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


sumghai

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3 hours ago, Mascavidrio said:

Just downloaded latest version of SDHI SMS, Animated Decouplers and RealChutes but the fairings are still exploding when decoupling. Any ideas?

Are you decoupling in atmosphere or in orbit?

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Yet another quickie update on what I'm doing for the next release of SDHI SMS:

- #61: Replacement flotation collar + plugin; @Starwaster and I have spun off the plugin to a standalone WIP add-on, and I'm currently updating the flotation collar model and animation:

KEoWhQJ.png

RiiJxnl.png

- #80: The LES has been reassigned to the Advanced Landing tech tree node, as the old largeControl node is no longer used in KSP 1.0.5+.

- #81: Looking into getting rid of individual part testing contracts and replacing them with Contract Configurator-style "build a CSM stack and test fly it" ones. I'm going to need plenty of help with this one, since I don't like futzing with contract related stuff.

- #82: Feature request for MOL-style hatch on heatshield rejected due to being outside the original vision of this add-on.

- #83: First attempt at adding support for @DennyTX's OLDD KURS docking cam; awaiting testing and feedback from @Delta_8930.

- #84: Deprecated old fairingless LV-909 engine bundled with pack, old crafts should still work. Assembly instructions for next release will be updated to use the stock LV-909 instead, as the stock game now allows engine shroud toggling.

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On 3/20/2016 at 0:06 AM, sumghai said:

Are you decoupling in atmosphere or in orbit?

Ok did another test and this time waited until 70k and fairings did not explode. I never noticed I was still in atmosphere while trying to jettison. Carry on.

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  • 2 weeks later...
48 minutes ago, RocketSquid said:

So, any news regarding 1.1? Will you be working on it now or waiting for the full release?

To be honest, I'm not sure.

I do have a copy of the 1.1 experimentals running alongside my 1.0.5 install, but I haven't had time to try running SDHI SMS on it. But really, my main concern right now is with the new 1.1 PartTools, and whether re-exporting my parts would break the emissive animations used for lights.

Also, I'm currently split between work on several other mods and a few non-KSP projects, so please bear with me.
 

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Just now, sumghai said:

To be honest, I'm not sure.

I do have a copy of the 1.1 experimentals running alongside my 1.0.5 install, but I haven't had time to try running SDHI SMS on it. But really, my main concern right now is with the new 1.1 PartTools, and whether re-exporting my parts would break the emissive animations used for lights.

Also, I'm currently split between work on several other mods and a few non-KSP projects, so please bear with me.
 

It's okay, I won't be able to update to 1.1 for a LOOOONG time. 100ish mods will do that to ya.

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2 hours ago, sumghai said:

To be honest, I'm not sure.

I do have a copy of the 1.1 experimentals running alongside my 1.0.5 install, but I haven't had time to try running SDHI SMS on it. But really, my main concern right now is with the new 1.1 PartTools, and whether re-exporting my parts would break the emissive animations used for lights.

Also, I'm currently split between work on several other mods and a few non-KSP projects, so please bear with me.
 

Wow. Just fired up 1.1 with SDHI installed. Compiled both AnimatedDecouplers and Splashdown Handler for 1.1. No Real Chute; just the stock configuration.

Did a launch abort test (Mode 1A in Apollo parlance), things decoupled properly, abort action group working ok. And then I popped my chutes. And the capsule went out of control, velocity readout said that I was doing over 243 million meters per second  and the pod exploded due to overheating. 

Attempt #2, chutes destroyed because they deployed too high up. (their default deploy params are too early...). Heatshield convection numbers were 0, which leads me to think that the shield was probably thinking it was still shielded from aero... which would be an AD issue except that it didn't happen on the next attempt...

Attempt #3 worked out ok. The pod sits a little too low in the water with the bags deployed so I'm going to bump its deployed buoyancy up a bit. I did not see a repeat of bag animation replaying when bumped by EVAed Kerbals (per our discussion on that matter). I might have seen some redeployment upon repeat splashdowns but it might have been my imagination too.... 

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32 minutes ago, Starwaster said:

Wow. Just fired up 1.1 with SDHI installed. Compiled both AnimatedDecouplers and Splashdown Handler for 1.1. No Real Chute; just the stock configuration.

Hey dude, thanks for doing these preliminary tests!

32 minutes ago, Starwaster said:

Did a launch abort test (Mode 1A in Apollo parlance), things decoupled properly, abort action group working ok. And then I popped my chutes. And the capsule went out of control, velocity readout said that I was doing over 243 million meters per second  and the pod exploded due to overheating. 

Attempt #2, chutes destroyed because they deployed too high up. (their default deploy params are too early...). Heatshield convection numbers were 0, which leads me to think that the shield was probably thinking it was still shielded from aero... which would be an AD issue except that it didn't happen on the next attempt...

Attempt #3 worked out ok. The pod sits a little too low in the water with the bags deployed so I'm going to bump its deployed buoyancy up a bit. I did not see a repeat of bag animation replaying when bumped by EVAed Kerbals (per our discussion on that matter). I might have seen some redeployment upon repeat splashdowns but it might have been my imagination too.... 

I'm definitely open to suggestion as to how to tweak the fallback stock chute MM patch.

If I have the time, I should have a look at the airbags in KSP 1.1 as well.

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9 hours ago, sumghai said:

Hey dude, thanks for doing these preliminary tests!

I'm definitely open to suggestion as to how to tweak the fallback stock chute MM patch.

If I have the time, I should have a look at the airbags in KSP 1.1 as well.

I'll do a pull request today with some numbers.

Deployment speed also seems too fast, happening almost immediately, but it's set to 6 seconds in the config... wonder if there's a bug in the stock parachute code...

