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


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Fixing the problems you cite shouldn't take more than a few hours.

Sounds like you agree that there are problems to be fixed.

I get paid $40/hr for professional development work. [...] I'll get a contract prepared, and then we can both treat this like a professional transaction.

I'm afraid the licence on the Dragon Rider Capsule mod will prevent you from doing that (legally, at least).

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it's kinda like I don't have these issues myself ... I merely use the stuff I make and I share them with the public and unless I personally have a problem or someone tells me the issue then I am not going to really worry about it because then it becomes more of a job instead of a hobby and that just demotivates me to do anything.

TL;DR It isn't that I don't care I just really have no idea what is causing the issue and no way of replicating it myself.

Edited by CardBoardBoxProcessor
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It's.... strange.

I spent a full hour trying to work out what the conflict is here, but ran out of time before I had anything definitive to report, but here's some info for you.

I get the same results whether I use the supplied pre-assembled .craft file, or try to assemble my own, so it isn't anything there.

The test craft I use is basically the prebuilt .craft with a stock launch clamp attached to the pod itself.

I cleaned down my install (cleaned down to no mods, no stock parts apart from the LSE, and the dragon capsule addon folders - boy, does it load fast!) - this configuration works perfectly! The craft appears on the launchpad with all stages present and correct - first spacebar drops the adapter, next one drops the solar panel covers and kicks off the nosecone, last one cleanly drops the trunk, all just as you'd expect.

I then went through my mods, adding back a few at a time, starting with the obvious suspects. I can confirm that it continued to work fine with :

Kerbal Joint Reinforcement (which was my primary suspect)

FAR

Deadly Reentry

MechJeb

Texture Compressor

EditorExtensions

Enhanced Navball

Goodspeed Fuel Pump

RPM

Infernal Robotics

RCS Build Aid

Select Root

Kerbal Alarm Clock

but I ran out of time to keep adding more

I finally tested with all my mods on a brand new save, but it still freaks out.

Specifically, the fault condition (that I am seeing), is that before you get control of the craft, it has broken in some way. Staging only shows the command module and nosecone, but the trunk does not fall away. It still looks like it is in place, you just have no control over it.

If nobody else comes up with anything, I'll try and install some video capture software and see what I can get for you.

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Well, no wonder I didn't find the offending addon last night - I started at 'A'... It was WarpPlugin - Kerbal Interstaller. I have no idea why, but with just interstellar and the Dragon, I get the broken behaviour every time.

I have grabbed a video of it for your viewing pleasure.

Hope it helps.

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Well, no wonder I didn't find the offending addon last night - I started at 'A'... It was WarpPlugin - Kerbal Interstaller. I have no idea why, but with just interstellar and the Dragon, I get the broken behaviour every time.

I have grabbed a video of it for your viewing pleasure.

http://youtu.be/0STd1mVgyu4

Hope it helps.

What version of KSPI are you using? I remember there being a bug with the dragon in an old version, but this seems to be a new bug. Maybe it's got to do with the trunk being a solar panel? You should post that at the Interstellar thread, as it's likely because of Interstellar modifying solar panels.

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I would have to agree. basically everything attached to or below the trunk is gone. thus the solar panel change is probably the issue. or something else in the trunk. the trunk is mostly stock so anything modifying it would be not mine. and since dragon capsule itself works we know it is not the generic animation module.

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CBBP, I will try testing on a fresh load and add 1 plugin at a time, right now I am having the issue with:

KW

KGR

Dockingstruts

Ferram

Fustek Station

Sumdum service module

mechjeb

Near Future Propulsion

I do not have Intersteller installed. I only have this problem with the Trunk. Other parts attached to the bottom of the Dragon capsule do not have this issue.

Edited by nlancaster
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What version of KSPI are you using? I remember there being a bug with the dragon in an old version, but this seems to be a new bug. Maybe it's got to do with the trunk being a solar panel? You should post that at the Interstellar thread, as it's likely because of Interstellar modifying solar panels.

0.10.3 - the lastest release I'll take a look through what changes KSPI makes to panels and see if I can work out what the heck is going on

I would have to agree. basically everything attached to or below the trunk is gone. thus the solar panel change is probably the issue. or something else in the trunk. the trunk is mostly stock so anything modifying it would be not mine. and since dragon capsule itself works we know it is not the generic animation module.

Agreed, it totally slipped by me that the trunk was also a solar panel, and yeah, everything on the pod works - all the lights, the ladder, the engine, the RCS. No probs at all, so it isn't anything fundamental to your plugin dll.

so basically all plugins make it freak out. interesting. why do all the other parts stay locked in position then? :P

will anything you attah to the trunk freak out?

