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Everything posted by Angel-125

  1. Oh great, thanks! I just downloaded the latest. Also, how did you get image thumbnails on the bottom of your album on the first page?
  2. By chance do you have monopropellant tanks in US wedge format? I'm also looking forward to the TAC-LS wedges. This is a look at my .24 career mode's Kapollo 3 mission. Kapollo 3's objectives are to investigate the Minmus Anomaly discovered by SCANSat 2.
  3. Interesting designs! That last one with the big engine makes me wonder what a spaceplane made with 3.75m parts for the body would look like. Probably some big monster space flying cargo plane..
  4. So, getting the screenshots for this battle and future fights is going to get tricky. I spent the evening figuring out how to get two groups of ships in close formation. Ergo, you won't be seeing epic battles with dozens of ships in camera at the same time, unless I get crafty. I do have some ideas on that...
  5. “Raptor Squadron, you’re clear to undock. Good hunting.†“Roger that, Colonel Tom, thanks for the ride. See you in a few days,†Bill responded. “Dilkin, form up with Jeb.†“Raptor 2,†Dilkin acknowledged. “Kenny, you’re on my wing. Give us a nav point to the antimatter harvester.†“Raptor 3,†Kenny responded. During their quest for interstellar technology, the Kerbal Space Program discovered that planets and moons in the Kerbol solar system trapped antimatter within their magnetic fields. Eventually, KSC engineers used that same trick to build antimatter storage tanks, and then built a prototype collection satellite that orbited 900km above Kerbin’s surface. The demonstration vetted antimatter technology, though it took additional research before antimatter reactors became available. While Scilab produced antimatter in Kerbin orbit using a lot of microwave energy and Prometheus Station harvested the lion’s share of KSC’s antimatter from Jool orbit, the prototype satellite sat unused in orbit, obsolete until Jebediah Kerman’s Junkyard and Spaceship Parts Company bought the satellite and outfitted it with additional collectors and a warp-powered propulsion section. With its new lease on life, it became the world’s first commercial antimatter harvester. It was supposed to operate autonomously, returning to Kerbin when its tanks were full. But with its probe core’s transponder and data link deliberately shut off to prevent virus attacks, it had to be retrieved manually. Jeb wasn’t just flying to the harvester to protect a strategic asset, he was defending his corporate property from vultures. “There she is,†Jeb noted. “Jeb’s Antimatter-harvesting, Warp-powered Spacecraft. JAWS. I call it Bruce.†“Bruce,†Kenny repeated over the squadron’s laser link. “Why’s that?†“That was the name of the mechanical shark in Jaws.†“Jaws? Is that a video game?†“No, Dilkin, it’s a movie. Sheesh. Kids these days… Nobody’s home, that’s a good sign,†Jeb noted. “I’ll do a flyby before docking. Cover me, guys.†“Roger that, Jeb. Dilkin, line up.†“Raptor 2.†Jeb separated himself from the rest of the squadron and approached the collector. His quick scans showed no apparent damage, and each of the docking ports chirped their readiness to accept visitors. He found a port he liked and hit the RCS thrusters. Like his quantum vacuum plasma thruster main engines, the RCS thrusters also used quantum vacuum plasma. Exactly how Wild Blue Industries miniaturized the engines remains a trade secret. Nonetheless, Jeb appreciated not having to worry about monopropellant like he did in the old days. "Uh, Jeb," Bill called out over the laser link. "You're getting real close to the warp ring, are you sure you're able to-" "And uh... ok... So, uh, I guess the answer is yes, the Hornets will fit." "Told ya Bill," Jeb lasered back. "Bolts secured, solid dock. Doing some quick diagnostics... Probe core is on standby as expected. AM reactor also in standby. Solar panels are a little worn since the last we checked, but still operational. Fuel stores are solid. Warp ring is go but needs to build up some exotic matter. Antimatter tanks are... Oh, nice! They are completely full! That's gonna give our strategic antimatter reserves a huge boost." Not to mention a healthy boost to my company's