New Release Interplanetary Modular Spacecraft RC9

Very excited about this project, its exactly the simulation orientated, kerbal building style thingy i've been hoping for! with a nice variation of modules i'm sure one could build some pretty impressive star-ships - already having a lot of fun with it.

a couple of comments:

when reloading a scenario i get a duplicate of the last module integrated, in the same location?

is it intentional that the command module's batteries don't have enough power to even run themselves?- battery size limitations- or have i missed something?

what does LSTG stand for in LSTG array?- _ _ _ Generator?

is there, could there be dynamic p./thermald. coding to simulate destructive aerobraking maneuvers?- possibly with a nice ballute module

would like to possibly contribute some mesh/mod work in the near future- if wanted

keep up the great work - regards to all :salute: & of course :hailprobe:
 
Base_One core unit a.k.a. Lunar Lander v.0.0001:

picture.php


It lacks power generators and radiators for now as much as RCS, but otherwise it works (on batteries).

It's the IMS vessel designed to be used as a base core on the Moon's surface. It's meshing is far from complete, especially in the lower part. It consists of four modules which you can tell from each other if you take a good look at it: Lifesupport is the hemisphere on the top, module with windows is CM, windowless half-barrel under it is Hab module with storage capacity, and the lowest module is the engine/tankage block with buildings connection node. Fuel tanks will be reduced in size, I'm considering to add detachable boosters to be used to kill descent velocity right before landing (which will increase landing difficulty because SRBs can't be throttled). The landing itself will be performed on lander's own engines/fuel after SRB's separation.

I'm planning to deliver boosters on LMO first and then deliver Base_One lander there (both missions will use Energia and Smerch tug), rendezvous with them and finish lander construction on LMO. Then I'm gonna land the thing.
The worst problem I can see for now is radiators' being exposed to the sunlight. I'm planning to solve it in the simpliest way: I'll land on equator and align the lander in a such way that radiators' plane will be in parallel with equatorial plane. This should keep their sun exposure at minimum.

I will be using solars for the first mission which will long for two weeks: I have to land at early morning and depart on late evening. Some other mission will bring nuke down there, but it's a far future.

I have to build a moonshuttle too to bring UMMUs on LMO where Antares-LR will wait them to transport them back on Earth.
 
Base_One core unit a.k.a. Lunar Lander v.0.0001:

picture.php


It lacks power generators and radiators for now as much as RCS, but otherwise it works (on batteries).

It's the IMS vessel designed to be used as a base core on the Moon's surface. It's meshing is far from complete, especially in the lower part. It consists of four modules which you can tell from each other if you take a good look at it: Lifesupport is the hemisphere on the top, module with windows is CM, windowless half-barrel under it is Hab module with storage capacity, and the lowest module is the engine/tankage block with buildings connection node. Fuel tanks will be reduced in size, I'm considering to add detachable boosters to be used to kill descent velocity right before landing (which will increase landing difficulty because SRBs can't be throttled). The landing itself will be performed on lander's own engines/fuel after SRB's separation.

I'm planning to deliver boosters on LMO first and then deliver Base_One lander there (both missions will use Energia and Smerch tug), rendezvous with them and finish lander construction on LMO. Then I'm gonna land the thing.
The worst problem I can see for now is radiators' being exposed to the sunlight. I'm planning to solve it in the simpliest way: I'll land on equator and align the lander in a such way that radiators' plane will be in parallel with equatorial plane. This should keep their sun exposure at minimum.

I will be using solars for the first mission which will long for two weeks: I have to land at early morning and depart on late evening. Some other mission will bring nuke down there, but it's a far future.

I have to build a moonshuttle too to bring UMMUs on LMO where Antares-LR will wait them to transport them back on Earth.

Nice stuff, but I really do think the parts should be a little bit smaller. An IMS lander core should be like a framework the size of a LEM ascent stage, but have about 9 or 10 construction ports so that the user can easily swap in & out systems as they go. If I have time, Ill try to make an example of what Im thinking tonight. The benefit of doing in like that would be that we could have a lunar factory producing the main cabin, & then users would deliver the subsystems in UCGO cargo boxes, see what I mean... ;)

I took another crack at the IMS logo, here is round 2



One of the things that I think motivated Jedidia to do this was to create a reasonably realistic way for users to explore Orbiter Galaxy without having Scotty "beam them up" (Guilty as charged there). As such, I figure showing the destination might be a good logo for IMS? :shrug:

Just so you don't think that Ive forgotten about working on the IMS source, Ill keep posting my progress in the C++ tutorial that I have been reading through. After a couple months of wading around in the shallows of the OrbiterAPI, I think Im now set to start swimming in C++, but I need to get to know the language more comprehensively. Its sort of like Ive learned the language, but now Im reading the dictionary.

