DaPatman Posted December 12, 2015 Share Posted December 12, 2015 5 minutes ago, Inverurie Jones said: In which node on the CTT is the command module currently hiding? The same node it's in is you don't use CTT (which I believe is Meta-Materials) - Taurus HCV doesn't come with a CTT patch. If you'd rather it was somewhere else, I made my own patch which moves it to Heavy Command Modules. Link to comment Share on other sites More sharing options...
Inverurie Jones Posted December 13, 2015 Share Posted December 13, 2015 Cheers! How do I use the patch? I mean, where do I put the file? Link to comment Share on other sites More sharing options...
Turd Posted December 14, 2015 Share Posted December 14, 2015 (edited) Thanks for this mod, I was looking for something to keep me interested in continuing my career mode save and it hit the spot. I've used everything except for the Quadroodle engine with no issues. The Science bay part seems to have strange attachment locations inside the bay, but the offset part fuctionality in the editor make this easy to deal with. I would absolutely love a 3.75M part part with the same doors, but more interior storage area. Always have to keep moving towards bigger and better things. Before and after Getting access to the Sweet 3.75 functional parts:TRAVERLLERcomparison by Kris Flory, on Flickr Edited December 14, 2015 by Turd Link to comment Share on other sites More sharing options...
DaPatman Posted December 14, 2015 Share Posted December 14, 2015 On 13/12/2015, 10:33:48, Inverurie Jones said: Cheers! How do I use the patch? I mean, where do I put the file? It can go anywhere inside your Game Data folder. Personally, I would recommend creating a new folder within Game Data where you can store it along with any other custom patches you may download (or write yourself). Link to comment Share on other sites More sharing options...
Delta_8930 Posted December 14, 2015 Share Posted December 14, 2015 11 hours ago, Turd said: Thanks for this mod, I was looking for something to keep me interested in continuing my career mode save and it hit the spot. I've used everything except for the Quadroodle engine with no issues. The Science bay part seems to have strange attachment locations inside the bay, but the offset part fuctionality in the editor make this easy to deal with. I would absolutely love a 3.75M part part with the same doors, but more interior storage area. Always have to keep moving towards bigger and better things. Before and after Getting access to the Sweet 3.75 functional parts:TRAVERLLERcomparison by Kris Flory, on Flickr Everything works fine. Also, if you want a 3.75 m service bay, there's a 3.75m expanded service bay at Lithobrake exploration technologies, except it has sliding doors, rather than swinging doors. Link to comment Share on other sites More sharing options...
thumbs1982 Posted December 21, 2015 Share Posted December 21, 2015 I've installed this mod and am having some difficulty with it. All of the parts populate in the VAB, with the exception of the capsule itself. I've tried removing and reinstalling the mod several times with no luck. Link to comment Share on other sites More sharing options...
123nick Posted December 22, 2015 Share Posted December 22, 2015 can you release a version without the abort system? or, atleast just the engine module removed, or something? thanks in advance Link to comment Share on other sites More sharing options...
FlyingRoss Posted December 30, 2015 Share Posted December 30, 2015 Almost none of these parts are showing up once installed into the gamedate folder. Is there a issue with 1.5? the HVC is just a single block, not a capsule Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 17, 2016 Share Posted January 17, 2016 The Science Bay doesn't actually shield its contents. As I understand it, ModuleCargoBay shoots out rays from a center point; they stop when they hit the wall of the cargo bay part, and any other piece they hit on the way is shielded. However, because the Science Bay has two separate bays, the rays from the center (0,0,0) get blocked before they can hit any other parts to shield them. The fix is to define multiple cargo bays with discrete centers for every cargo bay space. Here's a hotfix patch (may require reassembling/relaunching craft to get the behavior to take): @PART[TaurusScienceBay]:FIRST { @MODULE[ModuleCargoBay] { lookupCenter = 1.5,0,0 } +MODULE[ModuleCargoBay] { @lookupCenter = -1.5,0,0 } } The proof of the pudding is in the eating; by the stock config, I can extend solar panels even when the bay is closed (which shouldn't happen if they're shielded), while the panels are shielded appropriately when I use this patch. (Obviously @jnrobinson doesn't need to include a patch -- there just have to be two ModuleCargoBays with the offset centers.) Link to comment Share on other sites More sharing options...
bsquiklehausen Posted January 17, 2016 Author Share Posted January 17, 2016 Thanks for the tip, @Kerbas_ad_astra! We'll implement that change with the next patch! Link to comment Share on other sites More sharing options...