bottom line, Jeb thought to himself. "Hey Jeb, how long until you can fire up Bruce and send her home," Bill asked. "Not long, an hour, two tops. I'll have to do some EVAs and trip some relays though. I'll get moving on that." "Sounds good, we'll keep an eye out for..." Orbits are ballistic elliptical paths that limit what a spacecraft can do. Ships exchange a bit of delta-v to raise or lower their orbit, or a lot of delta-v to change their inclination. Ships in close proximity expend propellant to slightly alter their ballistic trajectories in order to rendezvous with their targets. Such movements tend to be as graceful as ballet instead of chaotic like football. As impressive as it is to use a satellite’s retrograde orbit’s kinetic energy to smash a target into pieces, the reality is that it takes precision targeting and an unmoving target to pull off. If the target alters its orbit enough, the kinetic kill vehicle would have to compensate until one or both spacecraft ran out of fuel, time, or both. In an age of quantum vacuum plasma thrusters limited only by their reactors, and an age where lasers and guided missiles were ineffective beyond 2.5 kilometers, combat spacecraft would have to get up close and personal, co-orbiting to exchange fire. As a result, unlike what science fiction movies portray, space combat is not like aerial dogfights where planes maneuver wildly to get the best firing position. Instead it’s more like the linear tactics of old, where lines of soldiers on opposing sides met up on the battlefield to exchange volleys. And just like the days of old, battle lines were susceptible to cavalry charges. “Incoming, four of them!†“I see them Dilkin,†Bill responded. “They look like fighters. Oh, that’s not good… Uh Jeb? They’ve got warp drives.†“Warp drives, on fighters, Bill? How,†Jeb asked. “It takes forever to build a warp drive, not to mention the cost…†“I guess Aggie economics are different than ours. Get ready, Raptor Squadron, the schtako is about to hit the fan.â€Â
  6. I appreciate your explanation, Helldiver, thanks. While I can respect Squad's lego approach, I still think your KSO shuttle system is awesome and blends well with the stock parts.
  7. Definitely working on it. After major writer's block and RL job hunting and working on my Nuclear Engines mod, I've finally gotten through the block. Now I'm trying to get my 23.5 game to stop crashing so I can get more screenshots. Job hunting related activities must take priority though, so chapters will be published slower than I'd like. But I haven't abandoned this story, and am already think about the next one too.
  8. Is there any chance that KSO is part of this endeavor? I started playing with KSO last week when I realized that KSO would fit nicely into making spaceflights cost effective in .24.2. Helldiver and Nazari, your mod's quality is stunning! It's clear that the two of you put a great deal of effort and thought into creating the shuttle system. Having multiple nodes on the KSO's engine block, for instance, really makes alternate configurations possible, and the cockpit of the KSO can easily be used as a command module for an interplanetary spaceship. I could easily see you making a version of the KSO that replaced the cockpit and cargo bay to make a Shuttle-C type spacecraft. I also like the Super 25 and its ability to fit 2.5m components in its bay. The OKS/MKS system fits nicely inside, for instance. I rather like the space station components you made for the craft as well. Among other things, the station parts enable me to make a KSP version of Mars One from the Mars One Crew Manual by Kerry Mark Joels. I have no videos to share, so here are a couple of screen grabs. First is Duna One, my analogue to the Mars One craft. The lander on the nose is a placeholder. The probe-sized airplanes aren't shown. While a few components like the core module and lander and propulsion system will have to be brought up with a conventional rocket, the rest will be launched via shuttle. This is the X-18. In my playthrough, KSP needed to test the S25's components and validate the whole shuttle concept. Hence, they built a smaller version of the S25, the X-18. And in order to cut launch costs, engineers built modules small enough to fit into