New Release Interplanetary Modular Spacecraft RC9

Are they on the habwheel that won't turn? In that case, the wheel considers itself unfinished for some reason.



I am aware that a scenario editor like interface would increase usability tremendously. Alas, I never got around to writing one...



Would need a new class of solar arrays that calculate the current power input based on the sun angle, or a flag and some changes in the code of the current one. Nothing too difficult, most of the code is already there for the radiators.

I dont see any issues with it, everything appears to be properly covered, & prepared. If you run the scenario, you'll see what I mean though.

Not even as much a scenario editor plugin as a standalone application (maybe something similar to Orbiter Galaxys interface). Building module by module is painfully slow, but there dont seem to be many ways to streamline it. :shrug:

Maybe you could add the part about static solar panels to the list you put in the source release? I think that would be a good starting point for me once I do get to the code. Just a little reminder would be nice.
 
Not even as much a scenario editor plugin as a standalone application

I wasn't thinking of a scenario editor plugin, I was thinking of a scenario editor derivative tailored to the needs of IMS (fast creation of modules, interface to attach them easily, etc.)

If you run the scenario, you'll see what I mean though.

Unfortunately I don't even have an install set up to run it currently. I don't doubt that you covered everything, I assume it's a bug that prevents it from realising that it is finished. I did a vessel with 2 centrifuges once and they worked, but it's very possible that there's a bug hiding away somewhere that only shows up in certain configurations.
 
I made a quick test of your station. That's a weirdest station design I've ever seen, especially in the centrifuge part. :blink:

There is something wrong in a whole with this station. Some modules just don't want to turn on although all requirements are met. Only one centrifuge is working, but it works incorrectly: parts of the second centrifuge are rotating as parts of the first while some genuine parts of the first centrifuge aren't rotating at all. Cupola module is rotating too, although it shouldn't.
There are some active attachment points on one of the centrifuges remaining in the scenario file, but deleting them manually (as well as all attachment points in the scenario) seems to not helping at all - second one isn't starting anyway.
There's a certain mixup with animation components and attachment points. Tomorrow I'll try to fix the scenario file manually and see if it help. Why the mixup happened is an opened question, I suppose it's something wrong with IMS centrifuge mechanism. I also want to try to rebuild the station step by step and find the moment where mixup occurs. Results will be reported here.

As for solar arrays without suntracking abilities, there's a simple workaround. If you check BP010_Solar_Panel, you'll see it has suntracking ability on one axis only. It is possible to remove suntracking completely in the same way I did it there. Of course it's only about visual part. Panel will still produce power as if it's perfectly aligned with the sun.
 
Here is the fixed Venture station scenario:

View attachment Venture_Station_fixed.scn

Problem was caused by IMS incorrectly composing CMODULE string when saving. The bug has passed our inconsistent testing because Jedidia tested the mechanism on simple centrifuge modules from IMS main folder, and I simply hate centrifuges which rotates apart from static vessel (I prefer to make the whole vessel to rotate).

Jedidia, please correct me if I'm wrong, but CMODULE parameters are:

a) centrifuge core index
b) number of attachment points connected with centrifuge
b1,...,bn) attachment points' indexes
с) attachment/modules divider? (-1)
c1,...,cn) centrifuge modules' indexes

Maybe I'm wrong here (especially about b and c parameters), but the fix was made by zeroing b parameter of both centrifuges and changing second centrifuge's c (which wasn't working initially) from 45 to -1. There was also a mixup with modules' indexes in both centrifuges.

There is at least two 'parasite' cover modules attached to 'parasite' APs (i.e. APs which wasn't deleted by IMS because of yet another bug which appears in big constructions which use sloped ports/APs). You have to pay attention to modules disappearing after docking - probably they're gone 'parasite':lol: I left them in the scenario - these are modules with indexes 85 and 105, I think.
 
By the way, all modules are working now. Does it mean that you can't power up a module which is a part of incomplete centrifuge?
 
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Here is the fixed Venture station scenario:

View attachment 11438

Problem was caused by IMS incorrectly composing CMODULE string when saving. The bug has passed our inconsistent testing because Jedidia tested the mechanism on simple centrifuge modules from IMS main folder, and I simply hate centrifuges which rotates apart from static vessel (I prefer to make the whole vessel to rotate).

