Delta_8930 Posted February 14, 2016 Share Posted February 14, 2016 7 hours ago, Tex_NL said: 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? Yeah, I think that's how it should be. The LES will deploy but there will be no thrust. On the other hand, if the command module separates, then.... Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 14, 2016 Share Posted February 14, 2016 1 minute ago, Delta_8930 said: Yeah, I think that's how it should be. The LES will deploy but there will be no thrust. On the other hand, if the command module separates, then.... I'll just use the Modular Rocket Systems to have a separate LES tower Link to comment Share on other sites More sharing options...
Astronomicalcat Posted February 15, 2016 Share Posted February 15, 2016 On 2/12/2016 at 4:21 PM, Delta_8930 said: 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. Thank you for this and the quick response. I may have found an issue with this though. When I use the slider to rescale I am unable to make it any smaller than the stock 3.75. In fact when I click the downsize arrow it makes it bigger and says 1.25. I would modify this CFG file myself, but I have no idea what I'm doing. I would like to see from 2.5m up to atleast 5m. Link to comment Share on other sites More sharing options...
Delta_8930 Posted February 15, 2016 Share Posted February 15, 2016 34 minutes ago, Astronomicalcat said: Thank you for this and the quick response. I may have found an issue with this though. When I use the slider to rescale I am unable to make it any smaller than the stock 3.75. In fact when I click the downsize arrow it makes it bigger and says 1.25. I would modify this CFG file myself, but I have no idea what I'm doing. I would like to see from 2.5m up to atleast 5m. Hmm. I've made the cfg so that it goes from 1.25 up to 7.5 m. I'll take a quick look at that tomorrow (I am not near my PC right now) Link to comment Share on other sites More sharing options...
Astronomicalcat Posted February 16, 2016 Share Posted February 16, 2016 15 hours ago, Delta_8930 said: Hmm. I've made the cfg so that it goes from 1.25 up to 7.5 m. I'll take a quick look at that tomorrow (I am not near my PC right now) 1.25-7m would be perfect, since I just got the spaceY heavy lifter mod. Trying to help out as much as I can. The only parts I was able to test were the Taurus itself, and the nuclear engine. Both of them I was able to make bigger but not smaller. I don't think the tweakscale bar was accurately reflecting the size either. If I took the bar the whole way to 7 the thing was huge. I'm sure you will get to it as soon as you can, so I'll keep checking back for an update. Thanks again Delta_8930! Link to comment Share on other sites More sharing options...
Rabada Posted February 16, 2016 Share Posted February 16, 2016 On 2/14/2016 at 6:20 AM, Whovian41110 said: Is there any way to disable the LES on the Taurus? I nearly had a very unfortunate accident with a Duna ship For my personal games I don't mind using quick .cfg edits, (I haven't quite figured out how to write non-destructive MM files well). I have a solution that works, but it is a pretty hacky solution, use it at your own risk, back up your files, and all that. I used to simply delete everything under the engine section of the taurus's part.cfg file. While this worked, the LES engines on the Taurus model would be stuck in the open position. I found a soltion to this was to add this animate generic module to the taurus .cfg which added the option to toggle whether the LES thrusters were in the open or closed position by the right click menu. MODULE { name = ModuleAnimateGeneric animationName = LESDeploy allowManualControl = no } \ Link to comment Share on other sites More sharing options...
bsquiklehausen Posted February 17, 2016 Author Share Posted February 17, 2016 Kerbal Stuff will be missed sorely, but we have a new download link at Spacedock! http://spacedock.info/mod/57/Taurus%20HCV%203.75m%20Command%20Pod%20and%20Service%20Parts We'll be updating the main post shortly, and we'll be back here with more impressive updates soon! Link to comment Share on other sites More sharing options...
