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Dragon Rider Capsule [0.23 (2/14/14)


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Just tested it.

Very nice parts models and textures.

IVA is pretty much placeholder, but its understandable, author probably focused on parts design. Well, few MFD from raster props woudl at least make it functional.

RCS exhaust doesnt look good. I dont see reason why replace stock exhaust effect.

After landing using build in gear capsule kept wobbling itself, but maybe it was coincidence.

Cargo bay version filled with fuel woudl be pretty usefull.

I think, given some time this might become one of best pod for ksp.

Edited by kiwiak
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IDk ***** at FAR maker.

other guy. you probably have some sort of conflicting plugin. IDk :/

Fixing this pod for use with FAR is really quite simple: just resize the top node to size = 1, and the bottom node to size = 1.

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Just tested it.

Very nice parts models and textures.

IVA is pretty much placeholder, but its understandable, author probably focused on parts design. Well, few MFD from raster props woudl at least make it functional.

RCS exhaust doesnt look good. I dont see reason why replace stock exhaust effect.

After landing using build in gear capsule kept wobbling itself, but maybe it was coincidence.

Cargo bay version filled with fuel woudl be pretty usefull.

I think, given some time this might become one of best pod for ksp.

IVA is very place holder. the older one was jsut a space, it had no detail at all. The current one is the one it will originally be it just needs a texture but this time it is actually UV mapped and such

m y plugin has some bugs. The effect should look better once it gets an overhaul. But i want to get something else out of the way.

The wiggling is just the suspension being silly.

Cargo Version Would not be too hard :) Just X the IVA and windows I suppose

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oh? Thanks :D i will make sure to include this in the next update

Oh, sorry, the bottom node should be set to 2, not 1. FAR estimates diameter of parts by node size, so 1.25m should be size 1, and 2.5m should be size 2. And lowering the CoM will also almost always help.

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Oh, sorry, the bottom node should be set to 2, not 1. FAR estimates diameter of parts by node size, so 1.25m should be size 1, and 2.5m should be size 2. And lowering the CoM will also almost always help.

I whipped up a ModuleManager config for my own game to get the nodes so FAR would understand. You can grab it here: http://cl.ly/code/0x372B3v3a3k cBBp, if you want to use those, be my guest.

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I'm having trouble with this thing...

Whenever I try to use the Dragon parts- capsule, trunk, decoupler; it breaks the craft on launch. I.e- the craft itself stays together on the pad but I can't operate anything below the decoupler. Stages also don't appear for parts below the decoupler and any clamps attached to the trunk appear to be "rooted" at the decoupler's level...

Any idea what might be causing this?

Or perhaps a fix?

Otherwise, great looking mod. I like the attention to detail... Like, you've even put an animation for the umbilical detachment...

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I love this pod. Had to fix the node sizes to keep it from randomly falling apart. Not sure if that is an issue with the orginal node sizes of 0 and KJR or not, but fixing them to the correct sizes (1 for the top and 2 for the bottom) seems to fix a lot.

You might consider switching the engine fx to the same as the Mark 55's. The yellow with all the sparks and smoke looks more like the solid rockets.

I also rolled a couple of variants. The classic is monoprop powered of course. So I made a Red Dragon that is LiquidFuel/Oxidizer fueled and a Green Dragon that is LqdMethane/Oxidizer fueled.

I'm working on a Blue Dragon that subs the super dracos with plasma thrusters from KSPI if I can get the modules to cooperate. But that one is going to have to have an external power supply attached to make it work. To get any good thrust out of those required at least 3GW and that is not going to come from anything that could be reasonably mounted on (or in) the pod. Typically, I've been clipping a 62.5 reactor/generator into it from underneath like a tardis central column for power.

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The Landing gear are horribly bugged I'm afraid. They seem to bounce around incessantly and don't ever come to rest. The new suspension wildy adjusts itself without prompt or reason. It's almost as if the pod thinks its center of mass is somewhere that it isn't. It's not gamebreaking but I can't use the lander legs.

EDIT: Does this have anything to do with the fact that there is a moduleWheel attached to the lander? Why is this a part of the Dragon? The proper module is moduleLandingGear.

Edited by SkyHook
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I've tried the brakes. That doesn't seem to help. The gear work fine under 1g on Kerbin, but on the Mun? Yeah, it oscillates so bad it can't tell if it's landed or crashing. Maybe tweaking the suspension (or making the suspension tweakable) would help.

