SofieBrink Posted November 10 Share Posted November 10 Beta 7 is out with some small fixes & included craft files! DOWNLOAD Updated workflows to include the CraftFiles folder in the release zips. Updated internal .CKAN to install craft files Tweaked parachutes, no longer will you decelerate at 26g's when the chutes deploy! Rejoice! Adjusted Heatshield CoL to reduce self-inflicted oscillations during descent under chutes. Adjusted RCS Block to automatically use the OMACS with throttle. Adjusted RCS Block Description to make clear to users what the different thrusters are. Added UI Groups for BCS Modules and the 2 thruster types on the RCS Block. Updated CraftFiles to reflect these changes + a few other fixes (Yes we skipped Beta release 6, for reasons) No fancy screenshots from me for this one, that's above my paygrade. Be warned that the nice UI groups for the RCS Blocks won't show up if you have the PAWStockGroups setting of KSPCF enabled. I've spoken with the folks at KSPCF and there's a proposed solution but its unsure how long this will take. Link to comment Share on other sites More sharing options...
Zorg Posted November 10 Share Posted November 10 The above update also contains: Reduce nose cone heat glow Add BCS tags to Benjee's NDS docking port Consolidate extra window switch with the paint switch for that window. Link to comment Share on other sites More sharing options...
SofieBrink Posted November 10 Share Posted November 10 9 minutes ago, Zorg said: The above update also contains: Reduce nose cone heat glow Add BCS tags to Benjee's NDS docking port Consolidate extra window switch with the paint switch for that window. Whoops apologies for missing those! Link to comment Share on other sites More sharing options...
ItsUrsus Posted November 10 Share Posted November 10 On 4/8/2020 at 3:59 PM, DylanSemrau said: https://trello.com/b/HN7sjVMG/boring-crew-services-roadmap Here's a roadmap btw 1) what's it for? 2) and is there a fix for the IVA of the Centauri Capsule? Link to comment Share on other sites More sharing options...
SofieBrink Posted November 11 Share Posted November 11 12 hours ago, ItsUrsus said: 1) what's it for? 2) and is there a fix for the IVA of the Centauri Capsule? 1. Nothing anymore, Dylan is no longer working on BCS, Zorg is. 2. An IVA is planned for after the full release Link to comment Share on other sites More sharing options...
ItsUrsus Posted November 11 Share Posted November 11 thanks a lot Link to comment Share on other sites More sharing options...
leberonjaems Posted November 15 Share Posted November 15 so the service module does not have a decoupler, its not in staging nor in manual? Link to comment Share on other sites More sharing options...
Zorg Posted November 15 Share Posted November 15 53 minutes ago, leberonjaems said: so the service module does not have a decoupler, its not in staging nor in manual? Did you download all the dependencies? in particular the Animated Decouplers mod? Link to comment Share on other sites More sharing options...
nothingSpecial Posted November 15 Share Posted November 15 Outstanding mod. One quick question: am I supposed to pull service module as well during mission abortion? Link to comment Share on other sites More sharing options...
Zorg Posted November 15 Share Posted November 15 (edited) 3 hours ago, nothingSpecial said: Outstanding mod. One quick question: am I supposed to pull service module as well during mission abortion? After you've achieved sufficient separation, the drogues are deployed, then the mains and then the service module is jettisoned. At least this is how its done during a pad or low altitude abort. Im not sure if the sequence is different at higher altitudes. edit: actually it must be different at very high altitudes where you probably jettison the SM first? But I’ve not seen the details. Check around 18:20 mark Edited November 15 by Zorg Link to comment Share on other sites More sharing options...
leberonjaems Posted November 15 Share Posted November 15 2 hours ago, Zorg said: Did you download all the dependencies? in particular the Animated Decouplers mod? oops i forgot to add that... Link to comment Share on other sites More sharing options...