Im currently on page 21/144 of the PDF and moving fast, currently taking notes on C++ operators.

:hailprobe:
 
Very excited about this project, its exactly the simulation orientated, kerbal building style thingy i've been hoping for! with a nice variation of modules i'm sure one could build some pretty impressive star-ships - already having a lot of fun with it.

I'm glad you like our project and I wonder why I haven't noticed your comment before - it seems for me it just appeared in the thread after my last posting, but is actually situated before it :shrug:

a couple of comments:

when reloading a scenario i get a duplicate of the last module integrated, in the same location?

This happens when you're loading your autosaved scenario and is a known bug. To be fixed one beautiful day. In the meantime I would advise not to use autosave as well as finalised respawn. Just save often manually.

is it intentional that the command module's batteries don't have enough power to even run themselves?- battery size limitations- or have i missed something?

In the latest config pack (not released yet) I doubled battery capacity for all CMs to let them to startup on their own batteries. You could do it manually too by changing "BatteryCapacity" value in config files.

what does LSTG stand for in LSTG array?- _ _ _ Generator?

I believe you mean ASTG which is Advansed Stirling Radioisotope Generator. I needed some generator taking power from nowhere and not being a nuke, so I made this.

is there, could there be dynamic p./thermald. coding to simulate destructive aerobraking maneuvers?- possibly with a nice ballute module

I'm afraid not, at least - in a foreseeable future. Our leading coder in on vacation - a long one - and any major code changes are hardly probable, especially in thermodynamics part. It's written in cryptic Necronomicon style and I'm not ready to dedicate my life to decyphering it. I'm afraid of Chtulhu too.

would like to possibly contribute some mesh/mod work in the near future- if wanted

Sure, go on! You could even make your own config files and create your own set of functional modules. We have a nice and comprehensive manual in our development group. You could PM Jedidia to let you in.

keep up the great work - regards to all :salute: & of course :hailprobe:

:tiphat:

Nice stuff, but I really do think the parts should be a little bit smaller. An IMS lander core should be like a framework the size of a LEM ascent stage, but have about 9 or 10 construction ports so that the user can easily swap in & out systems as they go. If I have time, Ill try to make an example of what Im thinking tonight. The benefit of doing in like that would be that we could have a lunar factory producing the main cabin, & then users would deliver the subsystems in UCGO cargo boxes, see what I mean... ;)

We could have many different lunar landers, aren't we? ;)


I took another crack at the IMS logo, here is round 2



One of the things that I think motivated Jedidia to do this was to create a reasonably realistic way for users to explore Orbiter Galaxy without having Scotty "beam them up" (Guilty as charged there). As such, I figure showing the destination might be a good logo for IMS? :shrug:

So, you think a grave could be a good logo for human's life?:lol:
Your logo is great for Orbiter Galaxy, but I'm afraid it has nothing to do with IMS itself.


Just so you don't think that Ive forgotten about working on the IMS source, Ill keep posting my progress in the C++ tutorial that I have been reading through. After a couple months of wading around in the shallows of the OrbiterAPI, I think Im now set to start swimming in C++, but I need to get to know the language more comprehensively. Its sort of like Ive learned the language, but now Im reading the dictionary.

Im currently on page 21/144 of the PDF and moving fast, currently taking notes on C++ operators.

:hailprobe:

I could really use a manual like the one you mentioned...:shifty:
 
it seems for me it just appeared in the thread after my last posting, but is actually situated before it

Indeed, it seemed the same way to me. Didn't see it there when I reas your last post.

This happens when you're loading your autosaved scenario and is a known bug.

Huh? it wasn't known to me. No Idea where that coul be caused.

Your logo is great for Orbiter Galaxy, but I'm afraid it has nothing to do with IMS itself.

Ineed. My aim wasn't really to cross IMS with Orbiter Galaxy, although I was thinking about the potential that could open up by combining the two at a later stage. Though at this moment, the future of Orbiter Galaxy is highly uncertain. I'm still hoping that the next Orbiter version brings some possibilities to implement it better.

I could really use a manual like the one you mentioned...

I just looked every problem up with google when it came up. Well, the bowl of Spagetti that IMS currently is is probably a result of that. Although I couldn't really have prevented it without going for a core rewrite right off the bat.
 