Boots Posted February 2, 2016 Share Posted February 2, 2016 Hi guys, is there any plan to add USI-LS support for these parts now that that mod has moved over to ReplacementParts as the basis for the habitation system? Link to comment Share on other sites More sharing options...
Astronomicalcat Posted February 3, 2016 Share Posted February 3, 2016 Any chance of making these parts compatible with tweakscale? I'd love to be able to rescale some of these parts. Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 10, 2016 Share Posted February 10, 2016 (edited) On February 2, 2016 at 7:12 AM, Boots said: Hi guys, is there any plan to add USI-LS support for these parts now that that mod has moved over to ReplacementParts as the basis for the habitation system? Here is a ModuleManager patch to add USI-LS hab and recycler functions to the Taurus parts. The science lab and passenger cabin get recycler and hab-space functions, respectively, as they are big versions of the stock parts which get those functions from USI-LS. The HCV itself has nice bay windows, a bit like the cupola, so it gets an equivalent hab multiplier. Spoiler // USI Life Support habitat and recycler functions for parts from // Taurus HCV v1.5.3 by bsquiklehausen and jnrobinson //Taurus HCV @PART[TaurusHCV]:NEEDS[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 700 //100 * crew capacity + 100 * Kerbal-Months maxAmount = 700 } MODULE { name = ModuleHabitation KerbalMonths = 0 HabMultiplier = 1.76 //equivalent to cupola } } //MCT-8 Omnibus Storage Container @PART[Tauruexcrementschhiker]:NEEDS[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 3300 //100 * crew capacity + 100 * Kerbal-Months maxAmount = 3300 } MODULE { name = ModuleHabitation KerbalMonths = 25 //mass * 5 } } //SPB-HUGE-3 Science Processing / Cargo Bay @PART[TaurusScienceBay]:NEEDS[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 300 //100 * crew capacity + 100 * Kerbal-Months maxAmount = 300 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 7 RecyclePercent = .75 //mass / crew capacity; maximum .75 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.4 //.2 * crew capacity } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.000014 //.000002 * crew capacity } } } Edit: use the link, not the spoiler text, due to overzealous automated censorship on the part of the forum software, per Kerbas_ad_astra's note below. Edited February 12, 2016 by PocketBrotector censorship! Link to comment Share on other sites More sharing options...
Delta_8930 Posted February 10, 2016 Share Posted February 10, 2016 On February 3, 2016 at 4:42 AM, Astronomicalcat said: Any chance of making these parts compatible with tweakscale? I'd love to be able to rescale some of these parts. I can whip up some tweakscale configs probably sometime this afternoon Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 10, 2016 Share Posted February 10, 2016 (edited) Is there a version with lower res textures? I'm experiencing large amounts of lag that only happens with this mod. Edited February 10, 2016 by Whovian41110 Link to comment Share on other sites More sharing options...
Boots Posted February 11, 2016 Share Posted February 11, 2016 11 hours ago, PocketBrotector said: Here is a ModuleManager patch to add USI-LS hab and recycler functions to the Taurus parts. The science lab and passenger cabin get recycler and hab-space functions, respectively, as they are big versions of the stock parts which get those functions from USI-LS. The HCV itself has nice bay windows, a bit like the cupola, so it gets an equivalent hab multiplier. Reveal hidden contents // USI Life Support habitat and recycler functions for parts from // Taurus HCV v1.5.3 by bsquiklehausen and jnrobinson //Taurus HCV @PART[TaurusHCV]:NEEDS[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 700 //100 * crew capacity + 100 * Kerbal-Months maxAmount = 700 } MODULE { name = ModuleHabitation KerbalMonths = 0 HabMultiplier = 1.76 //equivalent to cupola } } //MCT-8 Omnibus Storage Container @PART[Tauruexcrementschhiker]:NEEDS[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 3300 //100 * crew capacity + 100 * Kerbal-Months maxAmount = 3300 } MODULE { name = ModuleHabitation KerbalMonths = 25 //mass * 5 } } //SPB-HUGE-3 Science Processing / Cargo Bay @PART[TaurusScienceBay]:NEEDS[USILifeSupport] { MODULE { name = ModuleLifeSupport } RESOURCE { name = ReplacementParts amount = 300 //100 * crew capacity + 100 * Kerbal-Months maxAmount = 300 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 7 RecyclePercent = .75 //mass / crew capacity; maximum .75 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.4 //.2 * crew capacity } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.000014 //.000002 * crew capacity } } } Thank you! Link to comment Share on other sites More sharing options...
