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Chaka Monkey - Closed Development Thread


YANFRET

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Hehe, yeah. So about after the burn towards Duna, but before the final retro burn, I transferred all but about 10-15% of the fuel / oxidizer from both the orion and the snacks. After orbit, snacks goes bye bye. Then, the lander goes down. Then another lander already on Duna, as well as the lander we brought come back, rendezvous. (This helps balance weight a bit on the return trip). Then we just take the Orion back down into Kerbin when we return :}

Excellent.

Also I've decided to include the SLS/MLS to 3.75 setup for Munar station building in our next increment

aoWYPW.jpg

Edited by YANFRET
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Hey YANFRET, the SmarterGimbal module on the RS-68's does not work. I forget if there was some mod that added this at one point, but as your mod currently stands, it is not included in your mod or listed as a dependency. I also checked BahamutoD's Constellation essentials, and this is the gimbal that is in his config for the engine as well. This causes the RS-68's to not gimbal, making the EMLV-III difficult to control in the atmosphere. Changing this to the stock gimbal module seems to work well enough.

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Hey YANFRET, the SmarterGimbal module on the RS-68's does not work. I forget if there was some mod that added this at one point, but as your mod currently stands, it is not included in your mod or listed as a dependency. I also checked BahamutoD's Constellation essentials, and this is the gimbal that is in his config for the engine as well. This causes the RS-68's to not gimbal, making the EMLV-III difficult to control in the atmosphere. Changing this to the stock gimbal module seems to work well enough.

Ah ha... that makes sense, and to think I was looking right at it and didn't realize. Thanks for the heads up I'll make the change.

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Just because I like to keep this thread bumped to the top, and just because I appreciate Yanfret and the testers' work to get this new update of my favorite mod out, here are some screenshots.

Thanks Chaka Monkey!

Also yes, I prefer the Lionhead circular panels. They're honestly more exciting than the straight ones you always see

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These are awesome guys! It gives me great satisfaction to see you flying monkey ships around the solar system... fantastic. And polar! Didn't expect that super work. Budgie those classic arrays look neat! I like seeing something new. Although, I got dizzy looking at them for some reason :P

EDIT:

MLS can now fly Orion, and we have increased the height of the Orion stage adapter ring by 30% to match the photos of the stack they are showing off today down in florida

MDH31H.jpg

Working a couple of issues for you guys so we can get to 0.26 this week, there will be more craft files general updates all around.

Edited by YANFRET
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Actually let's do this now

8qvHRb.jpg

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BETA 0.26.0

Download from Dropbox:

â–º https://www.dropbox.com/s/qwuss3kvgtev3k8/CMES-260.zip?dl=0 â—„

Download from Kerbalstuff:

â–º https://kerbalstuff.com/mod/315/Chaka%20Monkey%20Exploration%20Odyssey â—„

• IF you have issues with Active Texture Management you must tell it to exclude the strut connector parts.

Chaka Monkey Exploration Systems, GmbH is a space program based on NASA and Boeing future proposals using heavily modified parts from a wide variety of content authors as well as new original parts, aligned to look and work together for one purpose: realistic simulation of space exploration. This project is modeled at 75% real scale.

Changelog:


Updated to 0.26.0
-Moved infamous strut connector texture to TGA to see if it becomes friendly with Active Texture Management for you
-Increased height of Orion stage adapter ring by 30% to match official specs
-Fixed RS-68 gimbal dependency (stock gimbal @ 1.0 now)
-Fixed surplus mass of Station Core craft(s)
-Added MLS/SLS to 3.75 craft ( Orion, Station core, Station Attach )
-Added new RCS part with 10 power for Monkey Transfer Vehicle docking ease of use




Updated to 0.25.9 IFD Edition
-Fixed ASET / JSI finger jam
-Remade all craft files
-Remade all subassemblies
-Removed BS IVA calls causing craft failurs
-Fixed heatshield assent name and craft files
-Changed fairing texture to PNG
-Added missing Orion Decoupler texture
-Fixed all JSI / RPM issues (It's fixed, ******)
-Added "Launch Rings" to all craft files, to prevent vehicles from exploding if KJR is not present
-Removed KJR from zip file (STILL RECOMMENDED FOR GENERAL MONKEY SAFETY!)