Zorg Posted November 17 Share Posted November 17 Next beta update could affect some existing craft files using the multi adapter. A new secondary payload adapter base has been added. A second payload (like a lander or orbital module etc) can be attached to the adapter base. Then the floating node above can be used to attached the adapter shroud itself. The adapters themselves have been split into two parts now. The 4 smaller models are 1 part and works as before. The 3 larger ones are a separate part now and have a built in cargomodule to protect secondary payloads and a node near the top ring to attach to the dual adapter base's floating node. To use simply attach the secondary payload to the base, then place the adapter above. In flight staging the part will decouple the Starliner. You should orient the rocket stage away from the Starliner and then manually decouple the second decoupler module to uncover the secondary payload. Link to comment Share on other sites More sharing options...
BSS_Snag Posted November 18 Share Posted November 18 So the dual adapter is going to become very useful. Startliner directly to Saturn v first stage Link to comment Share on other sites More sharing options...
Shantaboy Posted November 18 Share Posted November 18 (edited) 10 hours ago, Zorg said: Next beta update could affect some existing craft files using the multi adapter. A new secondary payload adapter base has been added. A second payload (like a lander or orbital module etc) can be attached to the adapter base. Then the floating node above can be used to attached the adapter shroud itself. The adapters themselves have been split into two parts now. The 4 smaller models are 1 part and works as before. The 3 larger ones are a separate part now and have a built in cargomodule to protect secondary payloads and a node near the top ring to attach to the dual adapter base's floating node. To use simply attach the secondary payload to the base, then place the adapter above. In flight staging the part will decouple the Starliner. You should orient the rocket stage away from the Starliner and then manually decouple the second decoupler module to uncover the secondary payload. Any body tried fitting an emergency spare Crew Dragon into these fairings yet? It looks like it could hold two! Edited November 18 by Shantaboy Link to comment Share on other sites More sharing options...
Zorg Posted November 18 Share Posted November 18 (edited) Another beta update, one of the last ones as we get close to an official release. Please update KSP Community Part Modules too. In addition to the secondary payload adapter base, the big update here is an extended lunar service module! DOWNLOAD Add long (lunar) service module configuration with extra fuel Add long variants of thruster packs to match long SM Split multi adapter into two separate parts. small (2.5, 3.125, 3.5 and 3.75m) and large (4.25, 4.375 and 5m). New secondary payload adapter base to match the large the multi adapter in 4.25, 4.375 and 5m sizes. Tweak colliders of RS88 vacuum variant Internal optimizations of plugin. Please also update KSP Community Part Modules to the latest version. VAB Organizer patch updates Minor tweaks to deploy altitudes and some other stuff Add emergency decouple option for the service module for use with abort towers Edited November 18 by Zorg Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 19 Share Posted November 19 you guys, this mod is really great. it was already great at beta 1 and it's just gotten better and smoother. thanks to all of you for sharing this hard work with err1 If I may ask about a couple things: I remember landing on top of the heat shield in the water in the early betas, which didn't seem ideal and I meant to ask about it. The last couple of betas I've noticed there's much better separation between the capsule and the heat shield. I'm using all the auto-deploy/jettison features at the default altitudes, it just seems like it's working better now in 7/8. Did you guys change something? Or maybe I finally got something right? either way it's working well. Last q ... (and I kinda have the same question about the Kane capsule) what is the right altitude to jettison the parachute cover? Do I want more atmo pressure or less atmo pressure? Sometimes it comes back and bonks into my docking port or whizzes by at disturbing speeds ... and sometimes it just disappears silently into the blue sky. Please help me achieve the no bonk scenario. Link to comment Share on other sites More sharing options...
Zorg Posted November 19 Share Posted November 19 26 minutes ago, OrbitalManeuvers said: I remember landing on top of the heat shield in the water in the early betas, which didn't seem ideal and I meant to ask about it. The last couple of betas I've noticed there's much better separation between the capsule and the heat shield. I'm using all the auto-deploy/jettison features at the default altitudes, it just seems like it's working better now in 7/8. Did you guys change something? Or maybe I finally got something right? either way it's working well. Sofie did change the default jettison altitudes in the latest Beta. 26 minutes ago, OrbitalManeuvers said: Last q ... (and I kinda have the same question about the Kane capsule) what is the right altitude to jettison the parachute cover? Do I want more atmo pressure or less atmo pressure? Sometimes it comes back and bonks into my docking port or whizzes by at disturbing speeds ... and sometimes it just disappears silently into the blue sky. Please help me achieve the no bonk scenario. Tbh I've not encountered this issue so far. I jettison the parachute cover immediately before deploying the drogues so relatively low altitudes. Link to comment Share on other sites More sharing options...
