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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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Is there a mod that has an aerodynamic shroud for a 3.75m command pod? (Like the Orion launch abort system but without the escape tower: http://www.wpclipart.com/space/ships/Orion/orion_launch_abort_system.jpg)

Yep.

http://forum.kerbalspaceprogram.com/threads/74869-WIP-Aerojet-Kerbodyne-%28Released-Service-Module-Pack%29

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MAKE CRASHES WORTH IT WITH R&S RECOVERDYNE

gVc2hEa.png?1

R&S Recoverdyne (Formerly R&S Capsuledyne: Recovery Division) is proud to announce the rollout of their new "Indestructable" Flight Data Recorder - coming soon to every Taurus HCV and Omnibus Crew Storage Unit.

In actuality, this may not seem like big news - though it kind of is. Previous to this, jnrobinson would model and UV unwrap every part, then I would texture and configure them for KSP. This is my first ever part that I did the full way through! Adding to that, I've tried to texture it in more of a Porkjet sort of style (I feel like I am close, but not quite there though). Despite the fact that the black box is in the game and working, though - I still need your help with what it should actually do. I started creation of it after I saw Arsonide's post about Kerbal rescue missions coming with wreckage - I figured a Black Box recorder could provide a cool secondary objective to the mission. Until 1.0 drops though, this part needs a purpose. Any ideas for the time being? We're trying to get an update for the HCV out soon, so stay tuned!

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Random thoughts....

Are you thinking of a pickup/recover item that would need KAS to grab or a recover the data type mission? If you used the same placement function as 'rescue stranded kerbal in orbit' you could have a contract place one anywhere in orbit presumably from an orbital breakup of a craft.

Another thought that could open other possibilities is some old style spy missions used eject-able re-entry canisters to return their film from orbit. You could make a film canister version, would need the modules to operate as a probe core and not be removed as debris when unfocused, that could be re-entered and recovered for science or funds. If you could make it generate a contract you might be able to work it like a ground survey mission, get a Kerbal to it's location to complete the contract. Depends on how bendy contract code works.

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-To remove the LES, copy the file inside the "alternateConfig" folder to Gamedata/R&SCapsuledyne/Parts/TaurusHCV and replace the file with the same name

Um, I don't see any alternate config folder.

What mod are those landing legs from?

Modular Rocket Systems.

Edit: A quick search shows that the alternate config is apparently depreciated (I guess) and I decided to just remove the bit about the SRB icon.

Edit2: All that did was make it into a normal engine icon, I'll just remove the whole engine bit.

Edited by smjjames
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Vahal: Hmm, the lander legs you are using aren't stock, and are a lot taller than normal. Originally I had actually tried to rest on the engine bells without lander legs. This was when the engine fell through the terrain and 'sploded. It's probably not something most people would even run into.

A bit late answer but:

96kuw0.png

As you can see, even with vanilla lander legs it's not a problem. And you can tweak around to make it even more easier with radial stuff:

1hr0o.png

I usually make that kind of radial config to use Universal Storage science stuff and it works like a charm.

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How do I prevent the automatic fairing from appearing on the heatshield when I attach something under it? I looked through the .cfg and couldn't figure anything out. THanks.

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How do I prevent the automatic fairing from appearing on the heatshield when I attach something under it? I looked through the .cfg and couldn't figure anything out. THanks.

You can use TweakableEverything to give it a disable fairing option in the right-click menu within the VAB/SPH.

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Great pack! Love the animations and IVA's. I only miss one thing though, that is a hybrid sience/hab module for 6 kerbals.

@jnrobinson & bsquiklehausen, if I may make a request?

Would it be possible to create a 'hybrid model' of the science bay? One which has one , but smaller, animated bay door on one the side and the rest windows? Housing 6 kerbals and also has science precessing function?

Edited by Gkirmathal
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I finally had the issue about the engine falling trough the ground but no explosion. It was a recoverable rocket stage with no lander legs

It's a known bug, we are looking into it.

Any ETA on Science Bay IVA? It's my favorite part in the pack, but no IVA... makes the crew sad.

We're aiming to complete it in time for the 1.0 release, but unfortunately we can't promise anything at the moment. Hopefully Squad can tease the stock science lab interior soon so we can get some ideas for a more stockalike interior.

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It might be cool as a science container. It wouldn't be the first science container part, but if it's indestructible (or at least highly impact-tolerant), it could provide at least a chance of recovering a doomed vessel's science results.

I really like that idea. Perhaps reduced science? Maybe it could hold everything but material and goo science, though I have no idea how you would code that.

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It's a known bug, we are looking into it.

I looked at your model. Engine collider is neat and accurate, but it don't look like GREEN Unity collider. Did you use BLUE Unity collider instead? BLUE colliders fall through the ground every time. GREEN ones don't. Cut the bottom part of your collider and make it GREEN to succeed. OR just add GREEN BOX collider to the bottom in Unity, not touching the model.

Edited by Dr. Jet
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  • 2 weeks later...
Thanks! The idea is nice, but I already managed to mess up my stages. I will disable it for now, but later I may decide to use it, so instead of replacing I can just save the main one somewhere to be able to reverse, right ?

Certainly, or you can comment out the relevant part module from the .cfg file.

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Certainly, or you can comment out the relevant part module from the .cfg file.

Like this ?

//ENGINE CONFIG
/*
MODULE
{
name = AnimatedEngine
EngineAnimationName = LESDeploy //name of animation
WaitForAnimation = 1 //normalizedTime index of when to activate engine on deploy (default is 0 = instant. 1 = wait till animation plays fully)
}


sound_vent_medium = engage
sound_rocket_mini = running
sound_vent_soft = disengage


stagingIcon = SOLID_BOOSTER


MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = True
exhaustDamage = True
allowShutdown = True
ignitionThreshold = 0.1
minThrust = 800
maxThrust = 800
heatProduction = 500
fxOffset = 0, 0, 0.02
PROPELLANT
{
name = MonoPropellant
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 100
key = 1 100
}

}




fx_exhaustFlame_yellow_tiny = 0, 0, 0, 0, 0, 0, running






RESOURCE
{
name = MonoPropellant
amount = 150
maxAmount = 150
}
*/

Actually I see this in the changelog v 1.3.0 (10/6/14)

-Removed alternateConfig as ExtraplanetaryLaunchpads should now be compatible
Edited by Mapoko
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