Updated to 0.25.8
-Fixed heatshield asset name and craft files
-Added KJR to zip to prevent launch explosions when not useing KJR due to new destructable launchpad

Updated to 0.25.7
-Changed Porkjet internal asset names to have an "x" at the beginning
-Adjusted affected habitat moduls to look for "x..." internal -Created MM scripts directing JSI to the Chaka Porkjet folder




Updated to 0.25.6
-Removed MechJeb casing from Support Lander craft file
-Removed duplicate OMS engine asset
-Increased RS68 node attach to 3



Updated to 0.25.5
[B]-Fixed right click issue on habitats and pods (caused by science module order)
-Fixed asset name issue of Aerojet Kerbodyne OMS engine
-Recreated affected craft files (this part breaks saves)
-Increased power and capacity of Orion LES
-Moved Orion LES function into the staging order before fairing sep[/B]






Updated to 0.25.2
-Fixed Cargo Bag prop path to fix craft loading issue
-Removed Porkjet plugin to fix craft loading issue




Updated to 0.25
-Fixed node placement for .25 on numerous parts
-Added career mode support
-Added science support
-Added TAC life support .... support
-Reintroduced porkjet IVA's
-100+ new textures
-50+ part cfg adjustments
-10+ Revised craft files
-Removed any parts not needed by new craft
-Added NOS Altair and Lander
-Added Monkey HTV and node habitat
-Added Monkey static solar
-Added KW inline SRB (modified)
-Added Aerojet Kerbodyne Orion thrusters
-Many more changes to be listed later




Updated to 0.12
-Removed all PorkWorks IVA content to avoid conflict with JSI (look forward to adding those back in the future)
-Changed all Pods and Habitat internals to ALCOR MONKEY IVA
-Updated some EEMLV Station craft files
-Added EEMLV - Station Core Truss and Station Science craft files
-Enlarged fairing on Munar 2x craft to prevent failure
-Fixed SLS Block 1 staging issue


Updated to 0.11
-Added missing ALCOR emissive texture which caused capsule to turn white if interior flood lights were turned on.
-Added instructional message to main page insisting on latest JSI release.


Updated to 0.1:
-Initial BETA release

• KSP 0.25 REQUIRED! / DELETE ALL PREVIOUS VERSION FILES!

• Recommend installing this pack into a clean KSP install for the first time.

• If you are using JSI, please make sure you have the most current version

• Procedural Fairings DLL is included (required) in this download. Please be aware of potential conflicts if you have an older version already.

Notes:

Copy CMES to gamedata.

Optional ALCOR props folder included for rover IVA

Copy VAB folder to Ships

Copy Subassemblies to your save (optional)

Important:

CAREER MODE AND SANDBOX MODE NOW FULLY SUPPORTED

Kerbal Joint Reinforcement is highly recommended.

General Instructions:

All Chaka Monkey flight vehicles are optimized for the following flight path:

lOJ8wn.jpg

You don't have to use autopilot, but you can if you like. Feel free to experiment with other flight paths.

Before attempting to drive Alcor Monkey Rover, disable torque on rover base and ASET pod!!

* Warranty void if operation by non-monkey technician is attempted.

* Chaka Monkey Exploration Systems, GmbH is licensed by the original authors noted below to distribute this content.

* These parts should not interfere with content you may already have from these authors with one exception; the procedural fairings DLL is included in this -- so you need to be extra aware if you have another copy of that around somewhere and deal with that. I expect you may use whichever version of the DLL you prefer or the one included here, however please do not use this download as a reference for the most current version of the procedural fairings DLL.

Downloadable items on this page contain modified content made available under the conditions of original license from:

Winston & Kickasskyle - KW Rocketry

Alexustas - A.L.C.O.R. Pod

Bobcat, Ind. American Pack

Tiberion - NovaPunch

Kosmos Spacecraft Design Bureau

Lionhead Aerospace

Sumghai - SDHI Service Module System

Alexey Volynskov (Keramzit Procedural Fairings)

BahamutoD - RS-68 Engine

Sumghai / Fustek / Nothke - Habitats

LandeTLS - SLS Block I fairings

TALISAR - Talisar Large Upper Stage

Porkjet - Habitat IVAs

Blackheart612 - Aerojet Kerbodyne

Kommitz - Chaka Nuclear Thermal Engines

Nertea - Octo-Girder Argon Segment

Iannic-ann-od / Athlonic - Chatterer plugin

NoOneSpecial - NOS Altair pod and lander

Chaka the Monkey would like to extend a special thank you to these developers. They worked very hard to make these parts and we have organized them for Monkey Exploration because they are excellent.

LICENSE

All media items available for download on this forum thread are copyrighted by their respective original authors and released under the Creative Commons Attribution-ShareAlike 4.0 License. You can read the full terms of the license on the Creative Commons webpage here: http://creativecommons.org/licenses/by-sa/4.0/

* Note craft file images below have not been updated to reflect adjustment of the Orion stage adapter which has been increased in height by 30%. I will update the diagrams soon.

Mlk1W3.jpg

23gfqY.jpg

5FSVqT.jpg

pWZvzr.jpg

xUFWRG.jpg

Edited by YANFRET
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@YANFRET how did you fix the file in JSI that needed renamed as some of us would have it and some not and the last 2 updates you haven't touch that part and as JSI seen it and worked with the wrong path but was bugging things out like the strut as, I don't use ATM.

EDIT- So really what, I'm getting at is it still bugging things even if you moved in somewhere in CMES or rename, JSI will still try to work.

