BananaDealer Posted April 5, 2014 Share Posted April 5, 2014 (edited) It should already work! We haven't had troubles with it ourselves, and I don't hear anyone else having the same issue - do you have anything else installed, mod-wise?(I'm guessing you're referring to the booster bug)Yes, a lot of mods. But none that would mess with how and when engines are turned on.The boosters engage as the vessel unpacks onto the launchpad, rather than right after, which makes me think there's something wrong with how the game handles what module of the capsule comes on when... Perhaps with the engine modules' animation? Also, looking at the part's file,fx_exhaustFlame_yellow_tiny = 0,0,0,0,0,0, runningShouldn't this be under "node definitions".@Joe 2.0,Again, you're missing my point. The STS has a standard "bridge" cockpit design/layout.With panels on the dashboard and on the ceiling above the windows, much like any modern aircraft. As for the windows- the same applies to the shuttle's cockpit as it applies to a regular capsule (and any high-flying aircraft). Having a bubble-type layout would simply be impractical.I'm not sure why you're even arguing with me since we both share the same opinion- a "bridge" design for the IVA would be awesome. Edited April 5, 2014 by BananaDealer Link to comment Share on other sites More sharing options...
TerLoki Posted April 5, 2014 Share Posted April 5, 2014 (edited) Just tried the capsule out, it flies very nicely and I'm pleased to finally have a nice heavy capsule to use. Can confirm that it works well with the current DRE 3.75m heat shield, though the models don't mesh quite right. Two things though, and only one is really of any consequence. First, the capsule seems a bit light for me. It just feels a bit wrong for a big honkin' 3.75m Orion stand-in capsule to land softly with the SDHI chutes and nothing but. Secondly, I tried using the LAS rockets to slow my splash-down (unnecessary, but fun). I do not recommend this, as what had been a stable vertical drop became a weird spinning cartwheeling drop. And it only killed about 3m/s of vertical velocity for some reason. Edited April 5, 2014 by TerLoki Link to comment Share on other sites More sharing options...
mostlydave Posted April 5, 2014 Share Posted April 5, 2014 I like the big windows and I really hope you keep them, this is a game and I want to have fun seeing what I'm doing with a capsule like this. If I wanted real life I'd play a simulator. Being able to see more from IVA makes it much more usable in my opinion. Link to comment Share on other sites More sharing options...
K3-Chris Posted April 5, 2014 Share Posted April 5, 2014 I can see were you're all coming from regarding the big windows, yeah it would be nice looking out at space and stations while docking etc through them, though unrealistic, It seems everyone that plays KSP plays it slightly differently and has a different preferred level of realism, the big windows aren't realistic enough for me, while I consider real solar system madness because it takes realism to lengths that makes the game less of a game and more of a sim.Though I'll say seated properly in front of a smaller window you can see a very similar amount while not having an unrealistic amount of glass on the walls, it's an architectural trick I can best translate into English as "eyes find glass" meaning while a sketch on paper or an external view of a house only shows a few small windows when you're inside the house the windows stand out so much from the walls they feel a lot larger, and because you can move around you can adjust what you see through the window, basically making them larger than they are in effect and mentally. Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 5, 2014 Share Posted April 5, 2014 Is there any chance you could make the pod with all the extras(thrusters and the like) not auto-built in? Or just the old model without them also added to the package? Link to comment Share on other sites More sharing options...
jnrobinson Posted April 5, 2014 Share Posted April 5, 2014 Reinstalling the thing doesn't seem to have fixed the issue...I remember having the same troubles with the Dragon capsule back a few months which inevitably made me give up on the pack altogether...Would you mind giving us a list of mods you have installed so we can try to recreate the issue and narrow it down? Link to comment Share on other sites More sharing options...
ManaaniWanderer Posted April 5, 2014 Share Posted April 5, 2014 This looks amazing Link to comment Share on other sites More sharing options...