Astronomicalcat Posted February 18, 2016 Share Posted February 18, 2016 On 2/15/2016 at 9:37 AM, Delta_8930 said: Hmm. I've made the cfg so that it goes from 1.25 up to 7.5 m. I'll take a quick look at that tomorrow (I am not near my PC right now) So I seemed to have fixed the problem. I just changed all the default sizes to 3.75. Hopefully that helps you out. I honestly have no idea what I'm doing so if this is wrong let me know haha. 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 = 3.75 } @PART[TaurusHCV] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[stackSeparatorHuge] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[TaurusScienceBay] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[TaurusHitchhiker] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[Size3SASBatt] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[XLOreTank] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[taurusNuclearEngine] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[TaurusHeatshield] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[Size3TinyTank] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } @PART[TaurusOrbitalEngine] { %MODULE[TweakScale] { type = TaurusHCV_Probe defaultScale = 3.75 } } Link to comment Share on other sites More sharing options...
milbournosphere Posted February 20, 2016 Share Posted February 20, 2016 On 2/17/2016 at 5:42 PM, bsquiklehausen said: Kerbal Stuff will be missed sorely, but we have a new download link at Spacedock! Do you know when you might be updating your CKAN repo/manifest? The source links are still pointing to KerbalStuff: $ ckan install RandSCapsuledyne About to install... * Taurus HCV - 3.75 m Stock-ish Crew Pod 1:1.5.3 * BahamutoD Animation Modules v0.6.2 Continue? [Y/n] Y Downloading "https://kerbalstuff.com/mod/13/Taurus HCV - 3.75 m Stock-ish Crew Pod/download/1.5.3" (libcurl) Downloading "https://kerbalstuff.com/mod/321/Adjustable Landing Gear/download/v1.2.0" (libcurl) 0 kbps - downloading - 0 MiB left - 100% Installing mod "RandSCapsuledyne 1:1.5.3" Unhandled Exception: CKAN.FileNotFoundKraken: Trying to install RandSCapsuledyne 1:1.5.3, but it's not downloaded or download is corrupted . . . Link to comment Share on other sites More sharing options...
Table Posted February 21, 2016 Share Posted February 21, 2016 Looks good! I'm downloading rn Link to comment Share on other sites More sharing options...
Dr. Jet Posted February 22, 2016 Share Posted February 22, 2016 (edited) SPB-HUGE-3 main collider is still non-convex, while KSP 1.0.5 assumes all colliders are convex. This results in wall-mounted eqipment in cargo bay hanging in mid-air. Recommendation: split that non-convex collider into 3 convex colliders (box-like central and two wider on the sides) - that will solve the problem. Edited February 22, 2016 by Dr. Jet Link to comment Share on other sites More sharing options...
Plecy75 Posted March 16, 2016 Share Posted March 16, 2016 i just want to say one thing: i love this mod! i just wish i could use the LES engines to do a propulsive landing, like the SpaceX Dragon v2. could you do that for me please? Link to comment Share on other sites More sharing options...
PocketBrotector Posted March 23, 2016 Share Posted March 23, 2016 On March 16, 2016 at 2:10 PM, Plecy75 said: i just wish i could use the LES engines to do a propulsive landing, like the SpaceX Dragon v2. Totally possible with a little tweaking. To get the 200-300m/s atmospheric dv needed for a purely propulsive capsule landing, I had to improve the Isp substantially (using the Thud as a template) and bump up the fuel storage. The heat shield adds a substantial amount of weight, so I added a decoupler to it. I just hope you're comfortable making suicide burns, as there's not much margin for error... Spoiler @PART[TaurusHCV] { @MODULE[ModuleEngines]{ @throttleLocked = False !atmosphereCurve{} atmosphereCurve { key = 0 305 key = 1 275 key = 9 0.001 } } @RESOURCE[MonoPropellant]{ @amount = 250 @maxAmount = 250 } } @PART[TaurusHeatshield] { MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } } I incorporated these changes into some miscellaneous tweaks I have here - there are a few Taurus parts that are a little too heavy compared to stock, and the Quadroodle's Isp is somewhat too good IMO. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 29, 2016 Share Posted March 29, 2016 On 9/22/2015 at 4:19 PM, Boots said: I'm not sure if this has been reported yet, but on return from EVA I cannot grab [f] or board [g] the Taurus capsule when near the hatch. I don't even get the contextual menu/prompt to press said buttons. I'm getting the same thing, but not if I EVA from the craft with the parts. EVAing from a nearby craft (to transfer crew) is causing this for me. And the only crew parts on my interplanetary ship were from this mod, so I can't tell if it's a KSP bug or a mod bug. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 31, 2016 Share Posted March 31, 2016 On 3/29/2016 at 6:44 AM, TiktaalikDreaming said: I'm getting the same thing, but not if I EVA from the craft with the parts. EVAing from a nearby craft (to transfer crew) is causing this for me. And the only crew parts on my interplanetary ship were from this mod, so I can't tell if it's a KSP bug or a mod bug. Actually, seems like a broken save or something with the game itself. Ignore me. Link to comment Share on other sites More sharing options...