the X-18's payload bay. Finally, some fan fiction. I'm writing a story as I play career mode in .24.2: Bill looked past the gantry and marveled at the brand new spacecraft residing in High Bay 4. Unlike the Kapollo capsule that took Jeb, Bob, and himself to Kerbin’s moons, this new bird did the avian name proud; it had wings. Perched on its external fuel tank like a woodpecker clinging to a tree and rivaling the size of an airliner, the X-18 Freedom looked part rocket and part airplane. It had a pug nose that hid a small docking port, a cockpit and crew deck that seated six- though quarters were tight- a sizeable payload bay, a graceful double-delta swept wing, and a single vertical rudder that the engineers wanted to double. An array of engines sprouted from her tail, ranging from a mini turbojet to orbital maneuvering engines, and she even had a pair of brand new Thrustmax main engines. All this new technology amounted to a vehicle that could make many trips into space, unlike Kapollo’s one and done approach. A veteran of a half-dozen spaceflights including two Pioneer missions and four Kapollo flights (three of them included walks on the Mun and Minmus), Bill saw potential in this technology demonstrator. Current boosters like the Duna II and the Duna IV Heavy took weeks to build, only to throw away all their hardware after one mission. Only the Mk1-2 Kapollo command capsule returned. With Kerbal Space Program forced to continue to rely upon contracts to get funding, each mission’s cost quickly added up. Kapollo 6, for instance cost just north of 240,000 in funds for the D4H booster, Kapollo command module, and MK II ALCOR lander. A simpler Kapollo mission to Starlab set the space agency back sixty grand. With the Kerbal Shuttle Orbiter (KSO) program, launch costs and time between launches could easily be cut in half. And if KSC recovered the boosters and external fuel tank that the orbiter clung to, then they could recoup nearly all of the launch vehicle costs. Freedom actually cost more than a Kapollo/Duna II launch and was a little underpowered, but she was a prototype, after all. Her Thrustmax 300s were designed to fit the jumbo-sized S25 in development, as were her OA-900 liquid rocket boosters, and thus weren’t optimized for the X-18. But given enough development time, appropriately sized boosters and a remodeled tail section, the X-18 would make a cost effective launch vehicle. The problem is, KSP didn’t have the time right now. The President wanted kerbonauts on Duna soonest before the Eastern Bloc or the Babylon Corporation or some other billionaire’s private space agency got the chance. While some use of the Duna series of launch vehicles was inevitable, the gold-plated version of Duna One, based on Starlab, would require its components to fly on the D4H and that would break the bank. With the S25 still on the drawing board, Duna One’s components had to fit inside the X-18 whenever possible. KSP’s engineers envisioned a line of 1.8-meter diameter octagonal modules as a compromise between converting 1.25-meter fuel tanks into living space and using the 2.5-meter Starlab modules that were too big for the X-18. But to get them into orbit on the X-18, engineers had to add an auxiliary fuel module in the shuttle’s payload bay as well as bolt on auxiliary fuel tanks to the external fuel tank. It was a kludge for a prototype not really intended to carry payloads, but simulations showed that it should work. Bill took a moment, taking in the sight before going into the payload briefing. He couldn’t help but grin as he read the letter again: To: Bill S. Kerman From: Gene Kerman Hi Bill, I hope you’re sitting down before you read this. On behalf of the Kerbal Space Program, I want to extend an offer to you to become Mission Commander for KOM-1. Both you and Bob are the most experienced kerbonauts we have, and we can’t think of anybody else we’d like commanding the first shuttle mission. Bob has already accepted our offer to be your navigator... Thanks for taking the time to create such a high quality mod and sharing it with the community.
  9. I said it before and I'll say it again, Porkjet. Squad needs to hire you. Your parts need to be stock, and now I see that Squad recognized that too! Congratulations.