BananaDealer Posted April 5, 2014 Share Posted April 5, 2014 Would you mind giving us a list of mods you have installed so we can try to recreate the issue and narrow it down?Oh dear... Right... Well... These are the contents of my GameData folder:Cabana Corp R&D (my own mod)The Toolbar PluginAGMAIES packASET packASTRA packWolf's LES packB9BahaSP (that's part of your thing)BASE pack's inflatable HabQuantum StrutsCity Lights and CloudsCargo Transfer BagsChattererCrew ManifestDeadly ReentryDM's Orbital ScienceDM's TanksEnhanced NavBallEnvironmentalVisualEnhancements ExsurgentEngineeringExtraplanetary LaunchpadsFASA towersFerramFirespitterSumGhai's FusTek Dev buildHGR packION Hybrid packJSI's RPMK3's B9 internalsKASProcedural FairingsKerbPaintKethaneKineTech AnimationKlockheed Martian Shuttle EnginesNucleonics PackKSPKSP CalendarKSPXKWLionhead's circular solar panelsLack Lustre's LabLoad On Demand KDEXMechJeb (with RPM)ModsByTALModular Fuel TanksNASA's partsNavyFish's Docking Port IndicatorNearFuture PackFinal FrontierNew HorizonsNothke's DROMOMANNothke's Service CompartmentsNovaPunch (stripped it down to just a couple tanks I tend to use)OpenResourceSystemPandaJager's LabsPorkWorks HabsProcedural DynamicsProceduralPartsPWB Fuel BalancerR&SCapsuledyne (the other part of your thing)RealChutesRT2ResGenRomfarerSCANsat (with RPM)SDHISH_mods (Mk2 Cockpit internals)SmokeScreenSpaceplane Plus (part of PorkWorks)Squad's stock partsLack's SXTTargetronTAC-LSTreeLoaderTriggerTech Alternative Resource Panel and Alarm ClockTTModularWheelsTurboNisu's Stock-alikesVibraDyn's SCANsat scannersVanguard EVA ParachutesKSP InterstellarAlong with Module Manager (latest build) and Modulefixer...Soo... Good luck... Link to comment Share on other sites More sharing options...
jnrobinson Posted April 5, 2014 Share Posted April 5, 2014 Oh dear... Right... Well... These are the contents of my GameData folder:Cabana Corp R&D (my own mod)The Toolbar PluginAGMAIES packASET packASTRA packWolf's LES packB9BahaSP (that's part of your thing)BASE pack's inflatable HabQuantum StrutsCity Lights and CloudsCargo Transfer BagsChattererCrew ManifestDeadly ReentryDM's Orbital ScienceDM's TanksEnhanced NavBallEnvironmentalVisualEnhancements ExsurgentEngineeringExtraplanetary LaunchpadsFASA towersFerramFirespitterSumGhai's FusTek Dev buildHGR packION Hybrid packJSI's RPMK3's B9 internalsKASProcedural FairingsKerbPaintKethaneKineTech AnimationKlockheed Martian Shuttle EnginesNucleonics PackKSPKSP CalendarKSPXKWLionhead's circular solar panelsLack Lustre's LabLoad On Demand KDEXMechJeb (with RPM)ModsByTALModular Fuel TanksNASA's partsNavyFish's Docking Port IndicatorNearFuture PackFinal FrontierNew HorizonsNothke's DROMOMANNothke's Service CompartmentsNovaPunch (stripped it down to just a couple tanks I tend to use)OpenResourceSystemPandaJager's LabsPorkWorks HabsProcedural DynamicsProceduralPartsPWB Fuel BalancerR&SCapsuledyne (the other part of your thing)RealChutesRT2ResGenRomfarerSCANsat (with RPM)SDHISH_mods (Mk2 Cockpit internals)SmokeScreenSpaceplane Plus (part of PorkWorks)Squad's stock partsLack's SXTTargetronTAC-LSTreeLoaderTriggerTech Alternative Resource Panel and Alarm ClockTTModularWheelsTurboNisu's Stock-alikesVibraDyn's SCANsat scannersVanguard EVA ParachutesKSP InterstellarAlong with Module Manager (latest build) and Modulefixer...Soo... Good luck...Is anyone with a less insane level of mods having the same problem that can help me out? Link to comment Share on other sites More sharing options...
GeoPhizzix Posted April 5, 2014 Share Posted April 5, 2014 Secondly, I tried using the LAS rockets to slow my splash-down (unnecessary, but fun). I do not recommend this, as what had been a stable vertical drop became a weird spinning cartwheeling drop. And it only killed about 3m/s of vertical velocity for some reason.From what I have seen and read, it's suppose to be just an integrated LES. So a quick burst with slightly more thrust on one side, that will roll/spin your capsule away from the main body and (hopefully) out of harms way. Is there any chance you could make the pod with all the extras(thrusters and the like) not auto-built in? Or just the old model without them also added to the package?This is something you can do on your own by opening up the part file and putting "//" before each line that has any reference to the LES feature. I am assuming that would be anything between "//ENGINE CONFIG" and "//ALL OTHER CONFIG". If I am wrong on this, please someone correct me. I am by no means a programmer, and when I do something successful in C#, I chalk it up that "Even a blind squirrel finds a nut" Link to comment Share on other sites More sharing options...
