docking port was not possible because of the collision body. An exit would only be possible via a multiple split, ring-shaped collision bodies have been possible. That was too expensive for me at the time of its creation and I chose a simpler way: The invisible collision body is deformed by means of animation and thus the "exit" through the hatch is made possible. So there is, as correctly observed, no visible animation. Later created docking ports have a ring-shaped collision body consisting of 8 or even 12 parts. aah, i get it, so the collision body for the new dockings port is only the ring, without the internal "hatch" part ? Quote Link to comment Share on other sites More sharing options...
hraban Posted January 15, 2019 Author Share Posted January 15, 2019 Just now, Jasseji said: aah, i get it, so the collision body for the new dockings port is only the ring, without the internal "hatch" part ? That's right! Quote Link to comment Share on other sites More sharing options...
Jasseji Posted January 15, 2019 Share Posted January 15, 2019 1 minute ago, hraban said: That's right! simple and elegant solution Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted January 20, 2019 Share Posted January 20, 2019 Huzzaaa!! Thanks to the showcase vid..i as able to eyeball the one engine ive been searching for..for almost a year!! Your small black/white lfo engine that kinda looks like .."a bullet?". I loved attaching those radially for vtol reasons. The low profile is just..superb. Im glad to find it again! These mods have developed into quite the plethora of beautiful parts. I hope my computer doesnt melt . I may need to do some folder pruning..no offense. Quote Link to comment Share on other sites More sharing options...
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