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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]


bsquiklehausen

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Hopefully this isn't too odd of a request, but I noticed that the alternateconfig folder doesn't come with the download anymore. As someone who doesn't want to use the LES function of the capsule, is there still a separate model/texture out there so I don't have the unused engines stuck out and exposed? Thanks!

Apart from just not using the LES, your only option now would be to edit the HCV's config file yourself - there haven't ever been alternate models or textures, and the legacy AlternateConfig is no longer balanced or fully featured. It's pretty self-explanatory and you can just delete or comment out the Solid Booster module. The LES has been turned to monopropellant though - so even with the boosters you don't have to bring SolidFuel to your destination anymore.

Hope one of those works for you! Just wondering though - why no LES? It's fun!

We probably won't make a version without a LES any time in the future, unless Squad adds a way to upgrade parts in the tech tree.

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Apart from just not using the LES, your only option now would be to edit the HCV's config file yourself - there haven't ever been alternate models or textures, and the legacy AlternateConfig is no longer balanced or fully featured. It's pretty self-explanatory and you can just delete or comment out the Solid Booster module. The LES has been turned to monopropellant though - so even with the boosters you don't have to bring SolidFuel to your destination anymore.

Hope one of those works for you! Just wondering though - why no LES? It's fun!

We probably won't make a version without a LES any time in the future, unless Squad adds a way to upgrade parts in the tech tree.

I've already taken care of snipping the engine module and such from the cfg file. And I don't really know, I just prefer to have the capsule sans any sort of engine. Plus I don't need the Baha folder that way. His work is great, but my GameData folder is bloated with folders at the moment. Thanks for the reply though.

Edit - Alright, I've given in to your cool LES engines :P Turned them to controllable de-orbiting engines with significantly less power, but I've kept 'em ;)

Edited by Boomerang
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Edit - Alright, I've given in to your cool LES engines :P Turned them to controllable de-orbiting engines with significantly less power, but I've kept 'em ;)

That's the spirit!

Are the windows in the crew tank eventually going to be clickable like the ones in the pod?

Yes - provided A) I remember to do it, and B) I learn how to do it (or jnrobinson does it). It's an oversight currently and is probably a pretty simple fix. The only issue is that we are both very busy with school stuff and at least for me, there's not really any end in sight. We'll try to keep new content inbound as well as fixes, compatibility checks, and maybe some more mod compatibility stuff as soon as we can.

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- why no LES? It's fun!

I had no idea that once staged, it is impossible to switch it off (unless my right click contect menu for the part is missing something).

Absolutely love the capsule for its crew capacity, looks and... ooh, those internals :)

So it was a no brainer when it came to choose a command module for my interplanetary cruise craft!

rbRy0Xe.png

*sorry for the low res pic - this craft likes to cause me a lot of lag!

Unfortunately, a big chunk of the craft was launched all in one go and the LES was accidentally staged, now every time I dock - the LES uses up any monoprop within the docked craft and proceeds to explode my habitation ring.

Now I have to ensure no Kerbals are in the hab ring when sending supplies and then deflate it.

To undock the supply ship - which is now void of monopropellant, I have to move my interplanetry craft clear of it (and not the other way around).

So, Questions:

Should there be a right click button in the context menu and am I missing it?

If not, Would you consider adding a button to turn off the LES engines?

Or, Could it be possible to send a Kerbal out on EVA and physically snip the pipes and wires?

*I agree that the LES is a neat feature, it is a pity it was not what I wanted in this particular design - so completely removing it would make Jebadiah cry as I am sure we will be wanting that feature at some point in our missions!

I have a feeling I will need to decomission this craft and launch another without accidentally staging the LES ;.;

Edited by Deadpan110
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So, Questions:

Should there be a right click button in the context menu and am I missing it?

If not, Would you consider adding a button to turn off the LES engines?

Or, Could it be possible to send a Kerbal out on EVA and physically snip the pipes and wires?

Wow - that's a hell of a ship!

Unfortunately, as far as I can tell, there's no way to turn off solid fuel motors without modifying the .sfs files or (potentially) modifying the Taurus' part.cfg file. Realistically though, a misfired LES is a reason to not continue a mission plan, but gameplay wise, I totally see the need to make it able to be shut off or harder to accidentally fire. We've always toyed with the idea of trying to remove it from the staging menu and make it action-group only, but we haven't found a way to achieve that yet.