Edited by Mecripp2
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@YANFRET how did you fix the file in JSI that needed renamed as some of us would have it and some not and the last 2 updates you haven't touch that part and as JSI seen it and worked with the wrong path but was bugging things out like the strut as, I don't use ATM.

EDIT- So really what, I'm getting at is it still bugging things even if you moved in somewhere in CMES or rename, JSI will still try to work.

Are you saying that a clean install is required for the latest update to work? I would agree with that

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No but yes that good but you still have a file that comes with JSI thats not in your install that goto's a pod to add RPM but the file path was wrong in the JSI folder and, I don't see how you are getting around that file with your install ?

EDIT- JSI/RPMPodPatches/PatchesMod/orbital-orb-remade-internal.cfg Remember we had to rename

INTERNAL
{
name = orbitalOrbInternalsRPM
MODEL
{
model = CMES/Hab/HabitatPack/Spaces/orbitalOrbInternals/model
}
MODULE
{
name = InternalCameraTargetHelper
}
MODULE

I cut alot out here to save space.

EDIT- Yes because, I keep that file around.

EDIT- I see what you did but by that way how are adding RPM to it ? Or you just taking them out that way, And sorry just downloaded the update but have not installed it.

Edited by Mecripp2
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No but yes that good but you still have a file that comes with JSI thats not in your install that goto's a pod to add RPM but the file path was wrong in the JSI folder and, I don't see how you are getting around that file with your install ?

Oh well to keep JSI's included mod script from path crashing I changed the name of the internal

EDIT: Yes exactly so I just renamed the asset xorbitalOrbInternals to keep it's paws off it

So it's working for you now?

EDIT: does it work for you on a clean install of chaka + jsi? without you having to edit the JSI script?

EDIT: The JSI props appear in the newly named asset because of magic.

Edited by YANFRET
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Yep just update all working like a charm and no errors.

EDIT- LOL got to love Magic hehe.

EDIT- But last update, Have a problem with rover will try on this 1 when get there but it's stand on end or on it's side when you are using w,s,a,d to steer are there other buttons we should use and thats on Mun.

Edited by Mecripp2
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Yep just update all working like a charm and no errors.

Awesome!

EDIT- LOL got to love Magic hehe.

EDIT- But last update, Have a problem with rover will try on this 1 when get there but it's stand on end or on it's side when you are using w,s,a,d to steer are there other buttons we should use and thats on Mun.

Hopefully I understand what your asking and my response is helpful; disable torque on the yellow base AND the alcor pod, disable SAS, and lock the center wheels left and right

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Whoops Lot of error's in this rover try's to crash game on launch

[Log]: [Warning] KRSVesselShotNo replacement for Diffuse (UnityEngine.Shader) in XstrutConnectorMediumX_4294052104 (StrutConnector)/*/anchor-Pivot (UnityEngine.MeshRenderer)

and

[Log]: [Warning] KRSVesselShotNo replacement for Diffuse (UnityEngine.Shader) in XstrutConnectorMediumX_4294052104 (StrutConnector)/*/obj_targetAnchor-Pivot (UnityEngine.MeshRenderer)

CMES2.png Keep getting this error too [Error]: [TransmitterModule]: Part Module 0 doesn't implement IScalarModule and did you change something about the Docking ports on the rover ?

EDIT- The Docking ports on the rover and lander are the input is null error's

Edited by Mecripp2
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This is honeslty probably one of the sexiest parts packs out there. Actually, scratch that, it's probably THE sexiest. Really awesome work! Is there some documentation somewhere describing the intended use of the various ships?

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This is honeslty probably one of the sexiest parts packs out there. Actually, scratch that, it's probably THE sexiest. Really awesome work! Is there some documentation somewhere describing the intended use of the various ships?

Why thank you very much! hehe

That is a great point. I've always planned to do a PDF instruction manual with various details about the craft. For now, the basic rule of thumb is if it has a heatshield and nuclear engines it's for Duna, and if it has landing legs but neither of those it's for the Mun, and none of the above would be for floating around and exploring :D

EDIT: Don't forget to inflate the inflatable heatshields.

Edited by YANFRET
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No with other mods but the last one run good something like .25.8 or .25.9 dam # hehe.

EDIT- It was a clean CMES folder deleted the old one.

Okay

I think we've made major progress. I stripped out some un needed modules and node settings in the dockports, re organized the strut connector part so it hopefully doesn't freak out about it's texture getting besnuggled, and checked for debugs and got a much cleaner report! I'm not as concerned with the transmitter module error log, I'd rather it log that from time to time then have a spacecraft on a mun somewhere without a transmitter because we forgot one.

Kxr2y4.jpg

@MeCripp & @pw4x3r can you see if you agree before we make this an official update? Also test it with ATM

And please, make sure the previous version files get wiped out first

https://www.dropbox.com/s/eh00cq0n68zgvfq/CMES-261.zip?dl=0

Ooh lookie another #

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