Jedidia, please correct me if I'm wrong, but CMODULE parameters are:

a) centrifuge core index
b) number of attachment points connected with centrifuge
b1,...,bn) attachment points' indexes
с) attachment/modules divider? (-1)
c1,...,cn) centrifuge modules' indexes

Maybe I'm wrong here (especially about b and c parameters), but the fix was made by zeroing b parameter of both centrifuges and changing second centrifuge's c (which wasn't working initially) from 45 to -1. There was also a mixup with modules' indexes in both centrifuges.

There is at least two 'parasite' cover modules attached to 'parasite' APs (i.e. APs which wasn't deleted by IMS because of yet another bug which appears in big constructions which use sloped ports/APs). You have to pay attention to modules disappearing after docking - probably they're gone 'parasite':lol: I left them in the scenario - these are modules with indexes 85 and 105, I think.

Excellent, I'll test that as soon as possible. I also noticed the "parasite" problem, & figured I'd just cover it up even though it was located inside the body of the centrifuge wheel. For some reason running Orbiter in 1024 resolution instead of my highest (1386?) makes things look different, so in 1024 resolution, the centrifuges looked like they were shaped properly when I built them. Its not a big deal, I only need to add an extra centrifuge arm to the wheel next time. Not doing that would produce an odd gravity gradient throughout the wheel though.



By the way, all modules are working now. Does it mean that you can't power up a module which is a part of incomplete centrifuge?

I would suspect so, although it must be a anti-bug feature rather than a realism one.

I also have a few other things on my list so far:

-Again, not quite ready to tackle the source code, but I think I can start making my contribution in some other areas that need it. If you're okay with it jedidia, I would like to collect together all of the documentation you've written, polish it, expand it, etc., & put it in PDF format. The stuff you've written is absolute gold, but it would probably help if it came with the add-on, and pictures are always good.

-IMS configs are a little scattered. Obviously everything in the initial release works, but there are still a lot of custom configs left scattered around our development group. I would like to have these collected & included as a zip file in our next release with a list of downloads needed for their meshes. I also would like to organize configs a little better, putting radiators in their own section, propulsion in one, modules in another, etc. Finding the part you want is often where most of a users time gets wasted, especially with the SSBB4.1 configs. Will that cause any compatibility issues going forwards?

-Making a couple of custom parts. Obviously if youve seen my add-ons, they arent too spectacular in terms of the meshes, but I think I can provide at least a few decent parts to our inventory. Is there anything that has been requested lately?

-The phoenix capsule. Not quite done just yet code wise, but I was thinking of using the mesh in IMS. Would it be possible to adapt the SwiftSS lifeboats feature for this purpose, or is it too inflexible to take another ship at this point?

I think thats about it for the moment. :hailprobe:
 
By the way, all modules are working now. Does it mean that you can't power up a module which is a part of incomplete centrifuge?

That is correct. I can't quite remember the reason for it, but I remember that it made a lot of sense at the time... :shifty:

The parasite attachment points would be attachment points that don't get deleted on integration. The problem for that is most probably in inprecise copying when lots of angles are involved, although I thought I had that pretty much covered by now. Oh well...

I would like to collect together all of the documentation you've written, polish it, expand it, etc., & put it in PDF format. The stuff you've written is absolute gold, but it would probably help if it came with the add-on, and pictures are always good.

That was the originally intended purpose for all that stuff, so yes, by all means, go ahead.

I also would like to organize configs a little better

You can do that, but it will make the new release incompatible with old scenarios, as the path of the files has to be marked in the scenario to find them again.

Is there anything that has been requested lately?

Nothing in particular, but parts are always nice.

Would it be possible to adapt the SwiftSS lifeboats feature for this purpose, or is it too inflexible to take another ship at this point?

I have no idea what you mean by that... you can dock as many vessels to an IMS vessel as you like (or as you have docking ports for).
 
That is correct. I can't quite remember the reason for it, but I remember that it made a lot of sense at the time... :shifty:

I know that feeling: see Shuttle-D RCS configuration in the first release :facepalm:

That was the originally intended purpose for all that stuff, so yes, by all means, go ahead.

Excellent. I find the add-on surprisingly easy to use, but I think a few things about the interface can use an explanation. Learning how to hook up radiators was a bit confusing.

I dont suppose anyone ever came up with an IMS logo, or anything similar?

You can do that, but it will make the new release incompatible with old scenarios, as the path of the files has to be marked in the scenario to find them again.

Hmmm, yeah I dont know. I really hate to screw everyone over like that, but having them organized would really help. End users should be able to fix it somewhat by editing entries in the scenario file right? If it does happen its better to do it sooner rather than later, as the effects will only get worse.

