rnyboy Posted August 27, 2020 Share Posted August 27, 2020 (edited) To Linuxgurugmer... First off, thanks so much for all the work you put into KSP. Love the game but absolutely hate all the mod issues at every KSP version change though. Seems like every time all the mods are working, or mostly working, a major version change comes along and it's all FUBAR again! Really this post is about the SpaceX ITS ship though. I've been fooling around with the build a couple of days now and for the most part managed to attach thinks to make it able to not just hold kerbals but to allow them to do an EVA as well. I also added a covered CoT Mr. to allow for docking. EDIT BUT, the largest landing legs designed for the ITS Ship in this mod are too short to have both proper mounting in the three leg pylons, because the ends of the flaps extend well past were the extended landing legs end. (Well "stupid" applies here, or maybe more like BLIND... I looked for built legs in the VAB to see what they looked like and while landing several times and didn't see them, and now, of course after posting on this topic, I finally saw they were built-in. Sheesh!). Oh yeah, the ITS doesn't have any kind of payload bay, maybe an equipment/payload package is supposed to be sent to Mars first and it wasn't meant for any payload but I thought I'd bring the topic up anyway. I have used one of the Dragon capsules to make a 2nd stage ascent or descent lander CoT Sr docked to a 1st stage with three radially attached spikes for descent/ascent also and a storage bay with a small rover (I think stock or mostly stock) and two symmetrically attached uISRU (Wild Blue Industries)/drill/ore-tank/radiator units to allow for self-contained refueling. Both stages can be piloted remotely and used independently with the 1st stage having top and bottom CoT Sr ports and the 2nd stage having a bottom CoT Sr and top NASA docking port. It's heavy when fueled up but it makes a decent multi-mission reuseable lander with a rover and how it gets used depends on DV needed and if an atmosphere is present. In case of emergency the Dragon is capable of being used as a typical heat-shielded reentry vehicle. The lander can be used as a complete CSM/lander, or as I tend to do, mount it like in the Apollo program below a separate CSM. I setup the final payload stage to be used as something of a refueling ship that I keep redocking the CMS and/or lander too and, if done carefully, it can be used for interplanetary/moon transfers and refueled from a separate refueler when near empty. Edited August 27, 2020 by rnyboy Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted September 8, 2020 Share Posted September 8, 2020 dropbox link got taken down Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 13, 2020 Author Share Posted October 13, 2020 On 9/8/2020 at 11:43 AM, ssd21345 said: dropbox link got taken down Just updated it, sorry, was doing some cleanup. For easy reference: https://www.dropbox.com/s/70k0ytdqxp03qxc/Dragon2.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
darthgently Posted November 7, 2020 Share Posted November 7, 2020 (edited) @linuxgurugamer, is there a plan to get this on CKAN soon? I tend to stick with CKAN and I've narrowed a memory violation during loading to the old version of this mod on ckan and am hoping this one will do the trick. Basically, on linux, I get an mmap (PROT_NONE) mem violation during loading of another mod but I traced the problem to this mod (older ver on ckan) that depends on that mod. I PM'd you and this message corrects some assumptions I was about to go with there until I dug deeper. I think I will install this and see what it does Edited November 7, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
darthgently Posted November 7, 2020 Share Posted November 7, 2020 (edited) @linuxgurugamer, the BETA version from here gives me the same mmap (PROT_NONE) protected memory hard crash during mod load as the CKAN version of Kerbalized SpaceX. I'm running 1.10.1 on debian. There are no logs to present as it crashes hard with the the 'mmap (PROT_NONE)' as the only output on the command line. KSP.log gets randomly truncated depending on the flush status, but never any info leading into the crash. I noticed that the Parts subfolder in the mod has some filenames that look unintentional, like someone was in the middle of working on the code and left some things lying around. I don't know how sensitive the load process is to filenames like 'foobar - Copy (1).cfg' and such. And if there were something causing crashes on linux but not on windows filename format would be a shiny candidate. idk. I figured out how to use environment variables to get the KSP mono runtime to log some stuff to syslog so I'll be going down that path sometime today or this eve and will happily share the results. But it is black and white at this point that when I include this mod, from CKAN or BETA from here, I get the memory violation nearly every time. Not sure why it doesn't happen every time. A race condition of some variety maybe Edited November 7, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
darthgently Posted November 7, 2020 Share Posted November 7, 2020 When I delete all the part configs from the mod but the one I need to load my game, the game loads fine. So my little problem is solved. But in the interest of solving the more general issue I've written a script to delete one cfg at a time from the Parts folder and loop until the game loads. So I should be able to tell you which part is causing the problem. None of the odd filenames was the problem. Quote Link to comment Share on other sites More sharing options...
