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[0.4.1] (SORRY) Spaceplane and Orbit Reutilization and Recovery companY - SOUND! In space?


LuxStice

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SORRY
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[0.4] - Added Sound, MK2 VTOL Engine & RCS Blocks
Also added a new vacuum engine, reworked the plumes, fixed the dragcubes & the gridfins :D YOU'LL NEED LFO 0.2.0 or newer

If you're having troubles installing the mod, try CKAN!

RFHLbjT.png

 

Current Parts
Gridfins! - from S to L they provide control on atmospheric flights! great to steer loooooooooooooong rockets! (Brakes to activate them)
Nosecones with rcs ports(Tank/RCS- they come in XS to XL, equiped with a big fuel tank and a smaller Monopropellant tank to use along side with its 4 RCS ports. Steer your rockets in space!
Kheap-02 & Reiptor-12(Engines/Methalox) - Lifter engines meant to stick together and cause bigger explosions! High Thrust Low ISP perfect for lifter stages meant to come back safely!
BLNKT(Structural) - cover your engines from the cold space! A set from M to XL of procedural engine covers, Any configuration you'd like!!!

BUH-4(Engines/Methalox) - A High thrust engine based on BE-4!
Reiptor-12 Vac & Kheap-0(Vacuum Engines/Methalox) - A very efficient engine for all your vaccum needs, doesnt work that well on atmosphere tho 
HexaBIGFly(Tanks/Methalox & Gridfin) - Teran inspired, set of gridfins and tanks with slots to make your crafts look sleek
M-34 "Pursina" (MK2 VTOL Engine) - Vertical takeoff? AND LANDING? ON MK2?
M-Puss "RcSass" (MK2 RCS Block) - It also includes a bit of fuel to make your plane extra heavy
RC-5 (Heavy RCS Block) - 12.5/25kn thrust (ASL/Vac) for all your spacey needs

===============================================================================

Links

Github - Latest Release - Source Code

Spacedock

Spaceplane: Recovered

SORRY: for the explosions...

===============================================================================

Dependencies

BepInEx (comes in SpaceWarp)

SpaceWarp [1.1.1]
LFO

-------------------------------------------------------------------------------------------------------------------------------------

Recommended

LOABE
 

Changelog

Spoiler

0.4.1
    Fixes

  • Added MK2 RCS Block localization
  • Fixed Typo on Mk2 Vtol ("Persina" -> "Pursina")
  • Fixed the lights flashing on MapView
  • Removed flares from engine's light sources
  • Fixed audio not stoping when the game is paused


0.4.0

    Additions

  • Kheap-0 (Vac) - High ISP Vaccum engine with kerosene like plumes
  • MK2 VTOL Engine - with 12 rcs ports aimed at (almost) all sides!
  •  Heavy RCS Block - RCS Block inspired on Falcon 9's rcs block. 12.5kn (ASL)/25kn(Vac)
  •  MK2 RCS Block
  •  Plumes rework (Requires LFO 0.2.0 or greater)
  •  Added sounds for all engines
  •  Added engine lights to all engines
  •  Added deploy button to all Gridfins

    Fixes

  • All dragcubes are now on par with the game's dragcubes (all generated inside the game)
  • Gridfins fixed (Hacky way)
  • Adjusted most of the parts mass.
  • Adjusted Gridfins Lift, Mach Lift, Drag and Mach Drag curves to fit better with its uses. Best aerodynamic profile is at around 1.5 Mach
  • Fixed typos on english localization
  • Fixed Gridfins not deploying correctly


0.3

  • Added Reiptor-12 Vaccum, BE-4, both methalox engines
  • Added ProceduralEngineCovers (Modules and parts), from M to XL. HOW TO - Once a procedural engine cover is on the VAB, on the App Bar, open the Procedural Engine Cover window, there you can Add Rings, choose the amount of engines and their offset!
  • Added bigger gridfins and service tanks with slots for those. Build your Terran! (comes in S and M)
  • Developed a new system for the plumes under LFO. Now SORRY depends on it (at least for the plumes)
  •  

Credits:

Descriptions and part names: Dreamliner & Shorki

License

Edited by LuxStice
update
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alright guys, gals, and non-binary pals i actually did the descriptions for this mod, however the part editor cut them short so heres the *complete* lore of how the kerbals got their hands on this new tech (will be updated for each new part)

part lore by Dreamliner#4012 on discord / me here on the forums:



