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[1.10.1] Duna Direct


bcink

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Problem with Tekto is that it's easier to just land the whole thing with parachutes so that means I'd use the descent stage for ascent but the bundled engines are awful for thick atmospheres as I discovered in the VAB without even testing the craft.

It feels a bit underpowered if you ask me.

And now the cursor vanishes in the VAB when I open a craft with it.

Edited by Richmountain112
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  • 5 months later...
On 9/22/2020 at 2:16 AM, JadeOfMaar said:
On 9/21/2020 at 11:41 AM, Gordon Dry said:

Next step would be so make the return engines run with MethaLox, LqdMethane created by the ISRU (even in stock, LqdMethane + Oxidizer).
With this approach only the LqdMethane is created by the ISRU, so Oxidizer needs to be shipped.
Or let it create LqdMethane + Oxidizer, but with RealFuels to be patched to only create LqdMethane and LqdOxygen needs to be shipped.

I will make most of these happen. Technically all except for RealFuels (specifically: any such engine configs) as that's out of my scope as a player.

@JadeOfMaar Was this ever patched for ISRU of methalox or any other fuels besides LFO?

I think the answer is no. I'm not bugging you about a passing statement from 3 years ago, I just want to check that I didn't miss something due to an installation error on my part. Hyperedit provides an easy cheat workaround to simulate tank refueling.

For context, I'm using Cryotanks and JNSQ. I can configure the Duna Direct tanks for LFO, Hydrolox, or Methalox (I think that's done via Cryotank's own patches). Sabatier ISRU works for LFO and slowly fills the tanks, but the other 2 fuel types show "Sabatier: Liquid fuel full" in the part window as soon as I start ISRU. That makes sense because my craft has no liquid tanks. I don't see any switches to change the ISRU type.

 

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@DeadJohn I had started on that ISRU patch work but I eventually lost it (I had too many test installs and likely eventually deleted the one holding that work, forgetting it was that one). I could restart that work easily and post it on my GitHub sandbox repo. Alternatively, if by chance you use Rational Resources Companion, you can opt-in on the ISRU integration there.

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59 minutes ago, JadeOfMaar said:

@DeadJohn I had started on that ISRU patch work but I eventually lost it (I had too many test installs and likely eventually deleted the one holding that work, forgetting it was that one). I could restart that work easily and post it on my GitHub sandbox repo. Alternatively, if by chance you use Rational Resources Companion, you can opt-in on the ISRU integration there.

Nah, don't do any new work. Cheating with Hyperedit works fine to simulate methane production. I never heard of Companion before and I'll read about it later.

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  • 1 month later...

dangaffa/DunaDirectRedux (github.com)

I have added a few additions and have posted it to my github. Namely better Cryotanks support for the engines and ISRU, waterfall support for the engines, and a modification to the texture to remove the "Direct" text (eventually I might add it back as a texture switch, for now I say you should just use Conformal Decals.) Eventually I'll see if I can fix some of the other issues in this thread, namely the node issues and the landing legs being destroyed

screenshot26.png

Edited by dangaffa
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  • 11 months later...
On 6/26/2021 at 4:42 PM, Nova1 said:

@bcink It seems to just not be connecting like a regular heatshield. Here's a video I made showing it:

 

Little bit of a necro post, but did anyone ever get any leads on the 'heatshield not attaching' issue? I've been playing around with this lately and noticed the following on mine (as I suffer the same issue):

When I attach the shield in editor, and launch - if vertical, the lander wobbles and falls out of the heat shield, as if it isn't attached.

If I launch the whole craft rotated horizontally (via clamps) - the shield is there, doesn't fall off, but I can't right-click it to do anything. If I hyperedit the craft into orbit, the shield stays behind.

If I insert another decoupler as a shim between the lander and the heat shield on the appropriate note (as a test), I get the same behavior (I wanted to see if it was the lander stage, or the heat shield being strange).

If I set the heat shield decoupler to be not staged - on launch, the separation solids immediately fire. I have nothing triggering automatic staging.

I let the solids burn out once and hyperedited it into Duna orbit (I had a temporary retro pack grafted onto it to decelerate it for reentry) but I could not fire anything 'below' the heat shield, nor could I decouple the heat shield. I wound up reentering by aiming prograde and hyperediting the solids 'full' again. Once done I still couldn't decouple the shield - it's acting like it's already gone/not controllable.

I have a weird feeling this part is instantiating as if it was already staged -- but I'm still trying to find out if I have any mods that may be triggering this.

Not sure if this is of help to anyone, but wanted to contribute my observations.

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8 hours ago, mirandom said:

... did anyone ever get any leads on the 'heatshield not attaching' issue?

The forums crashed right as I posted a ton of info. Gosh, frustrating. So now comes the reader's digest version:

Try moving the legs up with the move tool just a tiny bit. Mine looks like this and it fixed a similar issue I was having

Spoiler

AHO0HOk.png

I'm using the dangaffa github version and it has some serious conflicts with CryoTanks, and also if you do *not* have RealPlume installed. I have fixes/workarounds but I'm not typing that again unless it's needed by someone :P 

Edited by OrbitalManeuvers
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13 hours ago, OrbitalManeuvers said:

The forums crashed right as I posted a ton of info. Gosh, frustrating. So now comes the reader's digest version:

Try moving the legs up with the move tool just a tiny bit. Mine looks like this and it fixed a similar issue I was having

I'll give that a shot. If it works, then maybe a more 'permanent' fix would be to edit the attach points on the landers up a hair? Just a thought.

My Kerbals are tired of bopping around between home and LKO and the moons, they're ready to finally lick some Duna soil (they have a bet on whether it tastes like cinnamon or cayenne.)

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Well, sad to report that moving the legs didn't do anything -- I tried combinations, moving the legs up, moving them down, doing the same with the heat shield -- no luck. As a last attempt just to see what was going on, I attached a 10m inflatable heat shield to the same bottom node of the 1st stage, and -that- worked perfectly fine. So I can only assume that it's some issue with the expanding heat shields that come with the mod, probably interacting with something else installed (due to others not having issues). 

I might try to flip through what I have installed and strip out anything that might conflict, but in reality I don't want to lose the mods I have installed (so much of them are in use for my existing ships in flight) so ultimately I might just build something new for my Duna lander/return vehicle until and unless this mod gets updated, or someone else has any insight.

(Cayenne is winning, but Jeb recently suggested it might be red curry powder. Nobody is agreeing with him.)

Edited by mirandom
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