Categorically no. Most plugins work fine. Here is a list of what I have in my normal game, and it works perfectly if I remove KSPI (WarpPlugin)

000_Toolbar

AmericanPack

ASET - Stack lights and ALCOR Pod

B9_Aerospace

B9_Fixes_By_ModZero

BahaEPL

BobCatind

BOSS

BoulderCo - Visual Enhancements and Texture Management

CactEye

cBBp

cBBp_Dragon

ConnectedLivingSpace

CraterMODS - loads of MM tweaks and a few cloned parts

DeadlyReentry

DistantObject

EditorExtensions

EnhancedNavBall

ExsurgentEngineering

ExtraplanetaryLaunchpads

FerramAerospaceResearch

Firespitter

FusTek - Sumghai's current experimental build

Goodspeed

HexCans

HullCameraVDS

Hyomoto

JSI

KAS

Keramzit

KerbalHotSeat

KerbalJointReinforcement

KESA

Kethane

KineTechAnimation

Klockheed_Martian

KSO

KSPX

MagicSmokeIndustries

MechJeb2

MechJeb2RPM

ModsByTal

ModularFuelTanks

ModuleManager_1_5_6.dll

NavBallDockingAlignmentIndicator

NavyFish

Nereid

NMB

NothkeSerCom

nothke_DROMOMAN

OpenResourceSystem

PartCatalog

PorkWorks

PreciseNode

ProceduralDynamics

RCSBuildAid

RealChute

ResGen

SCANsat

SCANsatRPM

SDHI

SelectRoot

ShipManifest

SH_mods

SomnambulicAerospace

SpaceplanePlus

Squad

SurfaceLights

Targetron

ThunderAerospace - TAC Fuel Balancer and TAC Life Support

TreeLoader

TriggerTech - Alarm Clock and Alternative Resource Panel

VesselView

VNG

WarpPlugin - this is the only one that causes me any issues with the Dragon capsule

So yeah, that's why it took me almost 2 hours to isolate which one was causing the error, and yeah, I have too many mods ;)

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I am not sure what I changed. probably just the umbilical animation if anything.

people with problems. if you replace my cBBp animation module with it's firespitter counter part does it still have this issue?

my module of that on the trunk is just a copy of SNJO's

also train movie I am in :D I am the bald autistic manerizumed guy.

Edited by CardBoardBoxProcessor
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I am not sure what I changed. probably just the umbilical animation if anything.

people with problems. if you replace my cBBp animation module with it's firespitter counter part does it still have this issue?

my module of that on the trunk is just a copy of SNJO's

also train movie I am in :D I am the bald autistic manerizumed guy.

Just tested it, Interstellar doesn't work with R4 either. Fractal_UK has posted a possible interim fix, until he is able to update KSPI.

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Just tested it, Interstellar doesn't work with R4 either. Fractal_UK has posted a possible interim fix, until he is able to update KSPI.

What's his fix? All I saw was some problem isolating steps, no sign that Fractal_UK has any idea what / why it might be happening, or that he's got a fix in mind for it?

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What's his fix? All I saw was some problem isolating steps, no sign that Fractal_UK has any idea what / why it might be happening, or that he's got a fix in mind for it?

He wrote this in the interstellar thread. Also, it's only possibly a fix.

I'm not in a position to test this myself at the moment but you could try removing

1)


MODULE
{
name = ModuleDecouple
ejectionForce = 10
explosiveNodeID = top
}

2)


MODULE
{
name = cBBp_GenericAnimate
animationName = umbi_dettach

startEventGUIName = Umbilical detach
endEventGUIName = Umbilical attach
startDeployed = False
customAnimationSpeed = 1.0
availableInEVA = true
availableInVessel = True
EVArange = 5
layer = 1

useActionEditorPopup = false
moduleID = 3
playAnimationOnEditorSpawn = False
defaultWindowRect = 550, 300, 150, 100
}

and 3)

Both.

All of these from the Dragon Trunk part.cfg file in cBBp_dragon/Parts/Electric/cBBp_Dragon_Wings.

Does that give better results? If so, which options work and which don't?

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Ahhhh,

I thought of that as diagnostic testing. Removing the decoupler or the solar panels module allows you to build and launch a ship, but for me the unit isn't really usable without either of those :( (though I guess I could stick an extra decoupler in between them, but UGLY)

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I've added RPM's MFDs to the IVA:

Javascript is disabled. View full album

3 for the docking pilot, 2 each for the 2 top middle guys, one each for the rear 2 guys, 1 for the middle bottom left guy.

