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[1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)


sumghai

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With the new joint system, you should be safe to reduce the mass without any Bad Stuff happening.

Well, within limits. I tried using an empty 10m stretchy as a mounting point for 333.6 kN worth of engines and they pushed clear on through into the fuel tank.

Though I guess maybe that's to be expected with something that big without KJR. (which, I had a reason for; needed to test without it)

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Why is this mod using the old realchute stuff? and how? it doesn't include realchute and I've updated realchute.

Also would be nice if there was a shielded version of the docking port + parachute combo, for setups where you don't have a LES on top of it, like a dragon-like setup where the LES is motors on the pod itself (solid or not) using a setup like that + FAR you kinda need a nose-cone stuck to the front of the docking port, which is a bit of a hassle to get rid of later.

Edited by K3|Chris
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Why is this mod using the old realchute stuff? and how? it doesn't include realchute and I've updated realchute.

The parachute-equipped docking ports in SDHI are not supposed to be tweakable.

Also would be nice if there was a shielded version of the docking port + parachute combo, for setups where you don't have a LES on top of it, like a dragon-like setup where the LES is motors on the pod itself (solid or not) using a setup like that + FAR you kinda need a nose-cone stuck to the front of the docking port, which is a bit of a hassle to get rid of later.

Not planned, sorry.

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Errm, not supposed to be tweakable? any particular reason?

Design and tuned specifically to be a simple crew-return-to-Kerbin system.

If you're planning on landing on other planets, you'll need to design a dedicated lander.

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This is a very cool mod that I enjoy using, but I've come across a problem: life support. I can't find a satisfactory way to include a sufficiently large amount of life support (say several months) in the Service Module. The reason is because the fairings are of fixed size so only fit together 1 way, which means they require the SM's stack to be a certain length. If you add an inline life support tank, you make the stack longer and thus end up with gaps in the fairings. If you put something on top of the capsule, or between the capsule and the heat shield, you get a gap between the capsule's blast shield and the top of the SM, like this:

izm8FYG.jpg

OTOH, if you put an inline tank between the SM tank and the engine (any engine, the SDHI 909 or those from Blackheart's SDHI Extension Pack), you get a gap between the side fairings and the top of the SM tank, like this:

1A02wFP.jpg

You can use radial life support tanks instead of inline, but the large size are too big to start with and the medium size stick out through the fairings, so you can only cover up the small size. But they're so small you need 28 of them just to last 90 days.

W20LETw.jpg

So I was wondering if perhaps the fairings could be made procedural? Then perhaps you could add inline stuff to the SM and still have it neatly covered.

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This is a very cool mod that I enjoy using, but I've come across a problem: life support. I can't find a satisfactory way to include a sufficiently large amount of life support (say several months) in the Service Module. The reason is because the fairings are of fixed size so only fit together 1 way, which means they require the SM's stack to be a certain length. If you add an inline life support tank, you make the stack longer and thus end up with gaps in the fairings. If you put something on top of the capsule, or between the capsule and the heat shield, you get a gap between the capsule's blast shield and the top of the SM, like this:

http://i.imgur.com/izm8FYG.jpg

OTOH, if you put an inline tank between the SM tank and the engine (any engine, the SDHI 909 or those from Blackheart's SDHI Extension Pack), you get a gap between the side fairings and the top of the SM tank, like this:

http://i.imgur.com/1A02wFP.jpg

You can use radial life support tanks instead of inline, but the large size are too big to start with and the medium size stick out through the fairings, so you can only cover up the small size. But they're so small you need 28 of them just to last 90 days.

http://i.imgur.com/W20LETw.jpg

So I was wondering if perhaps the fairings could be made procedural? Then perhaps you could add inline stuff to the SM and still have it neatly covered.

You could always use Procedural Fairings :)

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This is a very cool mod that I enjoy using, but I've come across a problem: life support. I can't find a satisfactory way to include a sufficiently large amount of life support (say several months) in the Service Module.

You could always add life support to the service module itself. Install Module Manager and put this into a cfg file:



@PART[SDHI_2.5_ServiceModule]
{
MODULE
{
@name = LifeSupportModule
}
@RESOURCE[Food]
{
@name = Food
@amount = 3
@maxAmount = 3
}
@RESOURCE[Water]
{
@name = Water
@amount = 3
@maxAmount = 3
}
@RESOURCE[Oxygen]
{
@name = Oxygen
@amount = 3
@maxAmount = 3
}
@RESOURCE[CarbonDioxide]
{
@name = CarbonDioxide
@amount = 0
@maxAmount = 3
}
RESOURCE
{
@name = Waste
@amount = 0
@maxAmount = 3
}
@RESOURCE[WasteWater]
{
@name = WasteWater
@amount = 0
@maxAmount = 3
}
}

That will add an extra 3 earth days of life support in the service module. Change the 3 to whatever you think is balanced for your play style.

