Fisherton Posted December 8, 2022 Share Posted December 8, 2022 On 11/7/2022 at 7:07 AM, Entr8899 said: Uninstall interstellar fuel switch and install cryotanks instead. I don't know why people even still use IFS anymore. It's outdated and obsolete. i figured it out a real long time ago, and yes i agree its outdated Quote Link to comment Share on other sites More sharing options...
flatlineskillz Posted December 8, 2022 Share Posted December 8, 2022 Does anyone have a craft file of the lander on an SLS Block2? Quote Link to comment Share on other sites More sharing options...
benjee10 Posted December 9, 2022 Author Share Posted December 9, 2022 On 12/5/2022 at 11:47 PM, Astra Infinitum said: To anybody, has anyone thought up of an efficient way to put the new lander in the SLS stack to be able to launch orion and the lander on the same rocket?? I tried using the SLS block 2 and put the lander on top of the SL-SA-P Payload Adapter and added an additional SL-I Tubular Aerodynamic Adapter on top of that so it could fit, and then put the rest that was originally on top of the SL-SA-P Payload Adapter back on op of the newly added tubular adapter (which would be the SL-SA-F Monolithic Fairing Adapter) but theres no way to make it work without using EditorExtensionsRedux using the surface attachment function of the mod te replace the payload adapter node bc the payload adapter node is no longer there bcause ytou have to use it to attach to the bottom of the lander. Does this make sense? Anyone else build the full stack with Orion atop AND the new lander within the stack? If so, how? Would be cool to figure out a way, so if anyone got ideas shoot em this way. I've basically been launching the lander to my destination by itself first, or launching it by to meet a station already orbiting destination, then launch orion with crew to dock with lander/or station and take lander down. It's absolutely possible - if you use the payload adapter (designed to be used with the universal stage adapter) instead of the fairing adapter you have two nodes, one for payload and one for the universal stage adapter: With SLS Block 2 you can just about manage it, but got to be careful on DV margins. EUS didn't quite have enough to get to TLI so had to use the lander engines to finish the burn, and the Orion SM is way too small to manage capturing the entire Orion/Lander stack into LLO, so you have to use the lander for that too. Since it's designed for round trip from NRHO to surface it has enough margins to pull off the capture burn to around a 20km orbit and then make a landing & return without the Orion OMS having to fire at all. Polar orbit would probably be much tighter. Quote Link to comment Share on other sites More sharing options...
Mudwig Posted December 9, 2022 Share Posted December 9, 2022 You can do even better if you ditch the conical payload adapter and dock the Orion to the lander before TLI. It would be even more effective if you could decouple the conical section from the payload base and ditch that also. You'd need to be creative to avoid creating space junk though. Quote Link to comment Share on other sites More sharing options...
llikooid Posted December 12, 2022 Share Posted December 12, 2022 how to make srd plumes to use waterfall? my srb plumes looks weird and shorter than the rs-25 Quote Link to comment Share on other sites More sharing options...
NovaRaptorTV Posted December 14, 2022 Share Posted December 14, 2022 Will this essentially replace DIRECT launch vehicles as a mod? And is it compatible with the Shuttle Orbiter Construction Kit? Quote Link to comment Share on other sites More sharing options...
Entr8899 Posted December 14, 2022 Share Posted December 14, 2022 33 minutes ago, Somecallmesteve said: Will this essentially replace DIRECT launch vehicles as a mod? And is it compatible with the Shuttle Orbiter Construction Kit? No and no Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted December 15, 2022 Share Posted December 15, 2022 7 hours ago, Somecallmesteve said: Will this essentially replace DIRECT launch vehicles as a mod? And is it compatible with the Shuttle Orbiter Construction Kit? No, because there's no shuttle ET (External Tank) included in the mod. There's another mod coming out soon which will have an updated ET, so stay tuned Quote Link to comment Share on other sites More sharing options...
bobbycom Posted December 15, 2022 Share Posted December 15, 2022 Hello can anyone help me? I cannot seem to get this mod to work, I have tried everything, installing through ckan, installing manually, and now my decouoplers have disappeared too I don't know how I can attach my log files but if anyone is keen to help Im sure I can find a way to get them over to you? thanks in advance Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 15, 2022 Share Posted December 15, 2022 1 hour ago, bobbycom said: Hello can anyone help me? Hi - welcome to the forums. Do you have a gmail account? If so you have free storage space where you can upload your log file. If you're logged into your gmail, just change the address to "drive.google.com" and you can create a folder, share it, put the log file in there, and post the link here. you'll probably be able to get install help just by uploading your ksp.log. Quote Link to comment Share on other sites More sharing options...
Sky Kerman Posted December 16, 2022 Share Posted December 16, 2022 Is BDB required? I can only find the giant version of the cryogenic upper stage. Nevermind, found it, Quote Link to comment Share on other sites More sharing options...
Seadragon420 Posted December 17, 2022 Share Posted December 17, 2022 On 12/3/2022 at 7:29 PM, Emperor of Ilve said: Where did you find this lunar starship? I want to know because I want to have a lunar starship finally. Quote Link to comment Share on other sites More sharing options...
Emperor of Ilve Posted December 17, 2022 Share Posted December 17, 2022 13 hours ago, Seadragon420 said: Where did you find this lunar starship? I want to know because I want to have a lunar starship finally. I made it custom, it's just a bunch of procedural parts and flag textures Quote Link to comment Share on other sites More sharing options...