Huh? it wasn't known to me. No Idea where that coul be caused.

Well, I found it not that long ago, and then I remembered there were some reports of module duplication after SQL some time ago. Maybe it was some other bug :shrug: Anyway, this new module duplication bug is real.
 
Sure, go on! You could even make your own config files and create your own set of functional modules. We have a nice and comprehensive manual in our development group. You could PM Jedidia to let you in.



:tiphat:

:jiggy::woohoo::hotcool::woohoo::jiggy:

Another contributor! Hopefully we wont work this one to death like our other beta testers :lol:. Unfortunately the config guide wont be in nice shape for a while yet. Its such a mess that Im almost scared to even take a look inside :shifty:


We could have many different lunar landers, aren't we? ;)

True, I can already imagine some of the monstrosities that people will probably try to come up with :facepalm:. Basically though, I think it will make more sense to include smaller parts with the next IMS release, since the whole point of having a modular system is to allow for flexibility and creativity in how its designed. I'll start work on my example tonight so I can demonstrate for you. Theres nothing wrong with your approach, but it seems kinda boring.

So, you think a grave could be a good logo for human's life?:lol:
Your logo is great for Orbiter Galaxy, but I'm afraid it has nothing to do with IMS itself.

What? How do the galaxy & a grave connect?

In any case, youre probably right, it really doesnt have any connection to IMS. Im just gonna create a simple header that says IMS from my current page headers & move on to other stuff. The logo is really just a waste of time right now.

I could really use a manual like the one you mentioned...:shifty:

:lol:

http://www.cplusplus.com/doc/tutorial/

Well, if you ask newbie-type questions about C++ in the forums, the experienced developers will usually beat you over the head with it. Thats changed now that Hlynacqs tutorials are out, but its still a good guide. Be forewarned, you will require time to actually read it fully. Its just not light reading.

Update: Page 23/144



Indeed, it seemed the same way to me. Didn't see it there when I read your last post.

Hes clearly just a :ninja:

Indeed. My aim wasn't really to cross IMS with Orbiter Galaxy, although I was thinking about the potential that could open up by combining the two at a later stage. Though at this moment, the future of Orbiter Galaxy is highly uncertain. I'm still hoping that the next Orbiter version brings some possibilities to implement it better.

Well, I did recall you outlining that pretty clearly in the IMS usergroup at one point. Can you elaborate a bit more on the future of Orbiter Galaxy at all? I think it has great potential in the future, but it is close to that point of critical mass where an add-on becomes too complex & work intensive to maintain. Thats why things like Orulex & Surface Physics eventually slid into obscurity I guess.


I just looked every problem up with google when it came up. Well, the bowl of Spagetti that IMS currently is is probably a result of that. Although I couldn't really have prevented it without going for a core rewrite right off the bat.

Core rewrite: We all would really like it, but we all know its never going to happen. The next Orbiter version probably will be out before it could ever be finished.

:hailprobe:
 
Having fun with this addon...

Okay, i've managed to build a craft with a working engine that uses electricity....now for some questions.

1. How do i make the RCS work? I've already integraded them to the thing but they won't work.

2. This is most likely me than a bug, but how do i "fill" modules that contain cargo, with cargo? (e.g when i integrade them to the ship they don't carry any sort of cargo in the display)

3. I don't know which engine is the chemical one, the electric ones take a long time to accomplish the orbit i need. :compbash2:

4. How do you attach radiators and solar panels?
 
Having fun with this addon...

Okay, i've managed to build a craft with a working engine that uses electricity....now for some questions.

1. How do i make the RCS work? I've already integraded them to the thing but they won't work.

Go into the menu, hit RCS tab & click on each one. They need to be enabled one by one for some reason. Im not sure exactly why...


2. This is most likely me than a bug, but how do i "fill" modules that contain cargo, with cargo? (e.g when i integrate them to the ship they don't carry any sort of cargo in the display)


Theyre probably empty at integration, so you'll have to transfer over cargo from a docked IMS ship. I havent tried that out yet, so Ill be happy to hear.


3. I don't know which engine is the chemical one, the electric ones take a long time to accomplish the orbit i need. :compbash2:

I dont even think we have any electric, just several NTRs and a sidemount chemical rocket. The sidemount is in with the SSBB4.1 configs (a non-original creation of course)

4. How do you attach radiators and solar panels?

Same as other modules. Why do you ask?
 
