artwhaley

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About artwhaley

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    Sr. Spacecraft Engineer

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  1. I'm working on some arm parts at the moment! Sorry that Gyazo creates such low res screenshots... but it's easy and fast... I'm planning to release them for Sirkut's plugin (in fact offering to let him release them with the plugin, if he'd like.) as wholly built single part arms, but also planning to release the individual pieces as IR parts, for people who want to assemble their own arms. There also seem to be some things that monolithic arms are better at, and some things that IR arms are better at... so there will be people that prefer one over the other. That's all by way of saying, I'm a big fan of this mod and I'll make sure that there are a set of parts that are a scale that conveniently fits in the cargo bay of both the Mk3 and the medium shuttles when I have time! I'm also paying attention to the scale of stock parts too, to try to make things that generally work well with other things!
  2. Infernal robotics is quite easy, as far as mod making skills go. If you find your way through all of the other steps, making a part work as an infernal robotics hinge will be simple. A quick look at the .cfg file for the IR parts will show you that you can essentially copy the module from that file and insert the names of your two mesh pieces, as they've been labeled in blender or unity, and set the axis and call it good. If you get everything else working and want help with that part, feel free to shout!
  3. artwhaley

    Kerbal Inventory System

    I'm not confusing mass with anything. I'm saying instead of tracking two numbers in software... track one, and scale it based on gravity (calculating weight in situ, effectively.) The person above me had suggested a mass limit and a weight limit be recorded... and I was pointing out that coding a weight limit would only make sense on one body... better to just say "You can move x amount of mass in orbit, and it scales down the greater the gravitation, since you're working against inertia AND gravity, when you're lifting weight. Mass is a function of the Higgs Boson, most likely, though until we understand that better it's easier for practical scientists to talk about it as it relates to inertia. Volume is a function of atomic spacing. Density is a derived property that relates mass to volume. Weight I agree on, though. Also, I'm smiling while being contrary and pedantic, not trying to really be a pain.
  4. I just want to say that I love the irony that you got a snarky reply from a random user, then a straight and helpful reply from @Snark
  5. Darn... figured it out before I got here with my obnoxious answer. Oh, DeltaV is easy! Go ahead and grab 2 or 3 sheets of paper... then write down the wet and dry mass of every tank... and the isp of every engine... and then....
  6. artwhaley

    Kerbal Inventory System

    I've thought about that too.... or rather, that the mass limit should scale based on gravity, when you're landed... Wrestling 500kg into place on the Mun is a different animal than doing the same on Kerbin... though... I don't want to have to break out the slide rule and look up gravitational parameters when I'm packing a container and need to know what I can lift on Duna... so I think not complicating it any more than necessary is the right call.
  7. @Munar Industries Thanks for the kind words! Yes, you've done a FANTASTIC job of balancing the urge to be complete with the urge to keep a mod from getting bloated. In my opinion, you've got it just right - there's not a single tank in your pack that doesn't have an obvious use case! They look better than the stock tanks, but without changing the style so much that they don't still 'fit in.' Really great work!
  8. artwhaley

    Your Unusual Tricks of the Trade

    But be careful. Alt-f5 is ANNOYINGLY CLOSE to Alt-f4.
  9. artwhaley

    Kerbal Inventory System

    Not that you need to know for this application, but you can also move things heavier than 1000 kg if you have multiple kerbals in range of the part. Their lifting abilities stack! That's hard to use in orbit, but when base building it can be important.
  10. artwhaley

    [WIP] Infernal Robotics - Next

    Ahh! That makes sense. Does it seem like it ought to be possible to have more than one controlled joint in a single part? I'm working on a pack of arms that will be compatible with Sirkut's arm plugin, but I thought it would be cool to make it work with IR too... if it were possible. I suppose I could cut the models up and release all of the different pieces, but that's not really what I'm going for with the part pack. I want to just give users a handful of arms that 'just attach and work.'
  11. And the Munar Industries tanks are one of the most gorgeous and useful sets of tanks available. They fill so many gaps in the stock tank lineup - all of the times you've said "I wish I had a tank that..." are suddenly realized. I'm a big fan. It's the only set of tanks I keep installed.
  12. artwhaley

    [1.4.x] Elon Musk's Tesla Roadster & Starman

    There we go! Great work! I LOLed at the pictures!
  13. artwhaley

    Space shuttle [SSP] Development Page

    Or notice that it was from 2016?
  14. artwhaley

    [1.4.x] Elon Musk's Tesla Roadster & Starman

    Your album link appears broken!
  15. artwhaley

    [WIP] Infernal Robotics - Next

    When you said 3 joint test, did you mean a single part with multiple servos built in? As in, a robotic arm that could be all one part, instead of requiring assembly? If so, can you post a module example so I can give it a try? I tried putting two copies of ModuleIRServo_v3 in a single config file to try to move two different segments of a parented tree of meshes... and... it did not work as expected. Multiple transforms were being rotated ,not just the one I'd named as the moving mesh.