Edit: Ooooooh ho. deployment speeds in the stock code are NOT in seconds ?!?? High numbers mean FAST deployment? That's kinda messed up when you're used to dealing with animation times.

Edited by Starwaster
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On 4/1/2016 at 0:15 PM, StevieC said:

@Starwaster, I can't get Animated Decouplers to work in 1.1 at all. What is your secret?

I recompiled it. Due to 1.1 changes, pretty much EVERY plugin is going to require recompiling with updated references at the least, and possibly minor rewriting. Here's 1.1 compatible versions of SplashdownHandler and AnimatedDecouplers. You need to copy the contents into your GameData folder and let it overwrite anything it asks to.

THIS IS FOR KSP 1.1 PRERELEASE ONLY! DO NOT USE THIS ON 1.0.5

https://www.dropbox.com/s/wmd9uqoq5j7akg9/SDHI-patch-1.1.zip?dl=1

Failure to comply will result in me posting something in Comic Sans! You have been warned :P

Edited by Starwaster
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5 minutes ago, StevieC said:

One small request: Can you add a "toggle fuel cell" choice for the avionics ring and the service module in their action-group editor choices?

What parameter in ModuleResourceConverter allows that?

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1 hour ago, StevieC said:

Yep. "Toggle Fuel Cell"

The ones used in SDHI SMS were more or less copied from the stock fuel cell configs, so something must've changed since then.

If you could copy and paste the contents of the part CFG for a stock fuel cell, that'd be great.

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is this what you're after?

MODULE
	{
		 name = ModuleResourceConverter
		 ConverterName = Fuel Cell
		 StartActionName = Start Fuel Cell
		 StopActionName = Stop Fuel Cell
		 ToggleActionName = Toggle Fuel Cell
		 FillAmount = 0.95
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
 
		 
		 INPUT_RESOURCE
		 {
			ResourceName = LiquidFuel
			Ratio = 0.0016875
			FlowMode = STAGE_PRIORITY_FLOW
		 }
		 INPUT_RESOURCE
		 {
			ResourceName = Oxidizer
			Ratio = 0.0020625
			FlowMode = STAGE_PRIORITY_FLOW
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 1.5
			DumpExcess = false
		 }
	}

 

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Just now, StevieC said:

is this what you're after?


MODULE
	{
		 name = ModuleResourceConverter
		 ConverterName = Fuel Cell
		 StartActionName = Start Fuel Cell
		 StopActionName = Stop Fuel Cell
		 ToggleActionName = Toggle Fuel Cell
		 FillAmount = 0.95
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
 
		 
		 INPUT_RESOURCE
		 {
			ResourceName = LiquidFuel
			Ratio = 0.0016875
			FlowMode = STAGE_PRIORITY_FLOW
		 }
		 INPUT_RESOURCE
		 {
			ResourceName = Oxidizer
			Ratio = 0.0020625
			FlowMode = STAGE_PRIORITY_FLOW
		 }
		 OUTPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 1.5
			DumpExcess = false
		 }
	}

 

Yep, ToggleActionName = Toggle Fuel Cell is what I'm looking for. I'll push some changes to the repo in a moment.

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On 4/1/2016 at 9:37 AM, Starwaster said:

I recompiled it. Due to 1.1 changes, pretty much EVERY plugin is going to require recompiling with updated references at the least, and possibly minor rewriting.Here's a patch. You need to copy the contents into your GameData folder and let it overwrite anything it asks to.

THIS IS FOR KSP 1.1 PRERELEASE ONLY! DO NOT USE THIS ON 1.0.5

https://www.dropbox.com/s/wmd9uqoq5j7akg9/SDHI-patch-1.1.zip?dl=1

Failure to comply will result in me posting something in Comic Sans! You have been warned :P

Excuse either my noobness or just lack of mod dependency, 
SDHI goes in the standard GameData folder as is
 

The above patch is for two different mods?  That patch I can put into the perspective folders also in the GameData folder and should be good to go?  Or Do I need to locate AnimatedDecouplers & SplashdownHandler seperately, download install and then patch?

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V3.1.1-beta for KSP 1.1 prerelease is now available - see first post for download link

3.1.1-beta - 6 February 2016

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

WARNING: This beta release is for use with the KSP 1.1 prerelease only; do not use on KSP 1.0.5 or earlier

Changes / Fixes:
 - Compatibility Patch for KSP 1.1 prerelease
 - Added support for DennyTX's OLDD docking camera plugin to both parachute-equipped docking ports
 - All parts now have search tags
 - Improved heat shield texture and normal map
 - The fairingless LV-909 "Terrier" Liquid Fuel Engine has now been deprecated
     - This is because the stock LV-909 now includes the ability to hide the engine shroud
     - Existing crafts will not break, but users are encouraged to switch over to using the stock engine for new crafts
 - The fuel cell in the Service Module and Avionics Ring can now be toggled using Action Groups
 - The Launch Escape System (LES) has been reassigned to the more sensible Advanced Landing tech tree ndoe
     - This is a Level 6 node, which puts it on par with the other SDHI SMS parts
 - Tweaked the ModuleAnimateGeneric parameters used to prevent the Mk 1-2 Pod Umbilical Port from being toggleable outside VAB/SPH editor scene
     - KSP 1.1 fixed some typos in the parameters used in KSP 1.0.5


I'm pushing this beta out now so that you guys have something to play with while we wait for the various other supported add-ons (DRE, TAC-LS, SM/CLS) to be updated.

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Thank you so much for this Sumghai and Starwaster as well ! This has been one of my top 5 mods for a very long time. I'm just getting back in KSP since I got frustrated by the constant crashes of 1.0 (too many mods, not enough x64...) and I just saw the SDHI SMS already updated. This is fantastic! Gonna test it right away.

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