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if stock allowed for more than one module of landing gear type I would gladly use it :P try hitting the brakes lol. (seriously)

So I should have saved a copy of the old dragon, but is there any way that you can revert that part of the .craft file to the previous behaviour? The gear are not usable in their current state. I will tinker myself to try to crack this mystery.

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I'm having trouble with this thing...

Whenever I try to use the Dragon parts- capsule, trunk, decoupler; it breaks the craft on launch. I.e- the craft itself stays together on the pad but I can't operate anything below the decoupler. Stages also don't appear for parts below the decoupler and any clamps attached to the trunk appear to be "rooted" at the decoupler's level...

Any idea what might be causing this?

Or perhaps a fix?

Otherwise, great looking mod. I like the attention to detail... Like, you've even put an animation for the umbilical detachment...

I have to agree. The mod is unusable. Looks pretty good but not ready for prime time. Looking forward to the release version.

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it's always been release version.. lol. hopefully better joints will be in KSp 0.24. stuff falling apart is not my fault.

Seems odd that only the Dragon is having this problem. And I have a lot of other part mods. Also, you have stated that you might add an adaptor for the 3.75 m rockets. The existing adaptor says it's for 2.5 m rockets but *it does not fit them*. I find it hard to believe that you cannot see this given all the photographic evidence in this thread. Either you are in denial or you *want* it too look as it does (which is bad). Please understand, it is not my intention to attack you, I'm just stating *facts*. As a developer, the only professional response you can make is either "it will be fixed" or "it won't be fixed". Please choose one, then I and other players can decide whether to keep using it.

Also, have you tested it with KJR? DRE? FAR? Those are very popular mods after all.

Unusable is not an understatement. If that's what you call "release version" then I won't be using it.

Edited by mdapol
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it's always been release version.. lol. hopefully better joints will be in KSp 0.24. stuff falling apart is not my fault.

It is most certainly your fault. None of these things happened in the last release. I love the mod but please don't deflect the problems onto the joint system in KSP.

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The existing adaptor says it's for 2.5 m rockets but *it does not fit them*. I find it hard to believe that you cannot see this given all the photographic evidence in this thread. Either you are in denial or you *want* it too look as it does (which is bad). Please understand, it is not my intention to attack you, I'm just stating *facts*.

Actually, you're stating opinions. The existing adapter definitely fits 2.5m rockets, assuming you attach to the correct node. If you attach to the wrong one, there will be an air gap, but that's a user-error, not a problem with the mod. But I suspect you're not committing that error, but are instead arguing about the aesthetics of the slight size difference, which is, of course, an opinion. You think it looks bad, I think it looks good, other people agree with one or the other of us or fall somewhere in-between, but there's no fact of the matter on the subject. "It will be changed" or "it won't be changed" might be an appropriate response on the subject, but "it will be fixed" would be nonsensical, as there's nothing to be "fixed" in this case.

As a developer, the only professional response you can make is either "it will be fixed" or "it won't be fixed". Please choose one, then I and other players can decide whether to keep using it.

Also, have you tested it with KJR? DRE? FAR? Those are very popular mods after all.

Unusable is not an understatement. If that's what you call "release version" then I won't be using it.

You understand using the word "professional" in the manner you are above implies you've paid him for this work you're asking of him, right? Might I ask precisely how much money you've paid? Because it it's less than a few hundred dollars, in that context, your above comments make you sound like an entitled twit. Just stating facts...

As a mod developer myself, understand that when I make a mod for my own use, and decide to share it with anyone who cares to download and use it, its under the notion that someone else might find it useful, but if they don't, no skin off my nose. I get no money either way, it's a free gift to you, and if you don't want it, that's fine by me. I'm sure cBBp feels the same.

If you don't like it, don't use it. I can't speak for cBBp, but if your not using it means you stop posting extremely childish posts to this thread, then I'd actually hope you'd not use it. The money you didn't pay isn't worth putting up with the whining, nor the horribly wrong attitude that someone who you didn't pay any money for their free gift should be providing you with free, "professional" support.

Still laughing that you actually used the word "professional" here for a hobbyist who gave you a free gift. :D That's pretty precious.

Seriously, if you do want professional support, PM me. I get paid $40/hr for professional development work. Fixing the problems you cite shouldn't take more than a few hours. I'll get a contract prepared, and then we can both treat this like a professional transaction. If you aren't prepared to do that, then disabuse yourself of the notion that the hobbyist you're talking to who gave you a free gift is required to provide any level of professionalism or support merely because you downloaded it.

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