BananaDealer Posted April 5, 2014 Share Posted April 5, 2014 Is anyone with a less insane level of mods having the same problem that can help me out?I loaded KSP with only stock parts and your thing... Still being weird on unpack... Link to comment Share on other sites More sharing options...
Eskandare Posted April 5, 2014 Share Posted April 5, 2014 (I'm guessing you're referring to the booster bug)Yes, a lot of mods. But none that would mess with how and when engines are turned on.The boosters engage as the vessel unpacks onto the launchpad, rather than right after, which makes me think there's something wrong with how the game handles what module of the capsule comes on when... Perhaps with the engine modules' animation? I think that the game has trouble with engines built into the command module part. I found that Lack's MEM module from his SXT add on has the exact same problem where it ignites automatically. Lack's MEM also has the engine built into the command pod part. I believe all engines should be separate parts from the command module. This would remove the problem of auto ignition. Link to comment Share on other sites More sharing options...
mostlydave Posted April 5, 2014 Share Posted April 5, 2014 I've haven't seen the auto ignition problem with this capsule at all, it's working exactly as intended. I wish it lifted the pod a little higher to give it some more time for parachutes to deploy, but has not auto fired on me yet. Link to comment Share on other sites More sharing options...
Raptor831 Posted April 5, 2014 Share Posted April 5, 2014 Is anyone with a less insane level of mods having the same problem that can help me out?Well, I have an insane amount of mods, but my install works just fine with your pod.Here's my folder list currently:000_ToolbarActiveTextureManagementAIES_AerospaceASETaWolf (LES Pack)B9_AerospaceBahaSPblackheartBoulderCoCargoTransferBagsChattererCrewManifestDeadlyReentryEditorExtensionsEnvironmentalVisualEnhancementsExsurgentEngineeringFASAFerramAerospaceResearchFirespitterFusTekHGRHGRtest (HGR dev release)Hyomoto (MFDs for RPM)JSI (Raster Prop Monitor)KASKAS-Extensions-master (MM configs to make a bunch of stuff KAS compatible)Keramzit (PFairings)KerbalConstructionTimeKerbaltekKineTechAnimationKlockheed_Martiankommit_nucleonicskommit_octotrussKSPXKWRocketryLLL (very few parts)MagicSmokeIndustries (Infernal Robotics, which is broken in .23.5)masTerTorch (single science part, KDEX)MechJeb2MechJeb2RPMModuleManager_1_5_7.dllNASAmissionNavyFishNearFutureNereid (FinalFrontier mod)NewHorizons (Universal Storage)nothke_DROMOMANNothkeSerCom (6S tubes)NovaPunch2OpenResourceSystemPartCatalogPorkWorksProceduralDynamicsR&SCapsuledyneRaptor831 (my custom mods, all MM configs or new part configs)RealChuteRealFuelsResGenRLA_StockalikeSCANsatSCANsatRPMSDHISquadStretchySNTexturesStretchyTanksSXTThunderAerospace (Fuel Balancer and Life Support)TreeLoaderTriggerTech (Alarm Clock)UbioWeldingLtdVNGWarpPluginI can say that Kerbal ISP Difficulty Scaler does not play well with the capsule LES, which I had to remove in order to get this to work. But that's the only one, and I could simply not use the LES and it works fine. No auto-engage on unpack, at least on the pad. I didn't test launching, saving, then reloading, but I doubt that would make a difference. Link to comment Share on other sites More sharing options...
pantheis Posted April 5, 2014 Share Posted April 5, 2014 Here is the list of mods I'm using000_ToolbarActiveTextureManagementAIES_AerospaceB9_AerospaceBahaEPLBahaSPblackheartBoJaNBoulderCoCrewManifestCustomBiomesDistantObjectDMagic Orbital ScienceDMTanksEditorExtensionsEnhancedNavBallEnvironmentalVisualEnhancementsExosomatic OntologiesExsurgentEngineeringExtraplanetaryLaunchpadsFirespitterGoodspeedHexCansKASKeramzitKerbalJointReinforcementKerbaltekKethaneKineTechAnimationKSPTOTConnectKWRocketryMagicSmokeIndustriesMechJeb2ModularFuelTanksModuleManager_1_5_6.dllNavyFishNearFutureNothkeSerComOpenResourceSystemPreciseNodeR&SCapsuledyneRCSBuildAidRealChuteResGenSCANsatScienceAlertSelectRootSH_modsSquadTextureReplacerThunderAerospaceTimeControltoolbar-settings.datTreeLoaderTriggerTechudk_lethal_d0seVNGWarpDrive2WarpPlugin Link to comment Share on other sites More sharing options...
