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coatl-aerospace's Issues

Antenna balancing and additions

  • Add new Tatsujin antenna
  • Add new Quetzal Antenna
  • Retire current Quetzal Antenna (It will return re-designed with Cassini)
  • Setup Science experiment for the meteorite detectors in Quetzal antenna
  • BDB support configs for the meteorite experiment

Dish antennas too heavy

The A100, A200 and A300 antennas seem to me about 10x heavier than they should be. 40, 60 and 75 kg (or less!) would be more reasonable for these. The squad DTS-M1 is 30 kg.

Reaction Wheel Balancing

  • Add New models
  • Move RW3 to Specialized Ctrl
  • Boost RW3 stats to compensate
  • Add new RW2 to Adv. Flight Ctrl
  • Balance weight

Part errors

Reported by KineticSloth:
Some parts have a soundfx error? Decouplers? impactTolerance use? Is it deprecated by Squad?

  • Check Decoupler soundFX
  • Check on impactTolerance use

Test RemoteTech antenna Configs

See #5
General Balancing pass on the antenna stats based on stock and RT configs. This should include consideration for the new antenna beings added.

  • Test komodo's configs (screwed up by Github formatting)

Fomalhaut Heatshield Improvements

Originally suggested by JSO:

  • Move node offset from the decoupler to the Heatshield
  • Tweak colliders
  • Look into allowing a "hollow" Heatshield mount to attach the parachutes and build the capsule without having the lander be inside

Check issues reported by JSO

  • Vorona short Solar Panels offset
  • Collider issue on Vorona Fuel Tank
  • TRIXIE animation not working with SCANsat
  • SCANsat config not removing stock Modules
  • Vorona Decoupler improvement
  • Vorona SAR not opening (By Discoslelge)

RCS balance

Balance RCS progression once all parts are in:

  • Barquetta rcs
  • Tatsujin RCS (Thrust?)
  • Small RCS (ISP Boost)
  • Medium RCS (ISP boost)
  • Fregat RCS (ISP boost)

Texture paths referencing swis_mesh.dds and foil2_N not found

Looks like some texture paths need to be adjusted...

[ERR 08:38:42.569] Texture 'Coatl Aerospace/ProbesPlus/Assets/Antenna/swis_mesh' not found!
...
[LOG 08:39:32.271] PartLoader: Compiling Part 'Coatl Aerospace/ProbesPlus/Parts/Antenna/dish_deploy_S2/dish_deploy_S2'
[ERR 08:39:32.272] PartCompiler: Cannot replace texture as cannot find texture 'swis_mesh' to replace
[ERR 08:39:32.275] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 
  at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 
  at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 
[ERR 08:39:32.278] PartCompiler: Cannot compile part

it looks like swis_mesh.dds is needed by Assets\ca_SWIS.mu and also Assets\Antenna\dish_deploy_S2.mu, but the file is only in the upper folder.

Also

[LOG 08:46:25.994] Load(Model): Coatl Aerospace/ProbesPlus/Assets/ca_ESM
[ERR 08:46:26.000] Texture 'Coatl Aerospace/ProbesPlus/Assets/foil2_N' not found!

This one was probably supposed to be mat_foil2_N?

Possible collider issue

Possible collider problem on the Fomalhaut lander heatshield. May be overlapping over the lander and causing violent separations.

SCANsat parts

Batch of scanner parts for SCANsat

  • Modeled
  • Textured
  • In-game
  • Balance/tweaks

ModuleResourceSurveyor functionality (MKS) patch

  • add ResourceLode exploration function from MKS to the CAE-SAR15 Synthetic-Aperture Radar System

.GameData/Coatl Aerospace/ProbesPlus/Compatibility/MKS.cfg

// by LouisCyfer
@PART[ca_vor_sar]:NEEDS[MKS]
{
	MODULE
	{
		name = ModuleResourceSurveyor
		allowHomeBody = true
		lodePart = UsiExplorationRock2
		lodeRange = 90
		altModifier = 0.5
	}
}

Texture load errors in log

A few files appear to be invalid/corrupt.

\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_cf_N.dds
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_foilEdge_N.dds
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_foil_N.dds
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_stock_N.dds

ESM Texture Errors

Reported by KineticSloth:

[LOG 13:20:13.400] Load(Model): Coatl Aerospace/ProbesPlus/Assets/ca_ESM
[ERR 13:20:13.406] Texture 'Coatl Aerospace/ProbesPlus/Assets/foil2_N' not found!

Barometer Experiment glitches

Reported by Bombaatu:

Don't know if this is a known issue or not, but the barometer from this set doesn't like having the science transferred. It's ok if you transmit it immediately, but if you transfer it (say, to the science container), it can get into a stuck state - it doesn't show any experiment data to review, but you cannot take any more readings. So far it's only been the barometer.

Inconsistent PhysicalSignificance settings for Landvermesser parts

Hi

Thanks for the mod.

I tried to build a Landvermesser probe and noticed that the soil scoop (ca_landv_soilScoop) and the survey camera (ca_landv_cam_s1) didn't have PhysicsSignificance = 1 while the other parts of this probe seem to have it. Makes it hard to balance the craft.

New Solar Panels

  • Finish textures on Mars/Venus Express Panels
  • Add CA-E400MG Tatsujin panels (With Magnetometer Science experiment built-in)
  • Add CA-E320/E340 Mars/Venus Express Panels

Juno mag/solar and Huygens probe core fail to compile

I was driving myself crazy trying to find the new Draco core, but finally found why I was failing when I looked at the log (and found that the Juno magnetometer solar panel had the same issue):

PartLoader: Compiling Part 'Coatl Aerospace/ProbesPlus/Parts/Electrical/sp_juno_mag/sp_juno_mag'

PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 
  at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 
  at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator66.MoveNext () [0x00000] in <filename unknown>:0 

PartCompiler: Cannot compile part

[...]

PartLoader: Compiling Part 'Coatl Aerospace/ProbesPlus/Parts/Meridiani/_Draco/ca_draco'

PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 
  at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 
  at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator66.MoveNext () [0x00000] in <filename unknown>:0 

PartCompiler: Cannot compile part

Nothing in the config files strike me as being obviously malformed, and unfortunately I don't have any background in KSP part modeling, so this is all I've got.

Comments on new tank balance

Tagging @jmrd98

The oscar tank (and maybe the Toroidal - I haven't done the math) is a noteable exception to the otherwise well balanced squad tanks in that it hold far more than it's size would suggest. It's up to you how you want to proceed here. Compared to the oscar the CL-LT80 looks good. Compared to any other tank it holds twice what it should (put it next to an FLT-100). Sometimes you have to take liberties with very small parts so do what feels right.

The MP tank looks good. Squad MP tank dry masses run in the 1/3 to 1/7 fuel mass range. Yours looks like it fits in.

Part upgrades not working correctly

Rodger on Forums: mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing.

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