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This is a very cool mod that I enjoy using, but I've come across a problem: life support. I can't find a satisfactory way to include a sufficiently large amount of life support (say several months) in the Service Module.
You could always add life support to the service module itself. Install Module Manager and put this into a cfg file:



@PART[SDHI_2.5_ServiceModule]
{
MODULE
{
@name = LifeSupportModule
}
@RESOURCE[Food]
{
@name = Food
@amount = 3
@maxAmount = 3
}
@RESOURCE[Water]
{
@name = Water
@amount = 3
@maxAmount = 3
}
@RESOURCE[Oxygen]
{
@name = Oxygen
@amount = 3
@maxAmount = 3
}
@RESOURCE[CarbonDioxide]
{
@name = CarbonDioxide
@amount = 0
@maxAmount = 3
}
RESOURCE
{
@name = Waste
@amount = 0
@maxAmount = 3
}
@RESOURCE[WasteWater]
{
@name = WasteWater
@amount = 0
@maxAmount = 3
}
}

That will add an extra 3 earth days of life support in the service module. Change the 3 to whatever you think is balanced for your play style.

I believe somnambulist's approach to this issue is the best.

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You could always add life support to the service module itself. Install Module Manager and put this into a cfg file:



@PART[SDHI_2.5_ServiceModule]
{
MODULE
{
@name = LifeSupportModule
}
@RESOURCE[Food]
{
@name = Food
@amount = 3
@maxAmount = 3
}
@RESOURCE[Water]
{
@name = Water
@amount = 3
@maxAmount = 3
}
@RESOURCE[Oxygen]
{
@name = Oxygen
@amount = 3
@maxAmount = 3
}
@RESOURCE[CarbonDioxide]
{
@name = CarbonDioxide
@amount = 0
@maxAmount = 3
}
RESOURCE
{
@name = Waste
@amount = 0
@maxAmount = 3
}
@RESOURCE[WasteWater]
{
@name = WasteWater
@amount = 0
@maxAmount = 3
}
}

That will add an extra 3 earth days of life support in the service module. Change the 3 to whatever you think is balanced for your play style.

But didn't the Apollo SM have a CO2 absorber? I know TAC has something like that. That would be good to put in.

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But didn't the Apollo SM have a CO2 absorber? I know TAC has something like that. That would be good to put in.


@MODULE
{
@name = TacGenericConverter
@converterName = Carbon Extractor

// Number of units to convert per day (24 hours)
@conversionRate = 8

// A comma separated list of resources to use as inputs.
// For each resource, list the resource name and the amount (which
// is multiplied by the conversionRate)
@inputResources = CarbonDioxide, 1, ElectricCharge, 1000

// A comma separated list of resources to output. Same as above
// but also specify whether it should keep converting if the
// resource is full (generating excess that will be thrown away).
@outputResources = Oxygen, 0.9, false, Waste, 2.218, true
}

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This is a very cool mod that I enjoy using, but I've come across a problem: life support. I can't find a satisfactory way to include a sufficiently large amount of life support (say several months) in the Service Module. The reason is because the fairings are of fixed size so only fit together 1 way, which means they require the SM's stack to be a certain length. If you add an inline life support tank, you make the stack longer and thus end up with gaps in the fairings. If you put something on top of the capsule, or between the capsule and the heat shield, you get a gap between the capsule's blast shield and the top of the SM, like this:

http://i.imgur.com/izm8FYG.jpg

OTOH, if you put an inline tank between the SM tank and the engine (any engine, the SDHI 909 or those from Blackheart's SDHI Extension Pack), you get a gap between the side fairings and the top of the SM tank, like this:

http://i.imgur.com/1A02wFP.jpg

You can use radial life support tanks instead of inline, but the large size are too big to start with and the medium size stick out through the fairings, so you can only cover up the small size. But they're so small you need 28 of them just to last 90 days.

http://i.imgur.com/W20LETw.jpg

So I was wondering if perhaps the fairings could be made procedural? Then perhaps you could add inline stuff to the SM and still have it neatly covered.