..About the cargo part, how do i get a ship filled with cargo? :/

...and forget about the solar panels and radiators part. :facepalm:


EDIT: RCS still not working after i activated them. :compbash2:
 
Last edited:
..About the cargo part, how do i get a ship filled with cargo? :/

...and forget about the solar panels and radiators part. :facepalm:

Ahaha, dont worry :facepalm:, is a way of life around here.

I think you have to find a transfer button in one of the MFCs. Just create another IMS vessel with some cargo containers integrated, dock it to your ship, & give it a try. Good luck my friend :salute:
 
Alright, i've managed to make most of the stuff work, but is it just me or i can't manually control the vessel and have to use the flight HUD to orientate it (and the kill rotation doesn't work as well)
 
..About the cargo part, how do i get a ship filled with cargo?

The easy way: scenario editor. (consumables are actually handled as propellant resources, so you have access to them via ScenEdit).
The realistic way: dock any full cargo module, punch up the transfer MFC and transfer the cargo over to your vessel.

RCS still not working after i activated them.

Do you have propellant for them? Currently, they all use LOX-LH2, so if your main engine runs on pure hydrogen, you need aditional propellant tanks for the RCS.

I dont even think we have any electric

Sure, we have the VASIMR ;)

Core rewrite: We all would really like it, but we all know its never going to happen. The next Orbiter version probably will be out before it could ever be finished.

Which is not never. IMS will need a serious overhaul when the new orbiter version comes out anyways. This isn't something I had in mind for "oneday maybe", but after the current version is working stable. Piling more features on top of the existing architecture is cumbersome, adding stuff would get a lot more easy with the core cleaned up (and cleaning up the core is more easy when there isn't too much stuff piled up on it yet). When I get back to IMS (not if... when!) it's about the first thing I'm going to do assuming the current version runs feature complete (that is, mostly the finalisation stuff fixed that doesn't really work at all currently).

Can you elaborate a bit more on the future of Orbiter Galaxy at all? I think it has great potential in the future, but it is close to that point of critical mass where an add-on becomes too complex & work intensive to maintain. Thats why things like Orulex & Surface Physics eventually slid into obscurity I guess.

That is a wrong assumption. Those projects slid into obscurity because they were, at their very core, an evil hack. Orbiter Galaxy isn't really complex... It's interaction with Orbiter itself minimal, wherein lies one of its major grievances. It's just too clumsy and slow, despite Artlav ramping up the texture export to incredible speeds (provided you have the hardware).
Orulex's problem, and the OGLA client's problem in extension, was that terrain collision detection never worked out. It just couldn't be made to work in an acceptable way, so it wasn't used.
Orbiter Galaxy's problem is that textures have to be exported completely before loading a new system.
Both could be solved by terrain and texture LOD support by the orbiter core. The Doctor is at least working on the first, as far as I'm aware.
 
Most of the problems fixed, i just needed to power up the control module. :dry:

Just one last thing, is it possible to manually orientate the entire thing? I can't control it manually and only via the autopilots on the Flight HUD
 
Just one last thing, is it possible to manually orientate the entire thing?

It shouldn't be a problem at all, really... sure you haven't left your RCS in translation mode?
 
It shouldn't be a problem at all, really... sure you haven't left your RCS in translation mode?

No...or i could be doing something else wrong. :shifty:

Scenario file (fission reactor temp is critical, forgot to place some extra cooling systems):

Code:
BEGIN_DESC
Contains the latest simulation state.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51982.1493655960
END_ENVIRONMENT

BEGIN_FOCUS
  Ship control
END_FOCUS

BEGIN_CAMERA
  TARGET control
  MODE Extern
  POS 3.49 149.02 1.48
  TRACKMODE AbsoluteDirection
  FOV 59.58
END_CAMERA