Total of 10 displays, I wouldn't recommend using all of them at the same time, but the docking guy's is nice for picking target and showing the docking camera (docking) and the top 2 guys seats are nice for general flying.

Add:


// Docking Pilot's Displays Top, Left, Bottom
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.65, 0.37, -1.42
rotation = 0.3, -0, -0 ,0.9748194
scale = 0.8, 0.8, 0.8
}

PROP
{
name = RasterPropMonitorExampleMFD
position = 0.87, 0.145, -1.39
rotation = 0, -0.4, -0 ,0.9748194
scale = 0.7, 0.7, 0.7
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.65, -0.08, -1.42
rotation = -0.2, -0, -0 ,0.9748194
scale = 0.8, 0.8, 0.8
}


// Mid Top MFDs L-R

PROP
{
name = RasterPropMonitorExampleMFD
position = 0.52, -0.62, -0.87
rotation = 0, 0, 0.4, -0.05
scale = 1,1,1
}
PROP
{
name = RasterPropMonitorExampleMFD
position = 0.20, -0.7, -0.87
rotation = 0, 0, 0.4, -0.05
scale = 1,1,1
}

PROP
{
name = IndicatorPanel
position = 0, -0.8, -0.87
rotation = 0, 0.2, 0.2, 0
scale = 1,1,1
}

PROP
{
name = RasterPropMonitorExampleMFD
position = -0.20, -0.7, -0.87
rotation = 0, 0, 0.4, 0.05
scale = 1,1,1
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.52, -0.62, -0.87
rotation = 0, 0, 0.4, 0.05
scale = 1,1,1
}

// Mid Bottom MFD

PROP
{
name = RasterPropMonitorExampleMFD
position = -0.72, 0.3, -0.87
rotation = 0, 0, 0.2, 0.04
scale = 1,1,1
}

// Rear MFDs

PROP
{
name = RasterPropMonitorExampleMFD
position = 0.5, 0, 0
rotation = -0.1, -0.1, 0.7 ,0
scale = 0.8, 0.8, 0.8
}
PROP
{
name = RasterPropMonitorExampleMFD
position = -0.5, 0, 0
rotation = 0.1, -0.1, 0.7 ,0
scale = 0.8, 0.8, 0.8
}

to the bottom of GameData\cBBp_Dragon\Spaces\DragonGuts\internal.cfg (well near bottom leave the final } bellow this snippet) needs RasterPropMonitor obviously.

This interior setup is pretty improvised on my part, I can't find any reference on how the actual dragonrider is set up inside, all pictures of the interior only show people in their seats, not what they'd be looking at.

Like

20120316-dragonrider2.jpg

and

esquire_space_x_elon_musk_7123.jpg

Edited by K3|Chris
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CardBoardBoxProcessor, do you plan to add deadly reentry compatibility?

Right now i have o use additional 3m heatshield.

Well, for standard DR settings, i can return from orbit even without heatshield, but i woudlnt try that with interplanetary speeds.

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Try this config for the part.cfg of cBBp_Dragon and see if you don't get any errors.


PART
{
// --- general parameters ---
name = cBBp_Dragon
module = CommandPod
author = cBBp

// --- asset parameters ---

mesh = Dragon_Capsule.mu
rescaleFactor = 1.50


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z


node_stack_bottom = 0.0, -0.8362352, 0.0, 0.0, 1.0, 0.0, 0
node_stack_top = 0.0, 1.4769561, 0.0, 0.0, 1.0, 0.0, 0
node_stack_ASAS = 0.0, 1.3005309, 0.0, 0.0, 1.0, 0.0, 0

//-0.6316727m

node_stack_trunk = 0.0, -0.6316727, 0.0, 0.0, 1.0, 0.0, 0





fx_exhaustFlame_yellow = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_yellow = 0.0, -5, 0.0, 0.0, 0.0, 1.0, running
//fx_smokeTrail_small = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running