RCS nosecone:  milfree Kerman was a normal office worker at the ksc, however all that changed when he was tasked with designing a “simple” nosecone for a  new rocket program called “untitled space craft” excited for this new assignment milfree immediately ran to the tv claiming it would “give him ideas”. after hours of rewatching Kerbfeld and asking his co-workers to get him food and drinks milfree finally finally got a idea. It came to him while he was suffering through a ad break. The advertisement was showing off a exercise drinking cup which the advertising claimed would keep you running back to the break room if you tried to relax. Shocked with his new idea milfree took his bosses kerbal card and ordered seventy-seven of the cups. Once delivered milfree studied and recreated the shape of the cup.. using the rest of the cups. Milfree not exactly being the best at ducktaping noticed holes at the bottom where monoprop was leaking all over his office floor. In the heat of the moment milfree claimed it wasn’t a bug it was in fact a feature and could “definitely” could be used as Rcs thrusters

Gridfins: One day Milfree kerman was at the astronaut complex and “accidentally” poured liquid metal in the lunch room waffle maker, what came out made von Kerman very intrigued. Von Kerman got right at work attaching two now very rare parts called a “servo” and a “hinge” to the extra metal that found its way out of the waffle maker, once the part was attached von Kerman brought it straight to the vab, at first the kerbals thought this was a fancy way to heat up frozen waffles during reentry but sooner rather than later they came to realize that this infact killed the waffle and did not toast it, however while the kerbals sat sad and hungry after a unsuccessful lunch delivery they realized that the device actually acted like wings and helped steer the rocket back to ksc, finally the kerbals could use this device to land on Duna and cool down their iced coffee without the need for ice or a fridge

 

Kheap-0 engine: One boring day at the office milfree was tasked with developing a new engine, his boss told him “make it small with a big punch so we don’t have to use that big vector anymore” milfree which was quite confused why he was tasked with this stumbled to the vab where he started to indulge in the premium break food the vab workers had, before he knew it he had gained 4 pounds, wasted 5 hours, gotten sick twice, and had no engine, so milfree quickly grabbed a nerva nozzle, a vector injector plate and turbo machinery, and a few nuts and bolts from a mammoth to create what he called “100% going to work 1000” which promptly exploded in his boss’s face. Milfree quickly explained that the failed test demonstrate that “funny engine go brr” and “the design only needs very small tweaks” after his many heart attacks milfree went to the local arts and crafts store for some kerb-tape and kerb-taped so much of the engine together that you can’t even tell he found the vector turbo-machinery while fishing near ksc



Variant descriptions by CrtfdLvrCosta on discord: 

 

Nosecone size variant desc: 


XS - But Milfree Kerman's boss wanted something smaller, more precise so Milfree, looking at his half eaten sandwich said: “what if cut it in half?”, his engineers missunderstood him and instead of cutting MIL-14 in half, made it with half the dimensions thus creating the MIL-7 S - Milfree Kerman was asked to design a “simple” for a rocket called “untitled space craft”. Excited, he ran to the TV claiming that it would “give him ideas”, and it did, an ad for exercise drinking cups gave him the idea to slap it on a rocket but it was leaking. He told his boss it was a feature M - But Milfree Kerman's boss wanted something bigger, so Milfree, fed up with short duration media, told his engineers: “So we have MIL-14, what if we double it and give it to boss?”, they did it thus creating the MIL-28 L - But Milfree Kerman's boss wanted something even bigger, Milfree desperate for ideas went for a walk to refresh his mind. He came back running “I have an idea” - he shouted - “What if we make it a tree” his engineers once again missunderstood and tripled the dimensions of MIL-14 thus creating the MIL-42 XL - But Milfree Kerman's boss wanted something even bigger, better, Milfree was defeated, he had totally run out of ideas. He went home sad until he heard, from his son computer, “FOUR”, probably from some game.He came back to the KSC and quadrupled the dimensions of MIL-14 himself thus creating the MIL-56

Edited by kerbalboi
MORR
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saving this post just in case.
Either way feel free to report bugs.

Currently the gridfins are a custom module, which may make things buggy, this was done to allow them to retract and not rotate (with pitch and yaw).

Known Issues:

  • Gridfins appear to steer inverted
  • Gridfins staying locked in animation when retracted
  • Nosecones drag model isn't optimal (causing the craft to spin)
Edited by Kemorno
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Just a thought but it would probably be nice if this mod's name was changed to just SORRY" or S.O.R.R.Y in the Spacewarp mod list. It's currently long enough to enable horizontal scrolling which offsets the other mod names and there is no way to adjust the panel size. The full name is shown in the right hand info panel. 

TaJbtI1.png

Edited by TiggerTailz
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3 hours ago, TiggerTailz said:

Just a thought but it would probably be nice if this mod's name was changed to just SORRY" or S.O.R.R.Y in the Spacewarp mod list. It's currently long enough to enable horizontal scrolling which offsets the other mod names and there is no way to adjust the panel size. The full name is shown in the right hand info panel. 

This will be fixed in the next patch of spacewarp, but I'll probably still change it to the acronym!