  10. Are these packs going to be like karbonite, where the community contributes? If so, what is the art direction you're going with? Reason I ask is that I'm creating a mobile exploration lab that's inspired by the Mars Excursion Module from the late 1960s as well as the ROMBUS SSTO. It is an extension for the MK1-2 command pod that will have space for a compact mobile processing laboratory, enough KAS space for that Pack Rat Rover of yours (love it BTW), a small living area and some fuel tankage for the lander engine. The lander engine is a plug nozzle with integrated landing gear. I started it over the weekend after downloading KSO and realizing that it would be perfect for making my KSP analogue to the Mars One spaceship from the Mars One Crew Manual. Here's concept art of the Mk1-2 Exploration Module (MEM, named in honor of the 1960s Mars Excursion Module): For the science lab, I was thinking along the lines of the landed modules generating contracts that don't offer anything but small science rewards in exchange for some experimental part that lets you do surveys and samples. Things that the Mars rovers are doing, basically. The contract would pick a direction and distance from the lander (ideally, set a waypoint), tell the player to run some experiment, and upon completion, reward the player with some science. Nice and simple that way. Reference pictures if you're curious: Mars Excursion Module: ROMBUS: Definitely one of my favorite books growing up: Mars One Crew Manual by Kerry Mark Joels
  11. Well derp on me! I didn't even think of that. Heh! Thanks for the tip.
  12. Yup! I patterned Starlab after NASA's real-world Skylab. Skylab had an Apollo telescope mount at the hub with the four solar panels, so I thought the FungEye would be perfect for that role.
  13. This mod is fantastic! While I have no idea how to aim properly, the best I can do right now is use the normal orientation controls to point the spacecraft. I can see having a button in the GUI that orients the spacecraft/telescope towards the target. Sad that the developer no longer is involved but at least the license is liberal and source is available on GitHub. If auto-orient isn't there when I finish up my other projects, then I might do it myself. Meanwhile, here's my first use of the telescope:
  14. How low an orbit is needed for the particle collectors to work around kerbin? I want to set up a fuel depot but thus far I haven't gotten any karbonite to flow. I have a collector directly attached to a karbonite tank.
  15. Hm... Karbonite is an oily black crystaline substance that contains volitile hydrocarbons that can be liquified and distilled into a variety of products including petrochemicals, plastics, oils, and rocket fuel. Kabonite is largely responsible for fueling Kebin's Industrial Age- and polluting the skies. Nearly all modern vehicles on the road run on karbonite or a fuel derived from it, and nations are known to use the flow of karbonite- or the lack thereof- for political gain. The Great Karbonite Embargo is one such example that led to skyrocketing fuel prices and inflation. Karbonite is a naturally occurring substance that exists on Kerbin and is believed to exist throughout the solar system. Scientists believe that asteroid bombardment during the early period of Kerbin's formation brought karbonite to the surface, and thus asteroids are thought to contain karbonite deposits as well. While typically found as a solid in the crust of a planet or burried in an asteroid, trace amounts of karbonite can also be found dissolved in oceans. Additionally, trace amounts of dust-form karbonite are theorized to exist in the atmospheres of some worlds, all the way up to and including the exosphere. As the technology to harvest karbonite improves, perhaps future spacecraft could even scoop up the substance from just above an atmosphere. While not as clean burning as traditional rocket fuels, karbonite is effective as a propellant. Engines consuming karbonite generate greater thrust than traditionally fueled counterparts while suffering from worse ISP. Additionally, engines fueled by karbonite are more prone to overheat and explode. Since karbonite provides its own oxidizer, jet engines and turbofans powered by the substance can operate in atmospheres lacking significant amounts of oxygen.
