Railgunner2160 Posted April 15, 2014 Share Posted April 15, 2014 If you'd read the thread you'd know this is well documented already.... Link to comment Share on other sites More sharing options...
wasmic Posted April 15, 2014 Share Posted April 15, 2014 1. We're looking into that - it's obviously the best solution to the way it works, but it may be tough with the way KSP handles engines.2. The next update should have a new ladder hitbox which should fix the problem.3. That's a known bug and will hopefully also be fixed with the next update.Also - IVA soon - it's taking a bit longer than we expected, though the hardest parts are done.To remove the escape system from the staging list, simpyl add staged = falseto the engine module. That should work. Link to comment Share on other sites More sharing options...
jnrobinson Posted April 15, 2014 Share Posted April 15, 2014 Released a bugfix/minor improvements update to alleviate some problems.Changelog:v 0.6 (4/15/14)-Updated external textures to be more stock-y-Fixed LES pieces disappearing when zoomed in too far-Boosted capacity to 7 in preparation for upcoming IVAs-Increased dry mass to 7.5 units (tons? metric tons? slug?)-Took steps to alleviate FAR-based asymmetric drag issue, which occurs because FAR includes the collision mesh for the ladder and the hatch in it's aerodynamic calculations; Ferram has informed me this will likely be fixed in an upcoming version of FAR-Attempted to fix Kerbals flying of ladders/doing a 360-no-scope when exiting the hatch-Changed license to be more lenientKnown bugs:-LES engines may deploy when the ship loads. May be related to extraplanetary launchpads. Please use included file that disables these motors until we get this worked out-May produce asymmetric drag when used with FAR due to the fact that FAR calculates aerodynamics based off of the collision mesh and includes the collision boxes for the ladders and hatches in this calculation. Ferram has told me this will be fixed in a future release of FAR.-Kerbals don't always grab ladders when they exit the capsule. This appears to be a KSP bug and also happens with the Mk1-2 Capsule.Please continue reporting bugs! All of your feedback is incredibly helpful Link to comment Share on other sites More sharing options...
jnrobinson Posted April 15, 2014 Share Posted April 15, 2014 You're quite welcome! For completeness, I did a test reentry from orbit with DRE/FAR. Works quite well, even with no SAS. The 3.75m default DRE heatshield masses a good amount, so my total mass for the capsule, shield, chutes, and docking port were almost 12 tons. But, she flew pretty much straight as an arrow the whole way. I imagine without the shield, it would have been a bit more exciting, since FAR wasn't calculating the pod to have much drag at that orientation anyway.Also, you might consider making the bottom node for the capsule a size 3. FAR has calculated size/drag from the nodes, so given that you are 3.75 meters at the base, it would help to have the right node size. I did try this during testing and it didn't fix the odd drag, so no magic bullet there. And since stock now has size 3 parts, it would probably be beneficial to follow that.I hope all this helps you out. I'll be using this for myself either way, as it'll be great for an Orion/Dragon-like pod and a station ferry!I spoke to Ferram regarding this issue; it will be fixed completely in an upcoming FAR update.The issue arises from the fact that FAR includes the ladder/hatch meshes in the aerodynamics calculation, which throws off the symmetry of the capsule.For now, I've made the hitboxes for the hatch and ladder very thin in an attempt to alleviate this issue.So hopefully v0.6 will make the torquing less noticably until the next version of FAR Link to comment Share on other sites More sharing options...
8bitsblu Posted April 15, 2014 Share Posted April 15, 2014 Along with the heat shield you should probably include a Specialized decoupler for the capule when the heat shield is attached (like the Avionics ring used in the SDHI Service Module mod) Link to comment Share on other sites More sharing options...
jnrobinson Posted April 16, 2014 Share Posted April 16, 2014 Along with the heat shield you should probably include a Specialized decoupler for the capule when the heat shield is attached (like the Avionics ring used in the SDHI Service Module mod)Already planned Link to comment Share on other sites More sharing options...
Raptor831 Posted April 16, 2014 Share Posted April 16, 2014 I spoke to Ferram regarding this issue; it will be fixed completely in an upcoming FAR update.The issue arises from the fact that FAR includes the ladder/hatch meshes in the aerodynamics calculation, which throws off the symmetry of the capsule.For now, I've made the hitboxes for the hatch and ladder very thin in an attempt to alleviate this issue.So hopefully v0.6 will make the torquing less noticably until the next version of FARThat's interesting. Didn't realize FAR did that specifically. At least that makes sense.In any case, glad the new version is out! Link to comment Share on other sites More sharing options...
M251Speed Posted April 16, 2014 Share Posted April 16, 2014 So for the 4 passengers, does one have to use some other plugin to remove them from the capsule? Like for say an EVA? Link to comment Share on other sites More sharing options...
jnrobinson Posted April 16, 2014 Share Posted April 16, 2014 So for the 4 passengers, does one have to use some other plugin to remove them from the capsule? Like for say an EVA?Click on the hatch; you can EVA everyone from there Link to comment Share on other sites More sharing options...
jfull Posted April 16, 2014 Share Posted April 16, 2014 So for the 4 passengers, does one have to use some other plugin to remove them from the capsule? Like for say an EVA?Just click the hatch. You don't need to use the EVA and IVA buttons above Kerbal's heads Link to comment Share on other sites More sharing options...
