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[WIP] Boring Crew Services - Stockalike Starliner Mod


DylanSemrau

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Another alpha build

  • TAC Life support patch (thanks to EmberSkyMedia)
  • Updates to descriptions, tags and bulkhead profiles
  • VABOrganizer support (thanks to EmberSkyMedia)
  • Fix missing NavLights emissive
  • Fix RCS thruster doghouse surface attach node
  • Remove bottom node from abort engine, add b9ps node switch to switch top node position
  • Reduce main chute opening speed

https://github.com/zorg2044/BoringCrewServices/releases

 

Edited by Zorg
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3 minutes ago, GoldForest said:

Why remove the bottom node? 

I forgot about generic use for a moment... will add it back in corrected for both variants

Edited by Zorg
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On 10/10/2024 at 2:19 PM, Zorg said:

I forgot about generic use for a moment... will add it back in corrected for both variants

Are there any plans for additional interstages/adapters for the craft? 

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Just released the first Beta build over on GitHub

  • Added back bottom node for generic use of the abort engine.
  • Reduce main chute deployment speed further
  • Fixed some typo's in MM patches
  • Added AutoCutDrogue module to the parachutes
  • Added EngineIgnitor configs (Thanks to mountainparrot)
  • Added custom modules for heatshield and airbags

A few things to take note of with this update:

  1. BCS now uses the recently added AutoCutDrogue module from KSPCommunityPartModules (Previously in BDB) so make sure that you update it to version v0.2.0 or greater!
     
  2. BCS now has its own module for jetisoning the heatshield. This module can either be activated through staging, action groups or by simply right clicking the part and selecting Arm Auto Jettison, When armed the heatshield will automatically detach when the vehicle's altitude goes below the Jettison Altitude which defaults to 650mFeedback welcome! but can be changed using the slider in the right click menu. If you don't wish to use the automatics you can still manually jettison the heatshield at any time through an action group or by right clicking the part.
     
  3. BCS now has its own module for the airbags instead of using a simple animation module. This module can also be activated through staging, action groups or right clicking the part and selecting Arm Auto Deploy like the previous module for the heatshield. When armed the airbags will automatically deploy when all required conditions are met, the includes the vehicle's altitude going below the Deploy Altitude which defaults to 650mFeedback welcome! The heatshield having been jettisoned and the vehicle being above water in the case of the centre airbag or above land or water in case of the main airbags.This is currently set in the config file, should these become toggle buttons in the right click menu? If you don't wish to use the automatics you can manually inflate the airbags at any time using an action group or by right clicking the part. but be warned doing this will circumvent the checks if the heatshield has been jettisoned, and if it hasn't this can lead to some nasty consequences!
    After landing on land the airbags will automatically deflate a little, during a water landing they will not. You can always manually deflate the airbagsto a predefined point in the config file using an action group or by right clicking the part.


One final note: Currently the staging icon for both the heatshield jettison module as well as the airbag module shows a nice ? This is known, proper icons are in the works and expected to ship with a full release.

Please direct any feedback regarding the new modules to me either here on the forums or by mentioning me in any issues posted on GitHub.

Happy testing folks!

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Im getting an issue where the airbags deploy with no options to auto arm deploy appearing in the right click menu  for both the main capsule and the extra airbag. Nothing also appears in actions groups along with the heat-shield as well, Playing on the latest github release

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Logs


Solved, Instantiation error

Edited by BSS_Snag
Solved
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28 minutes ago, BSS_Snag said:

Im getting an issue where the airbags deploy with no options to auto arm deploy appearing in the right click menu  for both the main capsule and the extra airbag. Nothing also appears in actions groups along with the heat-shield as well, Playing on the latest github release

Images
Logs

Just looking at your log quickly it seems like the BCS DLL is simply not present. 
Just to verify, did you install the latest release, or did you clone the repository? 

If you're not certain, could you check if the BoringCrewServices folder in your gamedata has a Plugin folder and that it contains a BoringCrewServices.dll file?

Edited by SofieBrink
typo
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5 minutes ago, SofieBrink said:

install the latest release, or did you clone the repository? 

Cloned, gimme a sec.... Ah yep it was from the repo files, which didn't have the plugin file in gamedata. The beta release does, problem Fixed
PEBKAC

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Just now, BSS_Snag said:

Cloned, gimme a sec.... Ah yep it was from the repo files, which didn't have the plugin file in gamedata. The beta release does, problem Fixed
PEBKAC

Fantastic, glad to hear its fixed now!

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16 hours ago, SofieBrink said:

Fantastic, glad to hear its fixed now!

How is the auto cut drogue supposed to work? Do i have to have the drogue and mains in the same stage for the module to activate? Or should the drogues just detect the deployment of the mains and cut?

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44 minutes ago, BSS_Snag said:

How is the auto cut drogue supposed to work? Do i have to have the drogue and mains in the same stage for the module to activate? Or should the drogues just detect the deployment of the mains and cut?

The latter is closest, its actually the mains that tell the drogues to cut programmatically. So when any main chute deploys, and Auto Cut Drogue is enabledit is by default all other chutes that are known to be drogues will be cut.

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1 hour ago, SofieBrink said:

its actually the mains that tell the drogues to cut programmatically.

Fair enough then. In that case its not working on my end. All dependencies are up to date,Auto cut is active in the PAW but the BCS drogues wont autocut, They still stick around after the mains fully deploy. (Airbags and shields work perfectly tho). Did a test flight below
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3 hours ago, BSS_Snag said:

Fair enough then. In that case its not working on my end. All dependencies are up to date,Auto cut is active in the PAW but the BCS drogues wont autocut, They still stick around after the mains fully deploy. (Airbags and shields work perfectly tho). Did a test flight below
Images
Logs

Alright that one threw me for a second, 
I've just had a look and the reason it isn't working for you is that the module looks for a ModuleParachuteOr one inheriting it on the same part as itself. It cannot find these in your install. 
This seems to be due to Ferram Aerospace Research, which from a quick look, replaces any ModuleParachute with a RealChuteFAR that does not inherit from the stock module. 