// --- Sound FX definition ---

sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout



// --- editor parameters ---
TechRequired = veryHeavyRocketry
cost = 8500

category = Pods
subcategory = 0
title = Dragon Rider Capsule
manufacturer = cBBp Space Development Co.
description = The Dragon Capsule is basically the minivan of space transportation with it's ability to hold Seven crew members and it's spacious interior. It comes fully equipped with built in a docking and propulsion to allow it to shuttle its crew and cargo about in orbit. The Dragons array of Lights, landing gear and engines enable it to be the perfect drop pod to make landings on any celestial body.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 2.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 45
maxTemp = 3400



vesselType = Ship
// --- pod/rcs parameters ---

rotPower = 3
linPower = 1.1


Kp = 1
Kd = 1
// --- tweakables (coming soon...) ---



// --- internal setup ---
CrewCapacity = 7

INTERNAL
{
name = DragonGuts
}

MODULE
{
name = ModuleCommand
minimumCrew = 0

//remove this to make it not use power
RESOURCE
{
name = ElectricCharge
rate = 0.01
}
//end power removal

}

MODULE
{
name = MechJebCore
}

MODULE
{
name = LifeSupportModule
}
RESOURCE
{
name = Food
amount = 4
maxAmount = 4
}
RESOURCE
{
name = Water
amount = 4
maxAmount = 4
}
RESOURCE
{
name = Oxygen
amount = 4
maxAmount = 4
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 4
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 4
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 4
}
MODULE
{
name = LazorSystemDockingCamera
}

RESOURCE
{
name = ElectricCharge
amount = 500
maxAmount = 500
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 5
YawTorque = 5
RollTorque = 5

RESOURCE
{
name = ElectricCharge
rate = 0.5
}
}


MODULE
{
name = ModuleRCS
thrusterTransformName = Special_RCS
thrusterPower = 1
resourceName = MonoPropellant
fxOffset = 1e5, 1e5, 1e5
atmosphereCurve
{
key = 0 260
key = 1 100
}
}




RESOURCE
{
name = MonoPropellant
amount = 500
maxAmount = 500
}



MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 250
heatProduction = 400
fxOffset = 0, 0, 0
PROPELLANT
{
name = MonoPropellant

ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 290
key = 1 250
}

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 0.5
//useGimbalResponseSpeed = true
//GimbalResponseSpeed = 0.5
}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}


MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

}



MODULE
{
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size1
//controlTransformName = dockingNode
}

MODULE
{
name = cBBp_GenericAnimate
animationName = Ladder

startEventGUIName = Extend Ladder
endEventGUIName = Retract Ladder
startDeployed = False
customAnimationSpeed = 1.0
availableInEVA = true
availableInVessel = True
EVArange = 5
layer = 4

useActionEditorPopup = false
moduleID = 3
playAnimationOnEditorSpawn = False
defaultWindowRect = 550, 300, 150, 100
}

MODULE
{
name = cBBp_GenericAnimate
animationName = RendezvousLight

startEventGUIName = Rendezvous Light On
endEventGUIName = Rendezvous Light Off
startDeployed = False
customAnimationSpeed = 1.0
availableInEVA = true
availableInVessel = True
EVArange = 5
layer = 3

useActionEditorPopup = false
moduleID = 3
playAnimationOnEditorSpawn = False
defaultWindowRect = 550, 300, 150, 100
}

MODULE
{
name = cBBp_GenericAnimate
animationName = LandingLights

startEventGUIName = Landing Lights On
endEventGUIName = Landing Lights Off
startDeployed = False
customAnimationSpeed = 1.0
availableInEVA = true
availableInVessel = True
EVArange = 5
layer = 2

useActionEditorPopup = false
moduleID = 3
playAnimationOnEditorSpawn = False
defaultWindowRect = 550, 300, 150, 100
}

MODULE
{
name = cBBp_GenericAnimate
animationName = FloodLights

startEventGUIName = Area Flood Lights On
endEventGUIName = Area Flood Lights Off
startDeployed = False
customAnimationSpeed = 1.0
availableInEVA = true
availableInVessel = True
EVArange = 5
layer = 1

useActionEditorPopup = false
moduleID = 3
playAnimationOnEditorSpawn = False
defaultWindowRect = 550, 300, 150, 100
}




MODULE
{
name = ModuleDecouple
ejectionForce = 250
explosiveNodeID = bottom
}






MODULE
{
name = cBBp_wheel
deploymentState = Retracted
wheelColliderName = wheel
boundsCollider = Gear_Bounds
//wheelMeshName = wheel_mesh
suspensionParentName = SP
rotationAdjustment = 3.0 // adjust the visual rotation speed of the wheel meshes if they are off
numberOfWheels = 4
animationName = Extend_Gear
disableColliderWhenRetracted = False
disableColliderWhenRetracting = False
//disableColliderAtAnimTime = 0.5
hasMotor = False
motorEnabled = False // set to false for landing gears to start unpowered.
motorTorque = 1.5
maxSpeed = 30 // the motorTorque is 1 at 0 speed, and 0 at this speed, meaning the actual max speed is probably way lower.
overrideModelFrictionValues = True // MUST be on for any of the friction values to take effect, otherwise it uses the values in the models wheelCollider
forwardsStiffness = 10.0 // Forwards friction (Unity default is 1.0, which is not enough to get up small hills)
sidewaysStiffness = 0.1
resourceConsumptionRate = 0.2
resourceName = ElectricCharge
reverseMotor = False