Nothing in particular, but parts are always nice.

I have no idea what you mean by that... you can dock as many vessels to an IMS vessel as you like (or as you have docking ports for).

Well. I figure having an actual command module available might be nice, and the mesh is certainly low poly.

What I meant is to ask whether I can adapt the SwiftSS lifeboat deck config to spawn a reentry capsule instead. Does it spawn the SwiftSS as a new vessel, or is it just a mooring point for them?

Annnd (running out of breath)

Would you mind putting up the link for Docking port revealer on the main post for this thread? I did find it after a bit of searching, but for some reason searching "Docking Port Revealer" on Orbithangar doesnt show that add-on until halfway through the results.

Has anyone taken a look at using IMS for the LST?

[ame="http://www.orbithangar.com/searchid.php?ID=3427"]http://www.orbithangar.com/searchid.php?ID=3427[/ame]

If not I figure I can tear it apart in anim8or to create individual modules. Those parts are just too good to pass up. Funny how Greg Burch always managed to get that certain look to his meshes. Very distinctive.
 
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I dont suppose anyone ever came up with an IMS logo, or anything similar?

Not an official one, no. I was too busy with making things work. I know it's the usual approach for a large mod to first get a logo and a website and then don't do anything, but I've never been known for doing things the right way... :lol:

What I meant is to ask whether I can adapt the SwiftSS lifeboat deck config to spawn a reentry capsule instead. Does it spawn the SwiftSS as a new vessel, or is it just a mooring point for them?

It... errr... shouldn't spawn anything? Nothing that I know of?

Would you mind putting up the link for Docking port revealer on the main post for this thread.

Rather not. It doesn't behave very stable with IMS I'm afraid (or vice versa).

If not I figure I can tear it apart in anim8or to create individual modules. Those parts are just too good to pass up.

You can of course do that for private purposes... Re-releasing altered meshes would require Gregs consent, which is difficult to obtain as nobody seems able to contact him. You can of course do it none the less and see if anyone objects, but please on your own responsibility and as a separate package. Don't include any 3rd party meshes into the IMS package.
 
Not an official one, no. I was too busy with making things work. I know it's the usual approach for a large mod to first get a logo and a website and then don't do anything, but I've never been known for doing things the right way... :lol:



It... errr... shouldn't spawn anything? Nothing that I know of?

Website Schmebsite :P. Lots of projects with websites arent nearly as cool as this. Nobody made anything at all though?

So its just a docking port to store escape shuttles at? I was thinking of spawning the phoenix capsule at the end of a mission, so that the crew can return to Earth via direct aerobrake, but its not a big deal.

Obviously Ive never worked with anything this complex before, but what exactly is the barrier to taking IMS modules apart after integration? If we delete the modules data, spawn the vessel & reset vessel behaviour, arent we pretty much good to go?

Rather not. It doesn't behave very stable with IMS I'm afraid (or vice versa).

Thats irritating. I suppose we could eventually implement our own one anyways :shrug:. I also downloaded a similar tool for attachment points, so Ill see if that works either.


You can of course do that for private purposes... Re-releasing altered meshes would require Gregs consent, which is difficult to obtain as nobody seems able to contact him. You can of course do it none the less and see if anyone objects, but please on your own responsibility and as a separate package. Don't include any 3rd party meshes into the IMS package.

No worries, I know the importance of respecting his work. If I were to hypothetically slice the modules up, & get them working in IMS, maybe we can include them while still requiring his add-on as a download? (needed for the textures as well) It is sort of skirting the boundaries of whats acceptable, but maybe it would be okay...

Anyways, I'll just upload them here for our use only, I really dont want to cause a brouhaha over it.

Shame he probably hasn't seen your work here. I bet he would be thrilled to see what IMS can do with his add-ons.
 
For some reason running Orbiter in 1024 resolution instead of my highest (1386?) makes things look different, so in 1024 resolution, the centrifuges looked like they were shaped properly when I built them.

:lol:
I imagine an architect telling to an angry customer: "You know, It was looking another way on my monitor..."

The only way to make a circular wheel using Ring Segment modules is this way:

picture.php



The parasite attachment points would be attachment points that don't get deleted on integration. The problem for that is most probably in inprecise copying when lots of angles are involved, although I thought I had that pretty much covered by now. Oh well...

It IS pretty much covered after your fix, but not completely. Sloped ports and complex constructions always produce a few parasites.