So sorry for the kind of non-answer answer, and I hope that fixes the problem! Post more pictures of that incredible ship as well!

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  • 2 weeks later...
I like the Taurus capsule, but the monopropellant escape system confuses me..

It keeps triggering on me and instadrains all the monoprop in the ship..

Is there a way I can disable it?

In short - no.

You need to ensure that you do not activate it on launch. If it is active, the capsule will constantly drain monoprop and try to run the escape system. Like a real rocket, if the escape system is activated, you can't use that capsule anymore without launching a new one. We're looking into ways to allow deactivate the system, but it's not a huge priority because that's kind of the way it should work.

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I think ideally, it would not trigger using staging (to prevent accidents), but you could trigger it from action groups (namely the Abort action group). I'm not sure if that's even possible, though.

That's the ideal solution that we are looking into. We just haven't had a lot of time lately to work on the mod.

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In short - no.

but it's not a huge priority because that's kind of the way it should work.

Well, Kind of :) I'm pretty sure you did not intend the things I'm bumping into :P

I had it dock to a spacestation and then suddenly, having access to a full tank of monoprop, it went full tard untill the station was drained too :)

Which means that for me monoprop is unusable as long as a taurus is connected. Which is basically all the time because it's an epic command pod! This is the best thing since the old dragon pod.

Anyway, as a stopgap, for anyone interested I changed my cfg to this. Which makes it behave like a regular orbital maneuvering engine that uses monoprop in a vacuum at about the rate you'd expect..


MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = False
exhaustDamage = True
allowShutdown = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 30
heatProduction = 500
fxOffset = 0, 0, 0.02
PROPELLANT
{
name = MonoPropellant
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 100
key = 1 260
}

}

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I like the idea of this, and I'm planning on using it to crew my first station with a single pod....but I can't get it running. All my mods load and then the game crashes when I get to the "Loading" screen with the Icon in lower right corner of the screen. Removing the files allows the game to load again? Any ideas? Any mods known to conflict with it?

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I like the idea of this, and I'm planning on using it to crew my first station with a single pod....but I can't get it running. All my mods load and then the game crashes when I get to the "Loading" screen with the Icon in lower right corner of the screen. Removing the files allows the game to load again? Any ideas? Any mods known to conflict with it?

Figured it out. Looks like I was hitting the memory limit, once I installed ATM, KSP runs again.

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Figured it out. Looks like I was hitting the memory limit, once I installed ATM, KSP runs again.

Glad you solved it! We're planning on doing a large optimization pass soon, though only after we reach the final part set (so we know what textures we can cut/reuse/use libraries instead). In the meantime though, hopefully the pack isn't too hard on memory.

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Hi, would you consider adding cabin light to the crewed part in the next version? I use all three on my current ship, and it would be nice if they weren't dark on the outside.

I've been trying to figure out how - and since crew lights are now stock, it's definitely on the menu soon. Maybe not the next patch soon, but soon nonetheless.

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Ok... But, what is the reason to jettison the heatshield, what I'm missing here?

To save weight that parachutes have to carry/slow down. By the time the parachutes deploy and do their work, the heatshield is no longer necessary and ditching the shield means that the parachutes don't need to "carry" the mass of the heatshield as well.

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To save weight that parachutes have to carry/slow down. By the time the parachutes deploy and do their work, the heatshield is no longer necessary and ditching the shield means that the parachutes don't need to "carry" the mass of the heatshield as well.

Ah sure, this makes sense! Thanks

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  • 2 weeks later...

It's been a while since an update from us, but here's some news! A brand new part has entered final testing and balance checks - it's not super huge, but it's still an important part to have in a 3.75m size, and it's my most Stockalike texture yet!

Introducing the R&S Capsuledyne Battery and SAS Wheel unit! A massive 2.5m battery surrounded by an even massiver reaction wheel - R&S is proud to introduce a new part designed to look good on both 2.5m and 3.75m craft (NOTE: Warranty void if used on 2.5m craft)!

KUSbRsI.png?1

On a more embarrassing note, we've finally fixed a typo on the heatshield, where we somehow managed to spell 'Capsuledyne' wrong and not notice for months. Our bad.

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