WwUg23N.png

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Or rotate the HexCan around and clip it into the Service Module, only a the face of the caps will stick out. In my opinion, the Pod is designed for short trips and return, long duration trips should have some sort of habitation for those poor cramped kerbals anyways.

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I believe somnambulist's approach to this issue is the best.

Well, except that the SM tank is already full of an amazing amount of fuel, and a 2.5m life support tank and CO2 scrubber are nearly the same amount of volume. So sure, you can play with config files to pack the entire universe into a cubic octagonal strut, but somewhere along the lines you lose the suspension of disbelief. KSP of course isn't realistic but even so, we frequently say this or that part is OP. IMHO, this would end up being one of those cases.

Now, I myself in principle totally oppose life support ever being part of the stock game. I am only using it in 1 game, for the 1st time, as an experiment. All the rest of the time, I avoid it like the plague. I suppose you must, also, which is a good thing for KSP players in general. But it strikes me as odd that a mod specifically intended to make a real-ish service module isn't more life support-friendly.

Or rotate the HexCan around and clip it into the Service Module, only a the face of the caps will stick out. In my opinion, the Pod is designed for short trips and return, long duration trips should have some sort of habitation for those poor cramped kerbals anyways.

The reason for all the life support is so the thing can make multiple short trips before needing a resupply. With a round trip to Minmus taking 3-4 weeks, all I'm trying to do is provide supplies for 3 such trips. 3 months of food probably won't get you anywhere outside the Kerbin system.

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To reiterate, the SDHI Service Module System is mainly designed as orbital ferries or for short-duration missions.

Since not everyone uses life support add-ons, it's up to the end user to reconfigure their installation of these parts for their own purposes, through config edits or MM patches. One recommendation would be:

- Have the Service Module contain the Waste/WasteWater tanks, as well as the majority of Oxygen and CarbonDioxide capacity; these would theorectically fit within the upper ring portion of the SM, as batteries, fuel cells and avionics don't really need that much space.

- The Command Pod when then hold all of the Food and Clean Water, as well as the rest of the Oxygen and CarbonDioxide capacity; just enough for the crew to survive CM/SM separation, reentry and landing on Kerbin.

If you're aiming for voyages in the order of weeks or months, you're best off building a separate life support consumables capsule/module that the CM/SM craft would dock with prior to Kerbin departure; an interplanetary transfer vehicle loaded with ample supplies would be even better.


I should probably also update the FAQ to address why the SDHI RealChute will not be tweakable.

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If you're aiming for voyages in the order of weeks or months, you're best off building a separate life support consumables capsule/module that the CM/SM craft would dock with prior to Kerbin departure; an interplanetary transfer vehicle loaded with ample supplies would be even better.

Thank you. Part of the challenge of a life support mod is dealing with the logistics -- putting 90 Kerbal-days worth of life support into a small module removes a large portion of the challenge.

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This is a very cool mod that I enjoy using, but I've come across a problem: life support. I can't find a satisfactory way to include a sufficiently large amount of life support (say several months) in the Service Module.

I personally use the Modular Fuel Tanks mod, which comes with a large number of predefined configs including for the SDHI service module. It gives tanks a total volume and then resources of varying types can be added in any ratio to fill that amount. For the purpose of the example, let's say that the service module has a total volume of a 1000, I could fill that 41% oxidizer, 34% liquid fuel, 10% monopropellant, 5% food, 5% water, and 5% oxygen; or I could fill it with any other ratio that I wanted. Resources have different densities, so 1 unit of electricity does not take up as much of the overall total volume as one unit of fuel. Here is my personal modular fuel tanks folder, which already contains definitions for TAC life support.

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Hi

I have the same problem with chute on the start=( It deploys immediately after launching.

And i also have the Action Groups Extender mod.

Docking port chute doesn't even have a right-click-menu option to be armed, but still have it if i choose it with AGE window.

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Likewise, same issue with the chutes/port - deploys at launch and no staging icon in VAB. Been trying to track down the issue as well, with no luck (in a whole mess of mods that might be conflicting, of course :P ). Any more info on this? Narrowed down which mod is actually causing the conflict?

EDIT: It appears that the same issue occurs with Bobcat's American Pack as well, on his parts that have chutes included. So far I've only managed to get the RealChutes themselves to work properly.

Edited by RaccoonTOF
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