Hmmm, yeah I dont know. I really hate to screw everyone over like that, but having them organized would really help. End users should be able to fix it somewhat by editing entries in the scenario file right? If it does happen its better to do it sooner rather than later, as the effects will only get worse.

I have to agree with you.


What I meant is to ask whether I can adapt the SwiftSS lifeboat deck config to spawn a reentry capsule instead. Does it spawn the SwiftSS as a new vessel, or is it just a mooring point for them?

It's just a docking deck, nothing more. I use SwiftSS lifeboats converted by Artlav converter (with some manual tweaks) into .dll version with it.


Would you mind putting up the link for Docking port revealer on the main post for this thread? I did find it after a bit of searching, but for some reason searching "Docking Port Revealer" on Orbithangar doesnt show that add-on until halfway through the results.
Rather not. It doesn't behave very stable with IMS I'm afraid (or vice versa).

Well, I use it all the time with IMS. You just have to be careful with it and follow simple rules and all will be fine. Maybe there's sense in adding this link, but with simple explaination how to use it without CTD.



Has anyone taken a look at using IMS for the LST?
...
If not I figure I can tear it apart in anim8or to create individual modules. Those parts are just too good to pass up. Funny how Greg Burch always managed to get that certain look to his meshes. Very distinctive.

You should really try https://orbithangar.com/searchid.php?ID=2786 then :lol:. There are some modules needed for it present in SBB2006 pack already.

This one is good too: [ame="http://www.orbithangar.com/searchid.php?ID=2626"]Celestium 3[/ame]

No worries, I know the importance of respecting his work.
...
Shame he probably hasn't seen your work here. I bet he would be thrilled to see what IMS can do with his add-ons.

Agreed. As far as I understand his concepts IMS is the thing he lacked badly.
 
I was thinking of spawning the phoenix capsule at the end of a mission, so that the crew can return to Earth via direct aerobrake, but its not a big deal.

For that you'd need to make a new module type that can spawn a vessel. Not extremely difficult, now that I come to think about it, at least in the basics. To make it more generally applicable, say to set conditions under which it can spawn or not spawn, and what it consumes to do it is a bit more complex.
Plus it might be a bit of work to integrate the functunality into the control panel... :shifty:

Obviously Ive never worked with anything this complex before, but what exactly is the barrier to taking IMS modules apart after integration? If we delete the modules data, spawn the vessel & reset vessel behaviour, arent we pretty much good to go?

Yes... and no. This is basically it, but doing it is a lot more complex than it sounds, which is mostly due to the somewhat limited core architecture, which doesn't treat modules as classes, but as several structs storing several parts of their data. For example, a usual module stores all its data in a Module struct. An engine, however, needs an additional Engine struct to store its engine-specific parameters. Any module with a generator dumps its generator-related data into a struct which is managed by the power system class, The core doesn't even know it's there.
All these structs are merely connected among each other by the module index.
Here's a funny example of how stuff happens in that convoluted system:
Module 5 is a habitat module with a generator. While evaluating the temperature struct of module five, it is noted that module five has overheated and needs to shut down. A message is passed to the core to shut down module five. The core shuts down module five. Because it has habitation capacity, it substracts the modules habitation capacity from the vessels overall crew capacity and updates the overall crew capacity. It shuts down module five.
In the next iteration, the powersystem goes through its generators. It looks at the module index of its generators, and calls up the module struct of each index. When it arrives at the power generator coupled to module index 5, it sees that the module has shut down. Ergo, it shuts down the generator.
Now imagine the nightmare of having dynamic module indices in a system like that, which you need to have if you want deconstructability. The work clawing together all these structs and updating their indices is tremendous and very prone to be an absolute bug-fest, and we're talking fatal bugs here.
Plus, you don't know where the attachment point was that got deleted when the module got integrated.
It's a big can of worms, and probably only a bit more work, but a lot more stable, to rewrite the entire architecture first to something that is actually designed with deconstructability in mind (i.e. treating each module type as an inherited class from a basic module class, instead of just as a flag in the module struct).
 
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I have to agree with you.

Okay, so I'll take that as a yes? I do think it will be worth the trouble it causes. Organization for this kind of thing is critical.

I will plan on grouping our IMS configs into their own folder as well, since SSBB4.1 wont look right next to radiators & solar panels. Should I just call it IMS, or shoud I give it a "Space company" name like MSI, "Modular Spacecraft Industries"?