BEGIN_HUD
  TYPE Docking
  NAV 0
END_HUD

BEGIN_PANEL
END_PANEL

BEGIN_SHIPS
control:IMS\SBB41B\BM201_CONTROL_MODULE
  STATUS Orbiting Earth
  RPOS -19938945.35 -15481032.55 7332546.96
  RVEL -5397.401 -664.126 1083.978
  AROT -78.28 11.17 11.46
  AFCMODE 7
  PRPLEVEL 0:1.000000 1:1.000000 2:1.000000 3:1.000000
  NAVFREQ 0 0
  COMMAND 1 0
  MODULE SBB41B\BM110_Habitat 0,0,-10.1521 0,0,1 0,1,0 1
  MODULE SBB41B\BN101_Small_Node 0,0,-16.7517 0,1,0 1,0,0 0
  MODULE SBB41B\BM011_Consumables 3.8992,0,-16.7517 -1,0,0 0,0,-1 1
  MODULE SBB41B\BM011_Consumables -3.8992,0,-16.7517 1,0,0 0,0,1 1
  MODULE SBB41B\BG201_Battery_SContainer 0,2.792,-16.7517 0,0,1 0,-1,0 0
  MODULE SBB41B\BG201_Battery_SContainer 0,-2.792,-16.7517 0,0,1 0,1,0 0
  MODULE SBB41B\BM013_CoolingSystem 0,0,-20.6509 0,0,1 0,1,0 1
  MODULE Truss_21m 0,0,-33.5265 0,-1,0 1,0,0 0
  MODULE Trussnode 0,0,-44.8265 0,0,1 1,0,0 0
  MODULE Truss_21m 0,0,-56.1265 0,-1,0 1,0,0 0
  MODULE FissionReactor_10MW 0,0,-75.5115 0,0,1 1,0,0 0
  MODULE Truss_light_1to3 0,0,-85.7785 0,0,1 1,0,0 0
  MODULE SBB41B\HPE_Hyper_Engine 4.7,0,-97.0155 0,0,1 0,1,0 0
  MODULE SBB41B\HPE_Hyper_Engine -2.35,-4.07,-97.0155 0,0,1 0,1,0 0
  MODULE SBB41B\HPE_Hyper_Engine -2.35,4.07,-97.0155 0,0,1 0,1,0 0
  MODULE SBB41B\BTank102_LH2_LFuelTank 3.0405,0,-56.1265 0,0,-1 0,1,0 0
  MODULE SBB41B\BTank102_LH2_LFuelTank -3.0405,0,-56.1265 0,0,-1 0,-1,0 0
  MODULE Radiator_HiTemp_640 1.3,0,-44.8265 1,0,0 0,-1,0 0
  MODULE Radiator_HiTemp_640 -1.3,0,-44.8265 -1,0,0 0,-1,0 0
  MODULE Radiator_HiTemp_640 0,1.3,-44.8265 0,1,0 1,0,0 0
  MODULE Radiator_HiTemp_640 0,-1.3,-44.8265 0,-1,0 1,0,0 0
  MODULE SBB41B\BRCS2_ReactionControlSystem_Engine 5.828,0,-56.1265 1,0,0 0,0,-1 0
  MODULE SBB41B\BRCS2_ReactionControlSystem_Engine -5.828,0,-56.1265 -1,0,0 0,0,-1 0
  MODULE SBB41B\BRCS2_ReactionControlSystem_Engine 0,4.6074,-16.7517 0,1,0 0,0,1 0
  MODULE SBB41B\BRCS2_ReactionControlSystem_Engine 0.0001,-4.6074,-16.7517 0,-1,0 0,0,1 0
  DELETEPOINT 2
  ATTPOINT IM 6.2748,0,-16.7517 1,0,0 0,1,0
  ATTPOINT IM -6.2748,0,-16.7517 -1,0,0 0,1,0
  ATTPOINT IM 0,-0.8,-33.5265 0,-1,0 1,0,0
  ATTPOINT IM 0,0.8,-33.5265 0,1,0 1,0,0
  ATTPOINT IM 0.8,0,-33.5265 1,0,0 0,0,-1
  ATTPOINT IM -0.8,0,-33.5265 -1,0,0 0,0,-1
  ATTPOINT IM 0,-0.8,-56.1265 0,-1,0 1,0,0
  ATTPOINT IM 0,0.8,-56.1265 0,1,0 1,0,0
  ATTPOINT IM 3.0405,2.2405,-56.1265 0,1,0 0,0,-1
  ATTPOINT IM 3.0405,-2.2405,-56.1265 0,-1,0 0,0,-1
  ATTPOINT IM -3.0405,-2.2405,-56.1265 0,-1,0 0,0,-1
  ATTPOINT IM -3.0405,2.2405,-56.1265 0,1,0 0,0,-1
  DELETEPORT 1
  CONSTRUCTIONPORT 6.2748,0,-16.7517 1,0,0 0,1,0
  CONSTRUCTIONPORT -6.2748,0,-16.7517 -1,0,0 0,1,0
  CONSTRUCTIONPORT 0,-0.8,-33.5265 0,-1,0 1,0,0
  CONSTRUCTIONPORT 0,0.8,-33.5265 0,1,0 1,0,0
  CONSTRUCTIONPORT 0.8,0,-33.5265 1,0,0 0,0,-1
  CONSTRUCTIONPORT -0.8,0,-33.5265 -1,0,0 0,0,-1
  CONSTRUCTIONPORT 0,-0.8,-56.1265 0,-1,0 1,0,0
  CONSTRUCTIONPORT 0,0.8,-56.1265 0,1,0 1,0,0
  CONSTRUCTIONPORT 3.0405,2.2405,-56.1265 0,1,0 0,0,-1
  CONSTRUCTIONPORT 3.0405,-2.2405,-56.1265 0,-1,0 0,0,-1
  CONSTRUCTIONPORT -3.0405,-2.2405,-56.1265 0,-1,0 0,0,-1
  CONSTRUCTIONPORT -3.0405,2.2405,-56.1265 0,1,0 0,0,-1
  EMPTYMASS 396800.000000
  MASSCENTER 0.000000 0.000000 0.000000
  PMI 186.070000 149.530000 61.140000
  PROP LH2 19080 19080
  ENGINE 12 0 0
  ENGINE 13 0 1
  ENGINE 14 0 0
  RCSBLOCK 4 4000 4099 5.828,0,-56.1265 5 0,0,-1 0,-1,0 0,0,1 0,1,0 -1,0,0 1
  RCSBLOCK 4 4000 4099 -5.828,0,-56.1265 5 0,0,-1 0,1,0 0,0,1 0,-1,0 1,0,0 1
  RCSBLOCK 4 4000 4099 0,4.6074,-16.7517 5 0,0,1 -1,0,0 0,0,-1 1,0,0 0,-1,0 1
  RCSBLOCK 4 4000 4099 0.0001,-4.6074,-16.7517 5 0,0,1 1,0,0 0,0,-1 -1,0,0 0,1,0 1
  ANIM 17 Radiator_HiTemp_640 1 1
  ANIM 18 Radiator_HiTemp_640 1 1
  ANIM 19 Radiator_HiTemp_640 1 1
  ANIM 20 Radiator_HiTemp_640 1 1
  CONSUMABLES 1400 1400 0 6000 6000 0 1000 1000 0
  TEMPERATURES -1:302.19:393.20 0:300.18:393.28 2:281.55:393.20 3:280.83:218.47 4:298.85:393.20 5:298.85:393.20 6:300.87:393.20 10:1397.22:393.20 12:1610.83:393.20 13:1610.83:393.20 14:1610.83:393.20
  RADIATOR 17 173.604 0 -1 0
  RADIATOR 18 173.604 0 -1 0
  RADIATOR 19 304.31 1 0 0 -1 4
  RADIATOR 20 304.31 1 0 0
  HEATING -1
  THGROUPLEVELS 0 0 0 0 
  CREW 5 0
  ENERGY 1386000000.000000
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 1 0 7 0 0 0 -1
  MFC 0 0 0 -1 -1 -1 -1
  MFC 0 0 0 -1 -1 -1 -1
END
END_SHIPS
 
