bsquiklehausen Posted March 5, 2015 Author Share Posted March 5, 2015 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 Link to comment Share on other sites More sharing options...
bsquiklehausen Posted March 7, 2015 Author Share Posted March 7, 2015 MAKE CRASHES WORTH IT WITH R&S RECOVERDYNER&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! Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted March 7, 2015 Share Posted March 7, 2015 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. Link to comment Share on other sites More sharing options...
jpkerman Posted March 7, 2015 Share Posted March 7, 2015 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. Link to comment Share on other sites More sharing options...
The Space Man Posted March 7, 2015 Share Posted March 7, 2015 strange, I have no problem with the engine, using it for a lot of spacecrafts especially heavy landers due to its flat profile.http://i58.tinypic.com/2bqfxv.pngatm this ship is orbiting the Mün, preparing for landing.What mod are those landing legs from? Link to comment Share on other sites More sharing options...
smjjames Posted March 8, 2015 Share Posted March 8, 2015 (edited) -To remove the LES, copy the file inside the "alternateConfig" folder to Gamedata/R&SCapsuledyne/Parts/TaurusHCV and replace the file with the same nameUm, 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 March 8, 2015 by smjjames Link to comment Share on other sites More sharing options...
Vahal Posted March 12, 2015 Share Posted March 12, 2015 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: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:I usually make that kind of radial config to use Universal Storage science stuff and it works like a charm. Link to comment Share on other sites More sharing options...
Dkmdlb Posted March 13, 2015 Share Posted March 13, 2015 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. Link to comment Share on other sites More sharing options...
Captain Planet Posted March 13, 2015 Share Posted March 13, 2015 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. Link to comment Share on other sites More sharing options...
Gkirmathal Posted March 13, 2015 Share Posted March 13, 2015 (edited) 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 March 14, 2015 by Gkirmathal Link to comment Share on other sites More sharing options...
Vahal Posted March 13, 2015 Share Posted March 13, 2015 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 Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 14, 2015 Share Posted March 14, 2015 Any ETA on Science Bay IVA? It's my favorite part in the pack, but no IVA... makes the crew sad. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted March 14, 2015 Author Share Posted March 14, 2015 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. Link to comment Share on other sites More sharing options...
curtquarquesso Posted March 14, 2015 Share Posted March 14, 2015 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. Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 15, 2015 Share Posted March 15, 2015 (edited) 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 March 15, 2015 by Dr. Jet Link to comment Share on other sites More sharing options...
Repseki Posted March 18, 2015 Share Posted March 18, 2015 Is there a reason the built in RCS engines on the Command Pod don't create proper forward thrust, instead causing an odd diagonal spin? Link to comment Share on other sites More sharing options...
smjjames Posted March 18, 2015 Share Posted March 18, 2015 Is there a reason the built in RCS engines on the Command Pod don't create proper forward thrust, instead causing an odd diagonal spin?That's because it's supposed to be a Launch Escape System. Link to comment Share on other sites More sharing options...
Repseki Posted March 18, 2015 Share Posted March 18, 2015 Ok, that makes sense then, thanks. Link to comment Share on other sites More sharing options...
johnnyhandsome Posted March 22, 2015 Share Posted March 22, 2015 When going on an EVA from the command, my kerbals are ejected away. Is that a known bug? Or am I doing something wrong?Don't have this problem on the science or crew container! Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted March 22, 2015 Share Posted March 22, 2015 That may be a stock bug. You might try EVAEjectionFix from Claw's Stock Bug Fix Modules and see if the issue persists. Link to comment Share on other sites More sharing options...
Mapoko Posted April 4, 2015 Share Posted April 4, 2015 What is LES ? I am considering using this module, because I am trying to make my game as "live" as possible and IVA is a good portion of what I need. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted April 4, 2015 Author Share Posted April 4, 2015 What is LES ? I am considering using this module, because I am trying to make my game as "live" as possible and IVA is a good portion of what I need.Launch Escape System Link to comment Share on other sites More sharing options...
Mapoko Posted April 4, 2015 Share Posted April 4, 2015 (edited) Thanks! I will disable it for now, but I fail to find the alternativeConfig Edited April 4, 2015 by Mapoko Link to comment Share on other sites More sharing options...
bsquiklehausen Posted April 4, 2015 Author Share Posted April 4, 2015 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. Link to comment Share on other sites More sharing options...
Mapoko Posted April 4, 2015 Share Posted April 4, 2015 (edited) 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 = engagesound_rocket_mini = runningsound_vent_soft = disengagestagingIcon = SOLID_BOOSTERMODULE{ 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, runningRESOURCE{ 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 April 4, 2015 by Mapoko Link to comment Share on other sites More sharing options...
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