  16. I seem to be experiencing crashes with MCE when in editor mode. I am using Preview 3, though Preview 2 had the same problem. I'm using KSP x64. To reproduce the crash, I start KSP, go into the VAB, then try to load a ship. The crash occurs whether nor not I have ships saved in my Ships/VAB directory. Here are my output logs: OnAwake in EDITOR (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Adding MissionController Child (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) MCE Textures Loaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 8/6/2014 10:44:01 AM,MissionControllerEC,DEBUG: Loading ConfigNode (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 8/6/2014 10:44:01 AM,MissionControllerEC,DEBUG: Saving ConfigNode (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) MCE Settings Loaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) MCE Awake (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [MCE] Loading from persistence. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) MCE Onstart Files Loaded (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tac.EditorController[FFF907C6][81.23]: Start (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) On Contract Loaded event fired at startup (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Crash!!! SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program;C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Michael' OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1 C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe:KSP_x64.exe (000000013F2E0000), size: 15511552 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe', fileVersion: C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (00000000773B0000), size: 1740800 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntdll.dll', fileVersion: 6.1.7601.18247 C:\Windows\system32\kernel32.dll:kernel32.dll (0000000077190000), size: 1175552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\kernel32.dll', fileVersion: 6.1.7601.18409 C:\Windows\system32\KERNELBASE.dll:KERNELBASE.dll (000007FEFD310000), size: 442368 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\KERNELBASE.dll', fileVersion: 6.1.7601.18409 C:\Windows\system32\HID.DLL:HID.DLL (000007FEFAF40000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\HID.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\msvcrt.dll:msvcrt.dll (000007FEFF160000), size: 651264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\msvcrt.dll', fileVersion: 7.0.7601.17744 C:\Windows\system32\WS2_32.dll:WS2_32.dll (000007FEFE6B0000), size: 315392 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WS2_32.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\RPCRT4.dll:RPCRT4.dll (000007FEFEB70000), size: 1232896 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\RPCRT4.dll', fileVersion: 6.1.7601.18205 C:\Windows\system32\NSI.dll:NSI.dll (000007FEFEA50000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\NSI.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\USER32.dll:USER32.dll (00000000772B0000), size: 1024000 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USER32.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\GDI32.dll:GDI32.dll (000007FEFEA60000), size: 421888 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\GDI32.dll', fileVersion: 6.1.7601.18275 C:\Windows\system32\LPK.dll:LPK.dll (000007FEFE400000), size: 57344 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\LPK.dll', fileVersion: 6.1.7601.18177 C:\Windows\system32\USP10.dll:USP10.dll (000007FEFE330000), size: 823296 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USP10.dll', fileVersion: 1.626.7601.18454 C:\Windows\system32\VERSION.dll:VERSION.dll (000007FEFBD30000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\VERSION.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\ole32.dll:ole32.dll (000007FEFECA0000), size: 2109440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ole32.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\SHLWAPI.dll:SHLWAPI.dll (000007FEFF230000), size: 462848 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHLWAPI.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\ADVAPI32.dll:ADVAPI32.dll (000007FEFE970000), size: 897024 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ADVAPI32.dll', fileVersion: 6.1.7601.18247 C:\Windows\SYSTEM32\sechost.dll:sechost.dll (000007FEFF310000), size: 126976 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sechost.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\SHELL32.dll:SHELL32.dll (000007FEFD5A0000), size: 14188544 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHELL32.dll', fileVersion: 6.1.7601.18429 C:\Windows\system32\OPENGL32.dll:OPENGL32.dll (000007FEE6EB0000), size: 1167360 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\OPENGL32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\GLU32.dll:GLU32.dll (000007FEF2260000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\GLU32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\DDRAW.dll:DDRAW.dll (000007FEEE010000), size: 987136 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DDRAW.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\DCIMAN32.dll:DCIMAN32.dll (000007FEF8D00000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DCIMAN32.dll', fileVersion: 6.1.7601.18177 C:\Windows\system32\SETUPAPI.dll:SETUPAPI.dll (000007FEFE430000), size: 1929216 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SETUPAPI.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\CFGMGR32.dll:CFGMGR32.dll (000007FEFD560000), size: 221184 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CFGMGR32.