useDragUpdate = False
brakeTorque = 15
brakeSpeed = 0.5
animationLayer = 11
deployedDrag = 0.15
retractedDrag = 0.0
guiActiveUnfocused = True
unfocusedRange = 5.0
}

MODULE

{

name = ModuleHeatShield

direction = 0, -0.8362352, 0
reflective = 0.05
ablative = AblativeShielding

loss

{
key = 650 0
key = 1000 1280
key = 3000 1600
}

dissipation

{
key = 300 0
key = 500 23
}

}

RESOURCE

{

name = AblativeShielding

amount = 4000

maxAmount = 4000

}

//-----------------------show RCS Start----------------------
MODULE
{
name = cBBp_Show_RCS
stockEffectName = fx_exhaustFlame_blue
fuelName = MonoPropellant
torqueBoost = 0,0,0

emitAmmount = 20000
partGrowRate = 8
emitSize = 0.325
emitEnergy = 0.05
randomVelo = 1
effectVel = 0, -25, 0

presModA = 31
presModB = 40
presModC = 4

useCustomColor = true
startColor = 255, 255, 255, 70
endColor = 200, 200, 200, 30
emissiveColor = 255, 40, 5

emissiveHeatMod = 0.65f;
emissiveCoolMod = 0.125f;

//RCS_Data
//{
// transformToUse = <name to use>
// usedRotations = pitch,roll,yaw
// usedTranslations = JL,KI,HN
// offSet = sideways, 0, forward
//}







RCS_Data
{
transformToUse = RCS_Front_Left_Up
usedRotations = 1,0,-0.6
usedTranslations = 0,0,1

}
RCS_Data
{
transformToUse = RCS_Front_Right_Up
usedRotations = 0.6,0,1
usedTranslations = 0,0,1
offSet = 0, 2, 0
}
RCS_Data
{
transformToUse = RCS_Rear_Left_Up
usedRotations = -0.6,0,-1
usedTranslations = 0,0,1

}
RCS_Data
{
transformToUse = RCS_Rear_Right_Up
usedRotations = -1,0,0.6
usedTranslations = 0,0,1

}







RCS_Data
{
transformToUse = RCS_Front_Left_Down
usedRotations = -1,0,0.6
usedTranslations = 0,0,-1

}
RCS_Data
{
transformToUse = RCS_Front_Right_Down
usedRotations = -0.6,0,-1
usedTranslations = 0,0,-1

}
RCS_Data
{
transformToUse = RCS_Rear_Left_Down
usedRotations = 0.6,0,1
usedTranslations = 0,0,-1

}
RCS_Data
{
transformToUse = RCS_Rear_Right_Down
usedRotations = 1,0,-0.6
usedTranslations = 0,0,-1

}






RCS_Data
{
transformToUse = RCS_Front_Left_Left
usedRotations = 0,1,-0
usedTranslations = -1,0,0

}
RCS_Data
{
transformToUse = RCS_Rear_Left_Left
usedRotations = 0,-1,0
usedTranslations = -1,0,0

}
RCS_Data
{
transformToUse = RCS_Front_Right_Right
usedRotations = 0,-1,0
usedTranslations = 1,0,0

}
RCS_Data
{
transformToUse = RCS_Rear_Right_Right
usedRotations = 0,1,0
usedTranslations = 1,0,0

}



RCS_Data
{
transformToUse = RCS_Front_Left_Front
usedRotations = 0,-1,0
usedTranslations = 0,-1,0

}
RCS_Data
{
transformToUse = RCS_Front_Right_Front
usedRotations = 0,1,0
usedTranslations = 0,-1,0

}
RCS_Data
{
transformToUse = RCS_Rear_Left_Rear
usedRotations = 0,1,0
usedTranslations = 0,1,0

}
RCS_Data
{
transformToUse = RCS_Rear_Right_Rear
usedRotations = 0,-1,0
usedTranslations = 0,1,0

}







}

//-----------------------show RCS End----------------------



// ----- DO NOT EDIT BELOW THIS POINT ------

}

PS: This is a 3m Heatshield AND a resized version (3m pod)

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