combat squirrel Posted April 5, 2016 Share Posted April 5, 2016 Hi all, I Have read already some updates for 1.1 are going on with this mod but im no coder - does anyone have this mod jigged to work in 1.1 64bit? Just the crew module would be great as I need a 7 seater for my space station! lol, would love to see a full update ASAP Thanks for all your time modders Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 5, 2016 Share Posted April 5, 2016 2 hours ago, combat squirrel said: Hi all, I Have read already some updates for 1.1 are going on with this mod but im no coder - does anyone have this mod jigged to work in 1.1 64bit? Just the crew module would be great as I need a 7 seater for my space station! lol, would love to see a full update ASAP Thanks for all your time modders I haven't checked these parts, but only the science module would be affected as far as I know. Wheels, legs, hollow parts and custom modules need changing for 1.1. And the science module's mini cargo spaces are (AFAIK) the only things that would qualify. Link to comment Share on other sites More sharing options...
Rabada Posted April 6, 2016 Share Posted April 6, 2016 8 hours ago, TiktaalikDreaming said: I haven't checked these parts, but only the science module would be affected as far as I know. Wheels, legs, hollow parts and custom modules need changing for 1.1. And the science module's mini cargo spaces are (AFAIK) the only things that would qualify. This was actually present in the 1.05 version of this mod, but I have found that the heat-shield from this mod burns through its ablator way too quickly, and this causes the Taurus to explode on re-entry. I found the solotion was to edit the line in the .cfg for the heatshield, under the ModuleAblator that read lossConst = 1 and to change it to read this lossConst = .1 which is the same value that this the stock 3.75m heatshield has for this. This solves the exploding on re-entry problems rather nicely. Link to comment Share on other sites More sharing options...
combat squirrel Posted April 6, 2016 Share Posted April 6, 2016 Sadly I installed it on 1.1 the heat shield is the only viewable part in the game, the command pod doesn't show for some reason sadly Link to comment Share on other sites More sharing options...
Elkram Posted April 6, 2016 Share Posted April 6, 2016 It works in my 1.1 pre. When I installed it I skipped the bahasp directory, that means somethying is not gonna work but the capsule and the lab shows on game, the ivas work and shows when clicking the option. Link to comment Share on other sites More sharing options...
bsquiklehausen Posted April 6, 2016 Author Share Posted April 6, 2016 The launch escape functions are not working in 1.1 at the moment - we are waiting on Baha to update his plugin. I will check out the heat shield and some of the suggested balance changes as well. Link to comment Share on other sites More sharing options...
Badsector Posted April 6, 2016 Share Posted April 6, 2016 (edited) 16 minutes ago, bsquiklehausen said: The launch escape functions are not working in 1.1 at the moment - we are waiting on Baha to update his plugin. I will check out the heat shield and some of the suggested balance changes as well. Can you watch for fix hatch and ladders colliders ? because now they create some phantom forces when kerbal is on the ladder , is possible to fix them by moving colliders center at 25-30 cm from parts colliders. Thanks for this great mod Regards Luca Edited April 6, 2016 by Badsector Link to comment Share on other sites More sharing options...
sentania Posted April 8, 2016 Share Posted April 8, 2016 I haven't tried real hard, but I wasn't able to get an EVA'd kerbal back inside the capsule. Will try again and report back. Link to comment Share on other sites More sharing options...
dlrk Posted April 21, 2016 Share Posted April 21, 2016 Does this work with 1.1? I hope I'm allowed to ask that Link to comment Share on other sites More sharing options...
bsquiklehausen Posted April 21, 2016 Author Share Posted April 21, 2016 22 minutes ago, dlrk said: Does this work with 1.1? I hope I'm allowed to ask that Everything except the escape rockets should work. We are going to update to @BahamutoD's 1.1 compatible Animaton Modules as soon as we get a chance to. Link to comment Share on other sites More sharing options...
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