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[WIP] Boring Crew Services - Stockalike Starliner Mod


DylanSemrau

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On 10/3/2024 at 9:05 PM, PicoSpace said:

Are the radiators on the SM now functional?

I don't see any reason to do this. The game doesn't require radiators to actively cool crew capsules nor any of the life supports mods that I'm aware of.

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A very early alpha build of the BCS revamp is now available on github! You can clone the main branch or grab the pre-release zip from the Releases page (which will continue to be updated on a regular basis).

4UfCLeM.png

DOWNLOAD

 

Make sure to grab all of the dependencies mentioned in the readme. In particular you are unlikely to have KSPCommunityPartModules which contains a new module written by @SofieBrink for BCS (makes the cool parachute animation work properly). Make sure you also have Animated Decouplers which is necessary for the service module.

A big thanks to @DylanSemrau once again for trusting me with this project :)

We also have an included copy of the beautiful NDS port by @benjee10. Again much thanks for giving permission to include it. It has the same name as Benjees part and using some MM trickery gets out of the way when Benjee10ShareAssets is installed without breaking craft files.

This should be in a mostly playable state but theres lots to do till an initial release in particular balancing. Reentry might be a bit dodgy with the center airbag attached, thats something thats being looked at. The airbags use a simple animation that needs to be deployed manually. Comfortable landing doesnt quite do everything we need so we're looking at a new option too but in the meantime it looks the part. Anyway enjoy for now but keep in mind there will be bugs and there may be a lot of changes and tweaks coming. Variants are pending too.

ps. It already has PBR support via Resurfaced.

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eN4SCjI.png

8CPxZxx.png

4BA0b15.png

dfooiPJ.png

aQeVzex.png

16KteAC.jpeg

Edited by Zorg
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Congrats on the alpha drop,

One thing i feel like i should add: If you find any bugs or feel like things should be done differently. Please do let us know either here on the forums, by filing an issue on GitHub or even by making the change and making a pull-request.

Also lastly, KSPCommunityPartModules is also in active development, just like BCS so if you want to stay on top of the latest releases, it is also available on CKAN which i cannot recommend enough!

When BCS gets to a stable fairly bug free state you can expect it too to come to CKAN.

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4 hours ago, Zorg said:

A very early alpha build of the BCS revamp is now available on github! You can clone the main branch or grab the pre-release zip from the Releases page (which will continue to be updated on a regular basis).

4UfCLeM.png

DOWNLOAD

 

Make sure to grab all of the dependencies mentioned in the readme. In particular you are unlikely to have KSPCommunityPartModules which contains a new module written by @SofieBrink for BCS (makes the cool parachute animation work properly). Make sure you also have Animated Decouplers which is necessary for the service module.

A big thanks to @DylanSemrau once again for trusting me with this project :)

We also have an included copy of the beautiful NDS port by @benjee10. Again much thanks for giving permission to include it. It has the same name as Benjees part and using some MM trickery gets out of the way when Benjee10ShareAssets is installed without breaking craft files.

This should be in a mostly playable state but theres lots to do till an initial release in particular balancing. Reentry might be a bit dodgy with the center airbag attached, thats something thats being looked at. The airbags use a simple animation that needs to be deployed manually. Comfortable landing doesnt quite do everything we need so we're looking at a new option too but in the meantime it looks the part. Anyway enjoy for now but keep in mind there will be bugs and there may be a lot of changes and tweaks coming. Variants are pending too.

ps. It already has PBR support via Resurfaced.

Rf9zt8Y.png

R9Wue49.jpeg

bAMfLi7.png

Lk8zI5X.png

eN4SCjI.png

8CPxZxx.png

4BA0b15.png

dfooiPJ.png

aQeVzex.png

16KteAC.jpeg

i wish i could test it but my computer isnt running well

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4 hours ago, Zorg said:

A very early alpha build of the BCS revamp is now available on github! You can clone the main branch or grab the pre-release zip from the Releases page (which will continue to be updated on a regular basis).

4UfCLeM.png

DOWNLOAD

 

Make sure to grab all of the dependencies mentioned in the readme. In particular you are unlikely to have KSPCommunityPartModules which contains a new module written by @SofieBrink for BCS (makes the cool parachute animation work properly). Make sure you also have Animated Decouplers which is necessary for the service module.

A big thanks to @DylanSemrau once again for trusting me with this project :)

We also have an included copy of the beautiful NDS port by @benjee10. Again much thanks for giving permission to include it. It has the same name as Benjees part and using some MM trickery gets out of the way when Benjee10ShareAssets is installed without breaking craft files.

This should be in a mostly playable state but theres lots to do till an initial release in particular balancing. Reentry might be a bit dodgy with the center airbag attached, thats something thats being looked at. The airbags use a simple animation that needs to be deployed manually. Comfortable landing doesnt quite do everything we need so we're looking at a new option too but in the meantime it looks the part. Anyway enjoy for now but keep in mind there will be bugs and there may be a lot of changes and tweaks coming. Variants are pending too.

ps. It already has PBR support via Resurfaced.

Rf9zt8Y.png

R9Wue49.jpeg

bAMfLi7.png

Lk8zI5X.png

eN4SCjI.png

8CPxZxx.png

4BA0b15.png

dfooiPJ.png

aQeVzex.png

16KteAC.jpeg

Holy hell this looks amazing

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One main thing i had occur was the parachute cover sticking around after discarding on parachute deployment. And those parachutes to seem to slow down the craft a fair amount, 3.5m/s. While faster than IRL it visually looks slow for KSP standards. Maybe give the chute aero cover a bit more oomph on discard?