For that you'd need to make a new module type that can spawn a vessel. Not extremely difficult, now that I come to think about it, at least in the basics. To make it more generally applicable, say to set conditions under which it can spawn or not spawn, and what it consumes to do it is a bit more complex.
Plus it might be a bit of work to integrate the functunality into the control panel... :shifty:

Yes... and no. This is basically it, but doing it is a lot more complex than it sounds, which is mostly due to the somewhat limited core architecture, which doesn't treat modules as classes, but as several structs storing several parts of their data. For example, a usual module stores all its data in a Module struct. An engine, however, needs an additional Engine struct to store its engine-specific parameters. Any module with a generator dumps its generator-related data into a struct which is managed by the power system class, The core doesn't even know it's there.
All these structs are merely connected among each other by the module index.
Here's a funny example of how stuff happens in that convoluted system:
Module 5 is a habitat module with a generator. While evaluating the temperature struct of module five, it is noted that module five has overheated and needs to shut down. A message is passed to the core to shut down module five. The core shuts down module five. Because it has habitation capacity, it substracts the modules habitation capacity from the vessels overall crew capacity and updates the overall crew capacity. It shuts down module five.
In the next iteration, the powersystem goes through its generators. It looks at the module index of its generators, and calls up the module struct of each index. When it arrives at the power generator coupled to module index 5, it sees that the module has shut down. Ergo, it shuts down the generator.
Now imagine the nightmare of having dynamic module indices in a system like that, which you need to have if you want deconstructability. The work clawing together all these structs and updating their indices is tremendous and very prone to be an absolute bug-fest, and we're talking fatal bugs here.
Plus, you don't know where the attachment point was that got deleted when the module got integrated.
It's a big can of worms, and probably only a bit more work, but a lot more stable, to rewrite the entire architecture first to something that is actually designed with deconstructability in mind (i.e. treating each module type as an inherited class from a basic module class, instead of just as a flag in the module struct).

Ooooh boy :blink:. Just when you think youre comfortable with C++, that comes along. I'm still working through that C++ tutorial, but could you define what a struct is for me? I would assume that it must be a data storage variable, similar to int, double, bool, etc.

If I follow the general gist of what youre saying though, our problem is that IMS could respawn certain vessel types, like the Phoenix Capsule I mentioned earlier, but more involved parts like generators may not work, because their capabilities have already been lumped into the total sum available to the vessel, which doesn't distinguish which module it comes from, just how much it is in total.

That could be fixed, but I do forsee at least two issues standing in our way. #1, the code structure that does that would need to be torn apart and rewritten in order to keep the modules data separate, a huge project on its own. #2 would be the amount of data we would need to store in the scenario file, which is already getting a little out of hand as it is.

If I could bug you a little bit more Jedidia, I was wondering if you have any data available on how to model propellant boiloff? We'll probably end up using it at some point in this project, and I was hoping to do a test run of it on a current project of mine.
 
Just when you think youre comfortable with C++, that comes along. I'm still working through that C++ tutorial, but could you define what a struct is for me?

a struct is C's excuse for a class :P It's not very astonishing that you never heard of it if you never read any C code, really. It's just an object composed of variables, like a class, just that unlike a C++ class, you can't define any functions. Which is of course the whole point of a class. So a struct can store its own data, but you can't tell it what to do with it.

our problem is that IMS could respawn certain vessel types, like the Phoenix Capsule I mentioned earlier

Different problem. As I said, making a module type that can spawn another vessel isn't that difficult. To take any module out of an IMS assembly, that is the painfull part.

#1, the code structure that does that would need to be torn apart and rewritten in order to keep the modules data separate, a huge project on its own.

Yeah, and one I wouldn't dare to attempt until you're quite familiar with the code. You have to gather stuff together all over the board, there wouldn't be much of the current code left untouched by it. Really not what you want to do when you want to make it to release... but would be worthwhile after, to set up an IMS 2.0 (backward compatibility will be impossible, at least if you want to do it right).

#2 would be the amount of data we would need to store in the scenario file, which is already getting a little out of hand as it is.

Information load in the scenario would increase, yes, but most of that could be discarded once the vessel is finalised.
 
Okay, so I'll take that as a yes? I do think it will be worth the trouble it causes. Organization for this kind of thing is critical.
I will plan on grouping our IMS configs into their own folder as well, since SSBB4.1 wont look right next to radiators & solar panels. Should I just call it IMS, or shoud I give it a "Space company" name like MSI, "Modular Spacecraft Industries"?