darthgently Posted November 7, 2020 Share Posted November 7, 2020 (edited) Deleting ModuleManager.ConfigCache cured the entire situation for both the CKAN an BETA versions. Sure everyone knew about deleting that. Everyone but me. But now I am an Informed Individual. So the take home for linuxgurugamer is that the next time someone comes on here raving that they are getting protected memory violations on linux he can 3 word them: try deleting ModuleManager.ConfigCache Edited November 7, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2020 Author Share Posted November 8, 2020 I will be working on this soon Quote Link to comment Share on other sites More sharing options...
Delta dart Posted November 23, 2020 Share Posted November 23, 2020 Is anybody else's models super low rez?? I see in the screenshots that it is high rez but on my screen the models are so pixely that I can't make out the word "Spacex" on the size of the dragon spacecraft. Quote Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted November 23, 2020 Share Posted November 23, 2020 5 hours ago, Delta dart said: Is anybody else's models super low rez?? I see in the screenshots that it is high rez but on my screen the models are so pixely that I can't make out the word "Spacex" on the size of the dragon spacecraft. Go into the main menu options and check what resolution you're playing at. Quote Link to comment Share on other sites More sharing options...
mart Posted November 29, 2020 Share Posted November 29, 2020 First off, wonderful to have this in KSP! I'm getting a vehicle error on all ships about "DeployableAeroSurfaces". I might have not installed an "optional" requirement that adds it ? I found a copy here from DerpyFirework. Just want to make sure this is all I needed to do, or if I'm missing a vital step in the installation. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted February 15, 2021 Share Posted February 15, 2021 (edited) Any chance this gets moved out of Beta and onto CKAN, or else a release beta build in Github? The only version CKAN lists is 1.26 which is due to it marked as compatible with "any" - all later versions are compat with 1.3 series (ver 1.31 I think) and no further. Edited February 15, 2021 by Murdabenne Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2021 Author Share Posted February 15, 2021 7 hours ago, Murdabenne said: Any chance this gets moved out of Beta and onto CKAN, or else a release beta build in Github? The only version CKAN lists is 1.26 which is due to it marked as compatible with "any" - all later versions are compat with 1.3 series (ver 1.31 I think) and no further. On my list of things to do, but I still need to rebalance the parts Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted February 15, 2021 Share Posted February 15, 2021 7 hours ago, linuxgurugamer said: On my list of things to do, but I still need to rebalance the parts Thanks. I took a quick look, rebalancing these will not be trivial. I appreciate your efforts. Quote Link to comment Share on other sites More sharing options...
tees Posted March 28, 2021 Share Posted March 28, 2021 any one working on ro/rss config ?? Quote Link to comment Share on other sites More sharing options...
darthgently Posted June 20, 2021 Share Posted June 20, 2021 FYI, the "homepage" link in CKAN still points to the old forum thread. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 20, 2021 Author Share Posted June 20, 2021 12 minutes ago, darthgently said: FYI, the "homepage" link in CKAN still points to the old forum thread. Yup, probably because I never did a release on this Quote Link to comment Share on other sites More sharing options...
darthgently Posted June 20, 2021 Share Posted June 20, 2021 Just now, linuxgurugamer said: Yup, probably because I never did a release on this I don't know about others, but I use CKAN and its "homepage" link as my browser to get to the forums all the time. Not worth doing a release over, but if there is a simple way to update just that info it might save you from having to respond to posts like mine, ha ha. I don't know if there is a way to do that and it isn't a big deal to me to follow the dereference in the old forum to here Quote Link to comment Share on other sites More sharing options...
