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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]


benjee10

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Honestly I don't think it's needed, if anything the nose looks a bit too thin in the new version from what I can see but if you want to redo it then go ahead.

Anyway I'm going to be taking some time out from this for a while since I need to focus on IRL stuff. Hope you guys understand & enjoy the current version!

Benjee i know your busy and all but what are you going to do about the detachable habitation modules, I had an idea where you can land them and then they inflate up a greenhouse and a habitation station, perhaps even a science station ? you can ferry them down with the ARM from the game that used to attach to asteroids. :cool:

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It is totally possible to get the entire ship launched in one launch . I just used a second endurance ring that is the opposite way and had all thrusters to be my main launch engines. Added extra fuel and some other engines on the docking spots. Single launch is difficult. Had to do a really long gravity turn. Will post video soon. Great work guys. These ships are just what I needed for ksp.

Edited by The Walking Bread
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We still interested in an updated model? The differences are subtle but I like it. More streamlined. The textures are a bit weird due to the way I changed the model. Anything that should be straight is, it's just the textures that are messed up.

I also figured out a way that we can get rid of the RCS as a separate part, keep the cool-weird-angled-port visual and still get cardinal axis RCS centered on the CoM.

http://i.imgur.com/MCgmQjG.png

http://i.imgur.com/PkxdXgY.png

http://i.imgur.com/zn9lz6v.png

The new model does look pretty good and the fixed/better balanced RCS does sound good if nothing else.

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Could someone post a craft file with the two landers and two rangers attached to the endurance? Would be greatly appreciated for those of us who suck at docking.
It is totally possible to get the entire ship launched in one launch . I just used a second endurance ring that is the opposite way and had all thrusters to be my main launch engines. Added extra fuel and some other engines on the docking spots. Single launch is difficult. Had to do a really long gravity turn. Will post video soon. Great work guys. These ships are just what I needed for ksp.

I'll upload a save file.

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When you open the rar file, there will be a folder, drag that folder into your save folder and then go to the tracking station to switch to the endurance. @benjee you should put this link in the OP as some people dont know how to dock :D

https://drive.google.com/file/d/0B_XAOQI5YInbSml6ZURVQTQydFU/view?usp=sharing

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Okay, so I admit I didn't have the time to see if it happened again. It's a stall on the loading process, and quite far into it too. That takes a lot of spare time and, as a student, I have less of that than I'd like. I suppose we'll see what happens.

So, I tried it again and the result was the same. It does not like having to add a node at the transform.

From the log: (Note: Yes, I did rename the part config file, just in case it's different. I couldn't stand having to make the game load that texture file so many times, and so had to patch thing together so that all the parts could share the same texture file.)

[LOG 06:06:33.961] PartLoader: Compiling Part 'Endurance/Parts/RANGER/Parts/rangerEngineleft/rangerEngineLeft'
[LOG 06:06:33.984] Added sound_rocket_hard to FXGroup running
[LOG 06:06:33.986] Added sound_explosion_low to FXGroup flameout
[ERR 06:06:33.990] Part: Cannot add attach node. Transform of name 'leftEngineNode_eng'

And from the output_log.txt:

PartLoader: Compiling Part 'Endurance/Parts/RANGER/Parts/rangerEngineleft/rangerEngineLeft'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Added sound_rocket_hard to FXGroup running

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Added sound_explosion_low to FXGroup flameout

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Part: Cannot add attach node. Transform of name 'leftEngineNode_eng'

It never reached the other engine, but I could wager that it would have trouble with the other one as well.

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Added them to the OP!

Minor update hopefully getting rid of the nullreferenceexception bug. Let me know if the issue persists.

@Gaalidas - No idea what's causing that. Try the new update and see if that's fixed anything. There was a MODULE animateheat on the engines which was referencing an animation which doesn't exist. Might have something to do with it.

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I'm downloading now, will let you know what happens. That ranger is really badly optimized as far as memory usage though. It's loading a copy of ranger.(whatever filetype you use) for every separate part of the craft. I highly doubt my issue is with an animation. It seems to me the error is directly related to the node that the configs are trying to add, attaching it to the transform instead of by coordinate as most other parts in KSP do. Still, I do have some mod parts elsewhere that add nodes in this format, so I can only assume it has something to do with the transform that's causing the error, or that the node type is the wrong type. For instance, it could be trying to make an attach node (surface attachment) when the transform is better used as a stack node. I'm not a model guy though, so I'm just fishing in the dark.

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I'm downloading now, will let you know what happens. That ranger is really badly optimized as far as memory usage though. It's loading a copy of ranger.(whatever filetype you use) for every separate part of the craft. I highly doubt my issue is with an animation. It seems to me the error is directly related to the node that the configs are trying to add, attaching it to the transform instead of by coordinate as most other parts in KSP do. Still, I do have some mod parts elsewhere that add nodes in this format, so I can only assume it has something to do with the transform that's causing the error, or that the node type is the wrong type. For instance, it could be trying to make an attach node (surface attachment) when the transform is better used as a stack node. I'm not a model guy though, so I'm just fishing in the dark.

Yup. It's because I had to use 6 different textures for the ranger IVA, and there is a copy of each texture that every part needs. I'm going to see about condensing that. As far as the nodes, using transforms is by far the superior way to do it, I haven't had a single issue with them myself. What OS are you running?

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I just finished docking all the spacecrafts to the endurance ring :cool:

so I made a .gif for your amusement xD

sorry for the bad quality and for not having installed astronomer's visual pack xD

p0nK2OZ.gif

Edited by Ramix09
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