Sokar Posted April 5, 2014 Share Posted April 5, 2014 The problem is with ExtraplanetaryLaunchpads, remove ExtraplanetaryLaunchpads and ok. Link to comment Share on other sites More sharing options...
jnrobinson Posted April 5, 2014 Share Posted April 5, 2014 The problem is with ExtraplanetaryLaunchpads, remove ExtraplanetaryLaunchpads and ok. We will release a "lite" version with no LES in the future to combat this issue Link to comment Share on other sites More sharing options...
pantheis Posted April 5, 2014 Share Posted April 5, 2014 I wonder if this can be fixed and still have the LES, since that's a very neat feature. Link to comment Share on other sites More sharing options...
BananaDealer Posted April 5, 2014 Share Posted April 5, 2014 The problem is with ExtraplanetaryLaunchpads, remove ExtraplanetaryLaunchpads and ok. Hmm... So I removed all my mods besides this capsule and it still had the issue.I then put all my modlist back, removing only the launchpads thing and the issue now seems to have gone away...I'm royally confused... Link to comment Share on other sites More sharing options...
jnrobinson Posted April 5, 2014 Share Posted April 5, 2014 I wonder if this can be fixed and still have the LES, since that's a very neat feature.I have no idea if the bug is something caused by KSP, animated engines plugin (which is alpha), or some other mod, so it would be very hard for me personally to fix since I know very little about how plugins work. However, if anyone discovers anything that my lead to the resolution of this bug, please send me a private message Link to comment Share on other sites More sharing options...
Joe 2.0 Posted April 6, 2014 Share Posted April 6, 2014 [quote name='BananaDealer;1067744@Joe 2.0' date='[/b']Again, you're missing my point. The STS has a standard "bridge" cockpit design/layout.http://upload.wikimedia.org/wikipedia/commons/3/30/STSCPanel.jpgWith panels on the dashboard and on the ceiling above the windows, much like any modern aircraft. As for the windows- the same applies to the shuttle's cockpit as it applies to a regular capsule (and any high-flying aircraft). Having a bubble-type layout would simply be impractical.I'm not sure why you're even arguing with me since we both share the same opinion- a "bridge" design for the IVA would be awesome. Link to comment Share on other sites More sharing options...
pantheis Posted April 6, 2014 Share Posted April 6, 2014 (edited) I have no idea if the bug is something caused by KSP, animated engines plugin (which is alpha), or some other mod, so it would be very hard for me personally to fix since I know very little about how plugins work. However, if anyone discovers anything that my lead to the resolution of this bug, please send me a private messageNo problem, I love finally having a 3.75m capsule! For now, I'll just edit out the engine using a module manager file.-edit-For anyone having the engine firing on vessel unpack, here's a module manager to remove the engine and associated pieces from the part.TaurusHCV_Fixes.cfg Edited April 6, 2014 by pantheis Added link for module manager fix Link to comment Share on other sites More sharing options...
wasmic Posted April 6, 2014 Share Posted April 6, 2014 Are there any plans for a service module to go with this thing? Preferably Orion-style, since Tiberion has already done a CST-100 style 3.75m pod + service module. I just can't make it look good with ProcFairings and normal parts. Alternatively, does anybody have a design for a service module that looks good? Link to comment Share on other sites More sharing options...
K3-Chris Posted April 6, 2014 Share Posted April 6, 2014 I made my own service module for the bobcat orion pod:Gold foil stretchytank and the round lionhead aerospace solar panels, 2m fatman nerva, but if you for some reason don't like the idea of a manned mission with a nuclear reactor on it you could use the KW 2m CSM engine, or any engine you like. Link to comment Share on other sites More sharing options...
TerLoki Posted April 6, 2014 Share Posted April 6, 2014 Preferably Orion-style, since Tiberion has already done a CST-100 style 3.75m pod + service module.Link? I'm intrigued by this, but can't find it. Link to comment Share on other sites More sharing options...
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