Most of the problems fixed, i just needed to power up the control module. :dry:

Just one last thing, is it possible to manually orientate the entire thing? I can't control it manually and only via the autopilots on the Flight HUD

Uh... In fact, you can't use RCS before you power up the control module. You need your computer running to control all the systems. You can only attach and integrate when command modle is offline.

---------- Post added at 23:26 ---------- Previous post was at 23:17 ----------

No...or i could be doing something else wrong. :shifty:

Scenario file (fission reactor temp is critical, forgot to place some extra cooling systems):

As Jedidia said, you have no LOX_LH2 tank to fuel your RCS. Preview pictures contain some vital information needed to use modules. All RCS modules are using LOX_LH2.
 
Sorry for bombarding this thread with my questions... ._.

On topic, do RCS use small tanks instead of big ones? (or do they use LOX instead of LH2?)

83f37a14caef49699d6e4cc.png


5dZcmkW.png


I'm finding it rather hard to read through the guide (the link on the first thread), as its like a cobbled up wall of text that makes it a bit hard for me to pick out which requirements does my craft need. .-.
 
On topic, do RCS use small tanks instead of big ones? (or do they use LOX instead of LH2?)

They use a LOX-LH2 mixture, as they're chemical. There are both large and small tanks available for that propellant.

You can only attach and integrate when command modle is offline.

Huh? since when?
 
Back
Top