We can even keep its backward compatibility by not demanding previous IMS version to be uninstalled. User will have SBB41 (or whatever) folder for older vessels (which he's free to erase if he will) and new folder structure for new vessels. As far as new IMS versions can process old configs, I don't see any compatibility issues.

And I think there's no need in any space companies' folders since we can have radiators from different sets in a same folder. While I can assume Greg wouldn't object us using his meshes, it wouldn't be appropriate to sell Burchismo equipment under another trademark ;)
 
And I think there's no need in any space companies' folders since we can have radiators from different sets in a same folder. While I can assume Greg wouldn't object us using his meshes, it wouldn't be appropriate to sell Burchismo equipment under another trademark ;)

:lol:, yeah I can just see the lawsuit coming.

No, what I meant was, can I group all of the parts created by our IMS team into an IMS specific folder? I was thinking of maybe creating a fictional company name for them, like "Modular Spacecraft Industries". Or we can always just go vanilla & call it "IMS". Having a Radiators folder next to SSBB 4.1 wont make sense.

Oh I see what you mean now. All radiators in the same folder... I dont know. What would your preference be Jedidia?

See, in a semi-serious way, its like we're giving Burchismo Industries a monopoly on the IMS market. Why should he get the only company slot in the main folder? :lol:

Anyways, we've got plenty of time to figure this out later, no need to worry about it right now.
 
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I see it as function-wise classification for config files' folders, like:

\Command_Modules
\Power_Generators
\Radiators
\Lifesupport_and_Cooling_Systems
\Habitats
\Miscellaneous

...etc.

In that case SSBB41 folder will be obsolete and needed for backwards support only. So, if you don't have any older vessels, you're free to delete SSBB41. We don't have to include this folder in the next release, we'll have its content spread among the functional folders.

I have troubles with finding stuff in SSBB41 folder sometimes. It's too big and inconsistent at the moment.
Another way to fix it is to create such substructure for each 'trademark' folder wich will add complexity to folder structure.

So, what do you think?
 
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Grouping stuff into folders by function seems like a good Idea. As long as future module creators pull along with it, at least. I don't really have an opinion on how they should be grouped. PeterRoss's suggestion seems to make the most sense.
 
I see it as function-wise classification for config files' folders, like:

\Command_Modules
\Power_Generators
\Radiators
\Lifesupport_and_Cooling_Systems
\Habitats
\Miscellaneous

...etc.

In that case SSBB41 folder will be obsolete and needed for backwards support only. So, if you don't have any older vessels, you're free to delete SSBB41. We don't have to include this folder in the next release, we'll have its content spread among the functional folders.

I have troubles with finding stuff in SSBB41 folder sometimes. It's too big and inconsistent at the moment.
Another way to fix it is to create such substructure for each 'trademark' folder wich will add complexity to folder structure.

So, what do you think?

I would like to go the individual "Trademark" route. It seems to make the most sense to me by virtue of keeping similar parts together. SSBB4.1 might not play well with a different module set like the piper modules in areas like scale & function, so I would prefer to keep them separate. This would also be a good structure to introduce for when future config writers want to create a specific ship out of a module set, like a USS Enterprise assembled in sections. Having to pick out a saucer section from the hab modules wouldnt make sense would it? ;)

I can upload my config grouping later today if you would like to take a look. I think Ive managed to find the files for Pipers modules, SSBB4.1 (obviously), & Building blocks 2006, and Ive got them grouped into some nice categories to soothe our troubles.

I finally got around to testing that Venture_Station scenario you fixed for me, and I found it worked beautifully. After testing it for a bit (about a day in simulation time), I did find two bugs.



The first one was design, as I didnt have nearly enough cooling capacity to carry the excess heat to my low temp radiators. Back to the drawing board on that :rolleyes:

Im not sure if it was a bug, but should'nt the systems MFC be giving me a message of some sort when my hab modules are at over 400 kelvin?

But today Im just doing some old fashioned spacecraft building. I created a future scenario in 2110, and am using Kulches space elevator to haul the first few components of the spacecraft Audacity up to GEO.
 
Im not sure if it was a bug, but should'nt the systems MFC be giving me a message of some sort when my hab modules are at over 400 kelvin?

Do you have damage simulation enabled in the orbiter launchpad? IMS checks that flag to decide whether to simulate failures or just let things run no matter what. In which case the systems MFC is the most useless thing ever.

Also, that pic is hilarious :lol:
 
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