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\OLEAUT32.dll:OLEAUT32.dll (000007FEFE810000), size: 880640 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\OLEAUT32.dll', fileVersion: 6.1.7601.17676 C:\Windows\system32\DEVOBJ.dll:DEVOBJ.dll (000007FEFD2E0000), size: 106496 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DEVOBJ.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\dwmapi.dll:dwmapi.dll (000007FEFAED0000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dwmapi.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\WINMM.dll:WINMM.dll (000007FEFCD30000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINMM.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\MSACM32.dll:MSACM32.dll (000007FEFC910000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSACM32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\IMM32.dll:IMM32.dll (000007FEFF200000), size: 188416 (result: 0), SymType: 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C:\Windows\system32\webio.dll:webio.dll (000007FEFA8D0000), size: 409600 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\system32\webio.dll', fileVersion: 6.1.7601.17725 C:\Windows\system32\apphelp.dll:apphelp.dll (000007FEFCFE0000), size: 356352 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\apphelp.dll', fileVersion: 6.1.7601.17514 C:\Windows\AppPatch\AppPatch64\AcGenral.DLL:AcGenral.DLL (000007FEE67E0000), size: 331776 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\AppPatch\AppPatch64\AcGenral.DLL', fileVersion: 6.1.7601.18128 C:\Windows\system32\SspiCli.dll:SspiCli.dll (000007FEFCFB0000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SspiCli.dll', fileVersion: 6.1.7601.18443 C:\Windows\system32\sfc.dll:sfc.dll (000000006F920000), size: 12288 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\sfc.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\sfc_os.DLL:sfc_os.DLL (000007FEF7710000), size: 65536 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\sfc_os.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\USERENV.dll:USERENV.dll (000007FEFD530000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USERENV.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\profapi.dll:profapi.dll (000007FEFD1F0000), size: 61440 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\system32\profapi.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\MPR.dll:MPR.dll (000007FEF8AB0000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MPR.dll', fileVersion: 6.1.7600.16385 C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64_Data\Mono\mono.dll:mono.dll (000007FECD930000), size: 2985984 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64_Data\Mono\mono.dll' C:\Windows\system32\PSAPI.DLL:PSAPI.DLL (0000000077580000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\PSAPI.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\MSWSOCK.dll:MSWSOCK.dll (000007FEFC680000), size: 348160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSWSOCK.dll', fileVersion: 6.1.7601.18254 C:\Windows\system32\CRYPTBASE.dll:CRYPTBASE.dll (000007FEFD080000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPTBASE.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\uxtheme.dll:uxtheme.dll (000007FEFB300000), size: 352256 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\uxtheme.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\d3d9.dll:d3d9.dll (000007FEEA870000), size: 2093056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\d3d9.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\d3d8thk.dll:d3d8thk.dll (000007FEFCD80000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\d3d8thk.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\nvd3dumx.dll:nvd3dumx.dll (000007FEC16C0000), size: 17985536 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\nvd3dumx.dll', fileVersion: C:\Windows\system32\WINTRUST.dll:WINTRUST.dll (000007FEFD380000), size: 237568 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINTRUST.dll', fileVersion: 6.1.7601.18205 C:\Windows\system32\CRYPT32.dll:CRYPT32.dll (000007FEFD3C0000), size: 1490944 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPT32.dll', fileVersion: 6.1.7601.18277 C:\Windows\system32\MSASN1.dll:MSASN1.dll (000007FEFD1E0000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSASN1.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\powrprof.dll:powrprof.dll (000007FEFA470000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\powrprof.dll', fileVersion: 6.1.7600.16385 C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI64.dll:nvSCPAPI64.dll (0000000180000000), size: 1392640 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI64.dll', fileVersion: C:\Windows\system32\MMDevAPI.DLL:MMDevAPI.DLL (000007FEFAEF0000), size: 307200 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MMDevAPI.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\PROPSYS.dll:PROPSYS.dll (000007FEFB390000), size: 1228800 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\PROPSYS.dll', fileVersion: 7.0.7601.17514 C:\Windows\system32\wdmaud.drv:wdmaud.drv (000007FEFC930000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wdmaud.drv', fileVersion: 6.1.7601.17514 C:\Windows\system32\ksuser.dll:ksuser.dll (0000000074D70000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ksuser.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\AVRT.dll:AVRT.dll (000007FEFA460000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\AVRT.