Delta_8930 Posted February 11, 2016 Share Posted February 11, 2016 7 hours ago, Whovian41110 said: Is there a version with lower res textures? I'm experiencing large amounts of lag that only happens with this mod. This mod doesn't use up a whole lot of memory. Have you tried turning your graphics settings down? Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 11, 2016 Share Posted February 11, 2016 (edited) 8 hours ago, Delta_8930 said: This mod doesn't use up a whole lot of memory. Have you tried turning your graphics settings down? Yeah. It helped slightly. I already use ATM EDIT: That was just the size of the launcher and my piece of s**t computer Edited February 11, 2016 by Whovian41110 Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted February 12, 2016 Share Posted February 12, 2016 (edited) On 2/10/2016 at 9:40 AM, PocketBrotector said: Tauruexcrementschhiker Looks like somebody set the censor-ware to "overdrive" -- Squad, you've committed the "clbuttic" mistake! I'd say what the part's name should be, but it would be just as mistaken. Edited February 12, 2016 by Kerbas_ad_astra Link to comment Share on other sites More sharing options...
Astronomicalcat Posted February 12, 2016 Share Posted February 12, 2016 On 2/10/2016 at 9:42 AM, Delta_8930 said: I can whip up some tweakscale configs probably sometime this afternoon That would be much appreciated! Thank you! Link to comment Share on other sites More sharing options...
Delta_8930 Posted February 12, 2016 Share Posted February 12, 2016 Ok, here is the first version of the patch: Installation instructions: 1. Create a new CFG file in your 'GameData' folder and name it anything you wish. 2. Copy all of the code below to the CFG file. 3. Run KSP. SCALETYPE { name = TaurusHCV_Probe freeScale = true scaleFactors = 1.25, 2.5, 3.75, 5, 7.5 scaleNames = 1.25m, 2.5m, 3.75m, 5m, 7.5m defaultScale = 1 } @PART[TaurusHCV] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[stackSeparatorHuge] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[TaurusScienceBay] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[TaurusHitchhiker] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[Size3SASBatt] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[XLOreTank] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[taurusNuclearEngine] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[TaurusHeatshield] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[Size3TinyTank] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } @PART[TaurusOrbitalEngine] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 1 } } Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 14, 2016 Share Posted February 14, 2016 Is there any way to disable the LES on the Taurus? I nearly had a very unfortunate accident with a Duna ship Link to comment Share on other sites More sharing options...
Tex_NL Posted February 14, 2016 Share Posted February 14, 2016 28 minutes ago, Whovian41110 said: Is there any way to disable the LES on the Taurus? I nearly had a very unfortunate accident with a Duna ship In the VAB/SPH remove all the solid fuel before flight. That way nothing happens when you accidentally stage the LES. The downside however is you have permanently disabled it for that flight. Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 14, 2016 Share Posted February 14, 2016 1 hour ago, Tex_NL said: In the VAB/SPH remove all the solid fuel before flight. That way nothing happens when you accidentally stage the LES. The downside however is you have permanently disabled it for that flight. It's running on monoprop. I kinda need that for RCS thrusters Link to comment Share on other sites More sharing options...
Tex_NL Posted February 14, 2016 Share Posted February 14, 2016 14 minutes ago, Whovian41110 said: It's running on monoprop. I kinda need that for RCS thrusters Didn't know that. In the past it used solid fuel. It's been a while since I used this mod. Can't you limit the thrust to zero? Link to comment Share on other sites More sharing options...
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