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2 hours ago, Don0303 said:

tried installing but doesnt seem to show up on the mod list and i cant see any of the parts

could you provide me with your KSP2.log and LogOutput? (both inside KSP root folder and BepInEx folder respectively)

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On 3/25/2023 at 3:25 PM, Don0303 said:

from KSP2.log;

[EXC 04:19:03.302] InvalidOperationException: Sequence contains no elements
    System.Linq.Enumerable.Last[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
    StageInfoMod.StageInfo.RefreshSubstages () (at <76899ed1fbe24932b5566289da230e70>:0)
    StageInfoMod.StageInfo.Update () (at <76899ed1fbe24932b5566289da230e70>:0)


Stage Info seems to be crashing on your game, could you try to remove it just to check if it will fix it? thx
More details: So BepInEx logs are incomplete, the game doenst get to load my mod, im guessing thats because of StageInfo, since theres a wall of exceptions on the logs. BepInEx stops at the first crash usually... preventing other mods from loading

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2 hours ago, Kemorno said:

from KSP2.log;

[EXC 04:19:03.302] InvalidOperationException: Sequence contains no elements
    System.Linq.Enumerable.Last[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
    StageInfoMod.StageInfo.RefreshSubstages () (at <76899ed1fbe24932b5566289da230e70>:0)
    StageInfoMod.StageInfo.Update () (at <76899ed1fbe24932b5566289da230e70>:0)


Stage Info seems to be crashing on your game, could you try to remove it just to check if it will fix it? thx
More details: So BepInEx logs are incomplete, the game doenst get to load my mod, im guessing thats because of StageInfo, since theres a wall of exceptions on the logs. BepInEx stops at the first crash usually... preventing other mods from loading

removed all other mods, sadly still no luck

https://mega.nz/file/t6QSRIBb#FdBS17C7Hu-QUGUM0n0yrCHA70Lng44MogQ2mWVCOuc

https://mega.nz/file/NioTUQST#xytLCZ89DqTk2bUpHdLRJHun9fpLbhVxpOp8i1cxgRI

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9 hours ago, Don0303 said:

Seems like you deleted a bit too much, ConfigurationManager is a dependency... On your plugins folder should be just ConfigurationManager, SpaceWarp and SORRY

[Error  :   BepInEx] Could not load [Space Warp 1.0.1] because it has missing dependencies: com.bepis.bepinex.configurationmanager (v17.1 or newer)
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59 minutes ago, Kemorno said:

Seems like you deleted a bit too much, ConfigurationManager is a dependency... On your plugins folder should be just ConfigurationManager, SpaceWarp and SORRY

[Error  :   BepInEx] Could not load [Space Warp 1.0.1] because it has missing dependencies: com.bepis.bepinex.configurationmanager (v17.1 or newer)

im so sorry but still no luck

https://mega.nz/file/IvByxb4D#UCshf3plITygxwl5yDnNlYINgFl-7ePQeP4WMhsx-D4

https://mega.nz/file/ciIwxCba#K60YffsO2v8iHRo11u80x8pSMFzfyxpDjCyryTVZtHw

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On 4/2/2023 at 12:52 PM, Mark_De_Gamer said:

The Grid fins don't deploy when I tell them to, they don't deploy inside of the VAB and don't deploy during flight

the Deploy on the parts manager are for the Control Surface inside of them, they are deployed via the Break action group! I'm making a custom module just for the gridfins to fix that and a couple other issues!

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1 hour ago, Prismatech said:

yes confirm _Bug engine  can i see in partmenue real but on Vehicle is the part purple.

ok so apparently downgrading the textures to 2k caused that... wierd... I'll upload a fixed version shortly
Fix is already up

Edited by Kemorno
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  • 2 weeks later...

just wanted to contribute: the grind fins were basically unusable to me. they introduced a *ton* of drag and lift when retracted, which kind of defeats the purpose. i couldn't get exact values but it seemed like the drag/lift when retracted was close to, if not the same as, the drag/lift when deployed.

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  • 2 weeks later...
14 hours ago, tremonthedgehog said:

would it be possible to add a part that is similar to the starship top specifically the crewed area? if not then maybe the crew Dragon capsule or the fins starship uses to do its belly-flop maneuver

Obviously, probably wont be on this next update since its almost done, but I'll for sure add those, but maybe more Stock-a-like. Also the fins are already being worked on too ;) 

On 4/12/2023 at 7:45 PM, squshy7 said:

just wanted to contribute: the grind fins were basically unusable to me. they introduced a *ton* of drag and lift when retracted, which kind of defeats the purpose. i couldn't get exact values but it seemed like the drag/lift when retracted was close to, if not the same as, the drag/lift when deployed.

Looking at the dragcurve for them on the next update! thx for the feedback!

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