AstroKerbal1B Posted December 17, 2022 Share Posted December 17, 2022 Hey, does anyone knows where I can get all the SLS and Orion decals for Conformal Decals from? https://imgur.com/a/itKPqUL Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted December 17, 2022 Share Posted December 17, 2022 im getting real plume and waterfall plums at the same time Quote Link to comment Share on other sites More sharing options...
iamtherealjebadaiah Posted January 1, 2023 Share Posted January 1, 2023 can the srbs be used for the shuttle? because i use ckan to install and redirect isnt on it Quote Link to comment Share on other sites More sharing options...
RiccRacc Posted January 2, 2023 Share Posted January 2, 2023 10 hours ago, iamtherealjebadaiah said: can the srbs be used for the shuttle? because i use ckan to install and redirect isnt on it if you have the mod the srbs come from (photoncorp) then you can as long as you dont use modular launch pads Quote Link to comment Share on other sites More sharing options...
iamtherealjebadaiah Posted January 2, 2023 Share Posted January 2, 2023 9 hours ago, RiccRacc said: if you have the mod the srbs come from (photoncorp) then you can as long as you dont use modular launch pads whats the problem with modular launch pads? Quote Link to comment Share on other sites More sharing options...
astronaut_t Posted January 9, 2023 Share Posted January 9, 2023 None of the fuel tanks have an LH2/Ox option for me, only one or the other. I have both cryoengines and cryotanks installed. here is my gamedata folder: Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted January 9, 2023 Share Posted January 9, 2023 5 minutes ago, astronaut_t said: None of the fuel tanks have an LH2/Ox option for me, only one or the other. I have both cryoengines and cryotanks installed. here is my gamedata folder: Might be InterstellarFuelSwitch. I've never used it. But I think it causes conflicts with Nertea's cryo mods. Quote Link to comment Share on other sites More sharing options...
Maeamian Posted January 9, 2023 Share Posted January 9, 2023 Hi, this is a gorgeous mod and I'm loving it, but I was wondering if you were planning to add TAC life support support? It's certainly not a major problem, I've just been sticking the hex cans to the service module, but it does undercut the elegance somewhat to have to do so Quote Link to comment Share on other sites More sharing options...
astronaut_t Posted January 9, 2023 Share Posted January 9, 2023 59 minutes ago, Blufor878 said: Might be InterstellarFuelSwitch. I've never used it. But I think it causes conflicts with Nertea's cryo mods. Yeah, deleted IFS and it worked! thank you! Quote Link to comment Share on other sites More sharing options...
dodgethisduck Posted January 9, 2023 Share Posted January 9, 2023 Not entirely sure what happened here. B9 threw a serious warning when I started the game after installing this. Here's the excerpt from my .log: [WRN 21:41:24.707] Warning on PartSubtype 5m on module ModuleB9PartSwitch (moduleID='fairingSwitch') on part benjee10.SLS.fairing: Could not find matching module [EXC 21:41:24.707] Exception: Could not find matching module B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <a3c2951fc74e4639820ef37d2d29f386>:0) B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <a3c2951fc74e4639820ef37d2d29f386>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean) B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean) B9PartSwitch.ModuleB9PartSwitch:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted January 14, 2023 Share Posted January 14, 2023 Hi, Will this mod include the Gateway Lunar Space Station? Quote Link to comment Share on other sites More sharing options...
henrylzy Posted January 15, 2023 Share Posted January 15, 2023 (edited) On 1/9/2023 at 8:17 AM, Maeamian said: Hi, this is a gorgeous mod and I'm loving it, but I was wondering if you were planning to add TAC life support support? It's certainly not a major problem, I've just been sticking the hex cans to the service module, but it does undercut the elegance somewhat to have to do so This MM Patch could be a temporary fix since TAC life support will patch all pods that requires at least 1 crew. Orion and HLS pods doesn't have such requirement so that the TAC's patch won't work for them. I don't vouch for the safety of using the following patch(it does the job though, and nothing went wrong for me) since I'm not an expert in writing MM patches, so it's possible that this patch might cause issues that I can't foreseen, since I didn't finish reading the entire documentation on how to write an MM patch. To use it, you have to have Module Manager installed in your KSP. Create a folder under GameData, name it whatever you want, such as 'myMMpatches'. Then paste the following into a .txt file, save it and change the file extension to .cfg under the folder you just created. @PART[benjee10_orion_Capsule] { @MODULE[ModuleCommand] { minimumCrew = 1 } } @PART[benjee10_HLS_pod] { @MODULE[ModuleCommand] { minimumCrew = 1 } } ---------------------------------------------------------------------------------------------- Or you can just change the 'minimumCrew' to 1 in the part's config. However, changes you made to the .cfg will be lost when you reinstall or update the mod. To do that, find 'HLS_pod.cfg' and 'orion_Capsule.cfg' under 'GameData\Benjee10_Orion\Orion\Parts', then open those files with a text editor. Locate the following MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.020 } hasHibernation = True } then change it to MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name = ElectricCharge rate = 0.020 } hasHibernation = True } It basically does the same thing as the MM patch, changing the minimum crew requirement for the pod from 0 to 1, so that TAC life support will recognize them as crew pods and add it's functionality, as well as the resources to the pods. Edited January 15, 2023 by henrylzy Quote Link to comment Share on other sites More sharing options...
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