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\AUDIOSES.DLL:AUDIOSES.DLL (000007FEFC210000), size: 323584 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\AUDIOSES.DLL', fileVersion: 6.1.7601.17514 C:\Windows\system32\msacm32.drv:msacm32.drv (000007FEFCD20000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\msacm32.drv', fileVersion: 6.1.7600.16385 C:\Windows\system32\midimap.dll:midimap.dll (000007FEFCD10000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\midimap.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\dsound.dll:dsound.dll (000007FED3330000), size: 557056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dsound.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\CLBCatQ.DLL:CLBCatQ.DLL (000007FEFEAD0000), size: 626688 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CLBCatQ.DLL', fileVersion: 2001.12.8530.16385 C:\Windows\system32\xinput1_3.dll:xinput1_3.dll (00000000041F0000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\xinput1_3.dll', fileVersion: 9.18.944.0 C:\Windows\system32\wbem\wbemprox.dll:wbemprox.dll (000007FEF67B0000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\wbemprox.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\wbemcomn.dll:wbemcomn.dll (000007FEF6A20000), size: 548864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbemcomn.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\CRYPTSP.dll:CRYPTSP.dll (000007FEFC6E0000), size: 94208 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPTSP.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\rsaenh.dll:rsaenh.dll (000007FEFC3E0000), size: 290816 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rsaenh.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\RpcRtRemote.dll:RpcRtRemote.dll (000007FEFD130000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\RpcRtRemote.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\wbem\wbemsvc.dll:wbemsvc.dll (000007FEF6720000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\wbemsvc.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\wbem\fastprox.dll:fastprox.dll (000007FEF67F0000), size: 925696 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\fastprox.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\NTDSAPI.dll:NTDSAPI.dll (000007FEF67C0000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\NTDSAPI.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (000007FEFBB40000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dhcpcsvc6.DLL', fileVersion: 6.1.7601.17970 C:\Windows\system32\dhcpcsvc.DLL:dhcpcsvc.DLL (000007FEFBB60000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dhcpcsvc.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\credssp.dll:credssp.dll (000007FEFC2E0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\credssp.dll', fileVersion: 6.1.7601.18489 C:\Windows\system32\BfLLR.dll:BfLLR.dll (0000000007620000), size: 212992 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\BfLLR.dll', fileVersion: C:\Windows\System32\wshtcpip.dll:wshtcpip.dll (000007FEFBB30000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\wshtcpip.dll', fileVersion: 6.1.7600.16385 C:\Windows\System32\wship6.dll:wship6.dll (000007FEFC670000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\wship6.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\rasadhlp.dll:rasadhlp.dll (000007FEF8D30000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rasadhlp.dll', fileVersion: 6.1.7600.16385 C:\Windows\System32\fwpuclnt.dll:fwpuclnt.dll (000007FEF9E60000), size: 339968 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\fwpuclnt.dll', fileVersion: 6.1.7601.18283 C:\Windows\system32\dbghelp.dll:dbghelp.dll (000007FEEF490000), size: 1200128 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dbghelp.dll', fileVersion: 6.1.7601.17514 ========== OUTPUTING STACK TRACE ================== (0x0000000103B70000) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x000000004F0BFED4) (Mono JIT code): (filename not available): (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) + 0x84 (000000004F0BFE50 000000004F0BFEF1) [0000000003984D48 - Unity Root Domain] + 0x0 (0x000000003B143525) (Mono JIT code): (filename not available): UIButton:OnInput (POINTER_INFO&) + 0x85 (000000003B1434A0 000000003B143882) [0000000003984D48 - Unity Root Domain] + 0x0 (0x000000003B143473) (Mono JIT code): (filename not available): AutoSpriteControlBase:OnInput (POINTER_INFO) + 0x23 (000000003B143450 000000003B14347D) [0000000003984D48 - Unity Root Domain] + 0x0 (0x000000003B082644) (Mono JIT code): (filename not available): UIManager:DispatchHelper (POINTER_INFO&,int) + 0x13b4 (000000003B081290 000000003B083217) [0000000003984D48 - Unity Root Domain] + 0x0 (0x000000003B081068) (Mono JIT code): (filename not available): UIManager:DispatchInput () + 0x378 (000000003B080CF0 000000003B08124F) [0000000003984D48 - Unity Root Domain] + 0x0 (0x000000003B0550A1) (Mono JIT code): (filename not available): UIManager:Update () + 0x111 (000000003B054F90 000000003B0550AB) [0000000003984D48 - Unity Root Domain] + 0x0 (0x0000000003FB72DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003FB7270 0000000003FB734A) [0000000003984D48 - Unity Root Domain] + 0x0 (0x000007FECDA536CA) (mono): (filename not available): mono_set_defaults + 0x2b8e (0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000003984D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0 ========== END OF STACKTRACE =========== **** Crash! **** I consistently crash on the line "On Contract Loaded event fired at startup." Please let me know if you need more information. Thanks for making a great mod, I look forward to more satellite repair missions, scanning, and the new Agena mission too.