TheWampa Posted April 16, 2014 Share Posted April 16, 2014 AIES aerospace.Thanks a lot! Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 18, 2014 Share Posted April 18, 2014 Already plannedjnrobinsonCan you tweek the COM on your capsule when you release the heatshield? I love your mod by the way. It fits perfectly with BahamutoD's Constellation mod.http://forum.kerbalspaceprogram.com/threads/76841-%28RSS%29-Constellation-Essentials-v1-1-Copernicus-MTV-Trusses Link to comment Share on other sites More sharing options...
helaeon Posted April 18, 2014 Share Posted April 18, 2014 Love the pod. I'm really looking forward to the IVA. Link to comment Share on other sites More sharing options...
jnrobinson Posted April 18, 2014 Share Posted April 18, 2014 Dev update #2:Internals progress is slow, but solid. I've gotten the most difficult components done now; all I still need to do is add a bunch of filler things like cupboards, boxes, fire extinguishers, wall decorations, etc., and, of course, props.Here's some pictures (note that the internal walls themselves are not complete and just a placeholder for now, and everything is obviously not textured fully yet.)Overall seat/panel layoutDetail of the pilots' seats.Detail of the passengers' seats, complete with advanced beverage containers with a sealed cap, pressure-differential straw, and velcro to hold them in their holders. Also, space tray tables. Please fold before liftoff.View from the pilot's seat. Link to comment Share on other sites More sharing options...
jnrobinson Posted April 18, 2014 Share Posted April 18, 2014 jnrobinsonCan you tweek the COM on your capsule when you release the heatshield? I love your mod by the way. It fits perfectly with BahamutoD's Constellation mod.http://forum.kerbalspaceprogram.com/threads/76841-%28RSS%29-Constellation-Essentials-v1-1-Copernicus-MTV-TrussesThe COM is dead center. If you're referring to issues with torquing during reentry when using FAR, that's due to an issue where FAR uses the collision box for the ladders and the hatch in its calculation of the capsule's shape and throws it off center. I made an attempt to fix that with the newest release, but it likely won't be completely solved until the next release of FAR. Link to comment Share on other sites More sharing options...
shael6636 Posted April 18, 2014 Share Posted April 18, 2014 The internals are awesome!Can we have a large Screen? for inflight entertainment i.e. movies? Link to comment Share on other sites More sharing options...
papics Posted April 18, 2014 Share Posted April 18, 2014 As soon as the internals are done, I am definitely adding this to my favourites! Link to comment Share on other sites More sharing options...
Spartan-S63 Posted April 18, 2014 Share Posted April 18, 2014 As soon as the internals are done, I am definitely adding this to my favourites!It's already one of my favorites, but as soon as the internals are done and come out, this'll be the pod I use on interplanetary trips!I love what you guys are doing with it. It looks great and the built-in escape system is really cool! Keep it up! Link to comment Share on other sites More sharing options...
TicTacToe! Posted April 19, 2014 Share Posted April 19, 2014 I know it's a bit tongue in cheek asking this before the internals even done, are you planning RasterPropMonitor support? Link to comment Share on other sites More sharing options...
jnrobinson Posted April 19, 2014 Share Posted April 19, 2014 I know it's a bit tongue in cheek asking this before the internals even done, are you planning RasterPropMonitor support?Yes we are Link to comment Share on other sites More sharing options...
shael6636 Posted April 20, 2014 Share Posted April 20, 2014 Yes we areSweet cant wait until the internals are done. Im just loving this Command Module, it looks awesome keep up the good work Just a thought have you thought about adding RCS ports that are inbuilt to the module? Link to comment Share on other sites More sharing options...
NathanKell Posted April 20, 2014 Share Posted April 20, 2014 ModuleRCS does not support that. It uses part origin rather than nozzle origin as the place to apply force (and detect the lever arm of the force) so...they'd fire in the wrong directions and not apply rotation. Link to comment Share on other sites More sharing options...
Brun Posted April 20, 2014 Share Posted April 20, 2014 This looks great - I've been looking for a good pod for interplanetary missions (I've been using the cupola and hitchikers). Can't wait for the IVA. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 20, 2014 Share Posted April 20, 2014 The COM is dead center. If you're referring to issues with torquing during reentry when using FAR, that's due to an issue where FAR uses the collision box for the ladders and the hatch in its calculation of the capsule's shape and throws it off center. I made an attempt to fix that with the newest release, but it likely won't be completely solved until the next release of FAR.I understand... I also see that the solid engines are burning off COM. I guess that is intended to burn out of the way of the massive collision that follows? Could I be wrong? I see some solid engines out of place. Is it intentional?Regards, Link to comment Share on other sites More sharing options...
jnrobinson Posted April 20, 2014 Share Posted April 20, 2014 I understand... I also see that the solid engines are burning off COM. I guess that is intended to burn out of the way of the massive collision that follows? Could I be wrong? I see some solid engines out of place. Is it intentional?Regards,Yes this is intentional. There are 6 on one side and 4 on the other to apply torque. Link to comment Share on other sites More sharing options...
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