EndAllFilms Posted August 8, 2021 Share Posted August 8, 2021 You should revamp the rest of the models of the rockets Quote Link to comment Share on other sites More sharing options...
darthgently Posted April 12, 2023 Share Posted April 12, 2023 Got a recovery contact for a Kerbalized Dragon Trunk. Klaw won't grab it on centerline. Passes right through bulkhead. In fact, my entire tug floated through the solid appearing bulkhead and out the open end of the trunk. I used cheat screen to complete the contract and terminated the trunk from the tracking center. Model is not very complete collision wise apparently. Not a bug report. Merely venting Quote Link to comment Share on other sites More sharing options...
Xtra Posted October 7 Share Posted October 7 I just started to mess around with the SpaceX type rockets and was curious. The Dragon capsule shielded docking port cap only seems to open 90 degrees. This would require a longer receiving docking port. Is there an adjustment in a configuration file that could make it go to 180 degrees as I've seen on current dragon capsules? Quote Link to comment Share on other sites More sharing options...
Xtra Posted October 7 Share Posted October 7 On 8/27/2020 at 2:59 PM, rnyboy said: To Linuxgurugmer... First off, thanks so much for all the work you put into KSP. Love the game but absolutely hate all the mod issues at every KSP version change though. Seems like every time all the mods are working, or mostly working, a major version change comes along and it's all FUBAR again! Really this post is about the SpaceX ITS ship though. I've been fooling around with the build a couple of days now and for the most part managed to attach thinks to make it able to not just hold kerbals but to allow them to do an EVA as well. I also added a covered CoT Mr. to allow for docking. EDIT BUT, the largest landing legs designed for the ITS Ship in this mod are too short to have both proper mounting in the three leg pylons, because the ends of the flaps extend well past were the extended landing legs end. (Well "stupid" applies here, or maybe more like BLIND... I looked for built legs in the VAB to see what they looked like and while landing several times and didn't see them, and now, of course after posting on this topic, I finally saw they were built-in. Sheesh!). Oh yeah, the ITS doesn't have any kind of payload bay, maybe an equipment/payload package is supposed to be sent to Mars first and it wasn't meant for any payload but I thought I'd bring the topic up anyway. I have used one of the Dragon capsules to make a 2nd stage ascent or descent lander CoT Sr docked to a 1st stage with three radially attached spikes for descent/ascent also and a storage bay with a small rover (I think stock or mostly stock) and two symmetrically attached uISRU (Wild Blue Industries)/drill/ore-tank/radiator units to allow for self-contained refueling. Both stages can be piloted remotely and used independently with the 1st stage having top and bottom CoT Sr ports and the 2nd stage having a bottom CoT Sr and top NASA docking port. It's heavy when fueled up but it makes a decent multi-mission reuseable lander with a rover and how it gets used depends on DV needed and if an atmosphere is present. In case of emergency the Dragon is capable of being used as a typical heat-shielded reentry vehicle. The lander can be used as a complete CSM/lander, or as I tend to do, mount it like in the Apollo program below a separate CSM. I setup the final payload stage to be used as something of a refueling ship that I keep redocking the CMS and/or lander too and, if done carefully, it can be used for interplanetary/moon transfers and refueled from a separate refueler when near empty. @rnyboy I know this post is 4 years old... But I'd enjoy seeing/having your craft file to see how you assembled your dragon capsule lander. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 7 Share Posted October 7 1 hour ago, Xtra said: I just started to mess around with the SpaceX type rockets and was curious. The Dragon capsule shielded docking port cap only seems to open 90 degrees. This would require a longer receiving docking port. Is there an adjustment in a configuration file that could make it go to 180 degrees as I've seen on current dragon capsules? That`s how the real nose cap works. It opens only ~90 degrees, not 180. I also recommend another, more up-to-date mod for SpaceX-parts: Quote Link to comment Share on other sites More sharing options...
Xtra Posted October 8 Share Posted October 8 9 hours ago, Cheesecake said: That`s how the real nose cap works. It opens only ~90 degrees, not 180. I also recommend another, more up-to-date mod for SpaceX-parts: @Cheesecake Thank you for the recommend. Odd that you say the cap only opens 90... I could've sworn that I saw on the recent docking with the ISS, that it was at 180. 90 would mean that it would hit the station unless the docking module was long and narrow. Well, I sit corrected. Quote Link to comment Share on other sites More sharing options...
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