  17. I'm starting a new playthrough with Karbonite, and it looks like BasicRocketry has the BSP-1 karbonite Converter. Most of the basic tech seems to be under fuel systems, which I haven't reached yet. With no drills or tanks or collectors yet, it might make sense to have the converted listed under fuel systems, where most of the basic tech seems to be. Right now, having the converter under basic rocketry is like having a teaser.
  18. A Project Karbonite sounds awesome! I can see not just RCS but a karbonite powered pulse rocket.
  19. new version is up! You can download it here or from the original post. I finally got sounds to work properly (figuring out how to change effect sounds when the propellant types changed was... interesting). Here's the lowdown: 0.3.2: Improved plasma fusion flame effect. Added engine sounds. Code cleanup. Consolidated textures where possible; main textures are in the Textures folder while individual models have placeholders. Next up: I'll be adding a couple of truss assemblies and then I'll work on the liquid droplet radiator.
  20. This is the beauty of Karbonite being open source. You are free to tackle this challenge if so desired.
  21. Love the blue glow. How'd you do that?
  22. Oh, thank you for the tip! I will give that a try. I plan to revisit the aerospike once I've finished up on the Supernova. I want to make a radial baby nuke and a 2.5m bimodal engine (generates power when not in use) as well, and the heat map technique will definitely be helpful. That engine design looks great! Squad really needs to hire you, the stuff you make looks stock. Here is the site I found with the sounds I'm intending to use. I envision the pulsed plasma mode to sound like the SRBs lighting off. The Daedalus engine ignites 250 pellets per second, and I think the shuttle SRBs would capture that. I'll mix something from the STS-131 launch sound. Liquid fuel will sound like the Atlas, possibly the hydrogen mode as well (Supernova is designed to work with Near Future Propulsion). I want to add noises for the reactor itself. I found a clip of the shuttle APUs and will mix it with air circulation sounds from STS-125's cabin. Working on the engine sounds is my next task, then I'll build the liquid droplet radiator and add in heat management. Speaking of which, here is the latest build. License is now CC BY-NC SA US 3.0. You can also find the latest on the original post.
  23. Thanks guys. Making these parts for KSP has been an educational experience and has been giving me some insight on how to use Unity. I've been slowly teaching myself the art of video game design for years, and with Unity, I have a decent shot at making the game I want (XNA once held that promise until it was abandoned). Anyway, I've created the liquid flame and hydrogen flame effects. These effects are used in NTR mode. According to the NASA document, the engine mixes plasma from the reactor with hydrogen propellant and pushes the ionized result out the back. I've tried to reflect that somewhat in the exhausts but also kerbalized the engine. I have some bugs to work out of the module I wrote, then I can post the update. Oh, and I found some NASA sound bites I can use for the engine noise... Liquid fuel flame: And the hydrogen flame:
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