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2 hours ago, BSS_Snag said:

One main thing i had occur was the parachute cover sticking around after discarding on parachute deployment. And those parachutes to seem to slow down the craft a fair amount, 3.5m/s. While faster than IRL it visually looks slow for KSP standards. Maybe give the chute aero cover a bit more oomph on discard?

The chute cover should be fixed. It was a collider issue. The parachutes will be tuned as part of the broader part balancing of mass and prop loads etc

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51 minutes ago, Zorg said:

The chute cover should be fixed. It was a collider issue. The parachutes will be tuned as part of the broader part balancing of mass and prop loads etc

All good, will a hatch so the kerbals leave the capsule update along when a IVA gets added waydown the track? Current one must be painted on due to budget cuts in the boring crew services program:D

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12 minutes ago, BSS_Snag said:

All good, will a hatch so the kerbals leave the capsule update along when a IVA gets added waydown the track? Current one must be painted on due to budget cuts in the boring crew services program:D

EVA hatch (and a small ladder collider where the handle is) doesn't need the IVA. I meant to add it earlier but forgot tbh. Will add it soon.

Edited by Zorg
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3 hours ago, Zorg said:

ps. if anyone wants to contribute patches for life support mods, pull requests on github are very welcome.

https://github.com/zorg2044/BoringCrewServices/issues/10

You have a 0.1.1 release 10 hours ago, and then a v.1.0.0a3 release 4 hours ago, minor issue but thought I'd mention it here.
I could send you what I had been tweaking before you took over the mod, you can take it from there (or not). Your call I guess.

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Just now, PicoSpace said:

You have a 0.1.1 release 10 hours ago, and then a v.1.0.0a3 release 4 hours ago, minor issue but thought I'd mention it here.
I could send you what I had been tweaking before you took over the mod, you can take it from there (or not). Your call I guess.

I just decided to change the versioning for the pre-releases. Basically we are working on what will become v1.0.0 and this is the third alpha build .a3

it made some kind of sense to me idk. I didnt want to keep incrementing the actual numbers for each alpha build.

2 minutes ago, PicoSpace said:

tweaking before you took over the mod,

Tweaks on what areas exactly?

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1 minute ago, Zorg said:

I just decided to change the versioning for the pre-releases. Basically we are working on what will become v1.0.0 and this is the third alpha build .a3

it made some kind of sense to me idk. I didnt want to keep incrementing the actual numbers for each alpha build.

Tweaks on what areas exactly?

I had been working on LS patches and what not to add compatibility to all the latest mods etc. and I had fixed up the airlock issue (which I'm assuming you fixed).
I was hoping to tag team with another modder who does IVAs to make a custom one as well but given you took over that all stopped but i can see what you have done with the parts and go from there.

 

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8 minutes ago, PicoSpace said:

I had been working on LS patches and what not to add compatibility to all the latest mods etc. and I had fixed up the airlock issue (which I'm assuming you fixed).
I was hoping to tag team with another modder who does IVAs to make a custom one as well but given you took over that all stopped but i can see what you have done with the parts and go from there.

 

I'd appreciate life support contributions yeah. I've not properly played with any of those in a long while so its better if it comes from people using it.

For the IVA I will be making a custom one after the initial 1.0 update. this would be a new interior shell, freeIVA colliders, some decorative props and of course the blank control panel which will be populated with stock props plus a custom MFD prop.

For people who want functional MAS/RPM IVAs at that point again I would be looking for configs from users to configure the control panel with functional props from those mods.

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Snug as a spacebug. I did some docking tests tonight, seeing how it was to manually control with the RCS

Zorg - If you see this, question for you ... is it possible to rename the "RCS" items in the doghouse PAW? Idk if this is final layout for what you want, but if so it'd be nice to have both the PAW and the action somehow distinguishable (the actions currently show "Toggle RCS thrust" listed twice).

Anyway, I disabled the 2nd RCS for docking maneuvers and everything went great. This thing works so well already. By virtue of docking, I've also looked at the CoM switch, 5 crew, the abort engines (so much better now), the hatch, the crew portraits, Snacks (16+ days for 5 crew so the default seems fine?). Lessee, the chute cover ejected fine for me previously, and still fine, the bucket handle animation continues to draw applause, I think that's it for now!

pro tip: set the hatch to off on the docking port and the BCS one shows through nicely.

sJgzG38.jpg

 

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7 hours ago, Zorg said:

I'd appreciate life support contributions yeah. I've not properly played with any of those in a long while so its better if it comes from people using it.

For the IVA I will be making a custom one after the initial 1.0 update. this would be a new interior shell, freeIVA colliders, some decorative props and of course the blank control panel which will be populated with stock props plus a custom MFD prop.

For people who want functional MAS/RPM IVAs at that point again I would be looking for configs from users to configure the control panel with functional props from those mods.

Not a GitHub Wizard, so I hope I did it correctly with a fork and pull request (if not I added the pacthes in the issues list as a backup).

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3 hours ago, PicoSpace said:

Not a GitHub Wizard, so I hope I did it correctly with a fork and pull request (if not I added the pacthes in the issues list as a backup).

Thanks, I'll take a look.

7 hours ago, OrbitalManeuvers said:

 

Zorg - If you see this, question for you ... is it possible to rename the "RCS" items in the doghouse PAW? Idk if this is final layout for what you want, but if so it'd be nice to have both the PAW and the action somehow distinguishable (the actions currently show "Toggle RCS thrust" listed twice).

 

 

 

Unfortunately not in stock. But it is being looked at. Theres something in the BDB plugin that could be adapted possibly.

Edited by Zorg
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