I'll look into a solution to make it work in the future (you can follow that here) but for now there's nothing i can do for you. 
The only solution would be removing FAR but that's obviously not a real fix, just a bandaid with severe consequences. 

Thanks for bringing this to my attention, and apologies for not being much help!

By the way, i want to thank you for your amazing bug reporting ethic, you consistently uploading all the logs and screenshots without prompting is absolutely fantastic!

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Nice to know that the issue is just as simple with FAR not playing nice with others. FAR is FAR, rockets still go up.

Got into the habit after going through the same steps with Lisias tweakscale, because I had to test a hot fix and also just it's very helpful for modders

 

Edit

Sorry for the slow response times forums connection being extra spicy today

Edited by BSS_Snag
forums be foruming
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  • 2 weeks later...

Welcome back everyone lol.

There was a beta update today:

DOWNLOAD

REMINDER: Please download the prepackaged beta zip from the releases page linked above, do not download the github main branch directly as it will not contain the plugin.

There is a now a custom BCS decal for ConformalDecals. However there is also a b9PS switch that just configures the part with realistic *built in decals*. This is only available if resurfaced is installed since it uses its decal blend shader to achieve the effect. This basically allows for realistic flags and logos without needing a whole alternate texture and doesnt need you to meticulously place decals (you can do that if you want of course). In addition to IRL logos, there is a version with Boring Crew Services logos.

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Changelog

Spoiler
  • Add resurfaced based built in B9PS decal setup (realistic and BCS)
  • Add custom conformal decal part
  • Fix drogue chute canopy rotation
  • Adjust RS88 Isp for Abort and vac variants. Adjust thrust for vac variant
  • Add changelog file
  • Slow down main chute deploy animation
  • Consolidate patches and compatibility folders
  • Tech balancing
  • Cost balancing
  • Solar panel balancing
  • Adjust capsule textures slightly
  • Add 20 ignitions to orbital variant of RS88 (engine ignitor)

 

Edited by Zorg
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@Zorg nice decals. Thank again for adopting this mod.

I wonder if you might need an alternate set of decals in the future. This news dropped today "Boeing considers selling its space business, including Starliner: report" Original source Wall Street Journal which is subscriber-only so I'm linking to a different site https://www.space.com/boeing-exploring-sale-space-business-starliner

 

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Tiny issue here that is actually not an issue of this but it may be of help. Is it necessary for the capsule to have "vesselType = Probe"?

There are Skyhawk kerbalism patches that patch it twice because of it causing issues with harddrive. 

 

@PART[*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe],~TechRequired[control*],~TechRequired[hypergol*],~TechRequired[tanks*],~TechRequired[construction*],~TechRequired[logistics*],~TechRequired[science*],#SSS_Tier[1]]:AFTER[zzzSkyhawkScienceSystem]
{
    MODULE 
    {
        name = HardDrive
        title = Data Storage
        dataCapacity = 0.25      // data size in Mb
        sampleCapacity = 0      // sample size in slots
    }
}

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0],#SSS_Tier[6]]:AFTER[zzzSkyhawkScienceSystem]
{
    MODULE 
    {
        name = HardDrive
        title = Data Storage
        dataCapacity = 4      // data size in Mb
        sampleCapacity = 1      // sample size in slots
        @sampleCapacity *= #$/CrewCapacity$ 
    }
}

Edited by dave1904
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30 minutes ago, dave1904 said:

Tiny issue here that is actually not an issue of this but it may be of help. Is it necessary for the capsule to have "vesselType = Probe"?

There are Skyhawk kerbalism patches that patch it twice because of it causing issues with harddrive. 

 

@PART[*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe],~TechRequired[control*],~TechRequired[hypergol*],~TechRequired[tanks*],~TechRequired[construction*],~TechRequired[logistics*],~TechRequired[science*],#SSS_Tier[1]]:AFTER[zzzSkyhawkScienceSystem]
{
    MODULE 
    {
        name = HardDrive
        title = Data Storage
        dataCapacity = 0.25      // data size in Mb
        sampleCapacity = 0      // sample size in slots
    }
}

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0],#SSS_Tier[6]]:AFTER[zzzSkyhawkScienceSystem]
{
    MODULE 
    {
        name = HardDrive
        title = Data Storage
        dataCapacity = 4      // data size in Mb
        sampleCapacity = 1      // sample size in slots
        @sampleCapacity *= #$/CrewCapacity$ 
    }
}

Well Starliner can be flown without crew both as seen on the OFT-1/2 and of course the infamous uncrewed return recently. So I gave it probe capability. I would suggest an update to Skyhawk if its a problem.

Edited by Zorg
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3 hours ago, Zorg said:

Well Starliner can be flown without crew both as seen on the OFT-1/2 and of course the infamous uncrewed return recently. So I gave it probe capability. I would suggest an update to Skyhawk if its a problem.

Well vessel type ship doesn’t convey either crew or remote control specifically, and as long as you leave the crew requirement for the ModuleCommand at 0 it’ll work the same

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6 minutes ago, SofieBrink said:

Well vessel type ship doesn’t convey either crew or remote control specifically, and as long as you leave the crew requirement for the ModuleCommand at 0 it’ll work the same

hmm I thought vesseltype = probe is required for command to work when uncrewed. Can check and test later though.

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