Pappystein Posted November 19 Share Posted November 19 9 hours ago, Zorg said: Tbh I've not encountered this issue so far. I jettison the parachute cover immediately before deploying the drogues so relatively low altitudes. While I haven't experienced this yet with the BCS, I have Apollo/Kane I jettison it as soon as I am still mostly horizontal but not in the super hot zone, typically 25-35km altitude. Then I wait until I am below 15km to pop my drogues. The differences in drag/dragcubes of the two items forces separation. The end result is you are forcing the cover onto a different ballistic trajectory that is flatter than yours (it should overshoot your landing zone by a couple klicks.) ***HOWEVER*** Your mileage may vary as it is 100% dependent on how steep you are coming into land. I tend to do a shallow approach with a PE at 25-30km at atmospheric interface (JNSQ or KSRSS 2.7) Be warned with that high of a PE you may bounce back out if your AP is beyond the moon's orbit! (always great to pop your SM with all it's monoprop and lifesupport and then fly back out into space....) Link to comment Share on other sites More sharing options...
Pappystein Posted November 19 Share Posted November 19 10 hours ago, Zorg said: Tbh I've not encountered this issue so far. I jettison the parachute cover immediately before deploying the drogues so relatively low altitudes. While I haven't experienced this yet with the BCS, I have Apollo/Kane I jettison it as soon as I am still mostly horizontal but not in the super hot zone, typically 25-35km altitude. Then I wait until I am below 15km to pop my drogues. The differences in drag/dragcubes of the two items forces separation. The end result is you are forcing the cover onto a different ballistic trajectory that is flatter than yours (it should overshoot your landing zone by a couple klicks.) ***HOWEVER*** Your mileage may vary as it is 100% dependent on how steep you are coming into land. I tend to do a shallow approach with a PE at 25-30km at atmospheric interface (JNSQ or KSRSS 2.7) Be warned with that high of a PE you may bounce back out if your AP is beyond the moon's orbit! (always great to pop your SM with all it's monoprop and lifesupport and then fly back out into space....) Link to comment Share on other sites More sharing options...
Zorg Posted November 19 Share Posted November 19 Might be the last beta release unless theres some bug fixes. DOWNLOAD Add standalone capsule decoupler tweak textures on extended thruster doghouse Fulfilling a request from some users, I made a standalone decoupler part by hacking apart the service module. This part has no fuel or RCS, just the decoupler. You can then build out your own service module underneath. Available with a flat 2.75m bottom (BCS size) or a conical adapter to 2.5m. Note the bottom node is actually 2 overlapping nodes. So you could use a small diameter SM, and then attach the larger spacecraft adapter to the same node to shield it. Alternatively you can figure something out using fairings yourself. The 2.5m option looks fine even unshielded. Somewhat reminiscent of Orel. Link to comment Share on other sites More sharing options...
GoldForest Posted November 21 Share Posted November 21 @Zorg Any plans for different heatshield paints? Namely a black tiled version? Link to comment Share on other sites More sharing options...
Zorg Posted November 21 Share Posted November 21 16 minutes ago, GoldForest said: @Zorg Any plans for different heatshield paints? Namely a black tiled version? Nope, its not set up for easy variants like the capsule was. No further variants or parts are planned, we are feature complete for v1.0 now. Only other thing planned is the IVA for the next update. V1.0 will drop very soon. Link to comment Share on other sites More sharing options...
DylanSemrau Posted November 21 Author Share Posted November 21 @Zorg has done an absolutely amazing job fleshing out this mod and bringing it to light. This thread is going to be closed, please move all discussion to the proper release thread for the mod published by Zorg! Link to comment Share on other sites More sharing options...
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